Please help me to Digg Galcon. It is my first time with Digg and i'm a
bit disappointed (just 2 "Diggs" so far).
http://digg.com/gaming_news/commercial_game_written_in_pygame_released
cheers,
-Horst
I just use .tga files -- and surface.get_at() and surface.set_at().
You get limited to 256 tiles and 4 layers, but I've yet to have that be a
problem. Quite adequate for any "small game" -- and it's simple. If you need
to upgrade later, you can always change to a text based format that supports
-- Forwarded message --
From: Scheol Service <[EMAIL PROTECTED]>
Date: Dec 7, 2006 4:58 PM
Subject: Please hear me out.
To: pygame-users@seul.org
I know that there is a mailing list and etc.. for Pygame support but
there are other people knowing answers to questions to some noobi
spotter . wrote:
> Hey everybody,
>
> I am in the process of trying to make a file format for maps.
>
> The meta file will have the info like name, author, date, version, and
> the width and height.
>
> The other file will have the actual map data in it. This method will be
> slower,
> since
Hey everybody,
I am in the process of trying to make a file format for maps. I am
doing this right now with this:
<10,5> # the width and height
<1> # layers
000,001,002,001,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002,
000,001
Brandon N wrote:
Hello,
I recently came across the GLSL example at: http://www.pygame.org/
wiki/GLSLExample
This would appear to meet my needs for using GLSL from within
pygame, but I cannot seem to get it working. First, as I am not
really familiar with the Python wrapper of OpenGL,
Hello,
I recently came across the GLSL example at: http://www.pygame.org/
wiki/GLSLExample
This would appear to meet my needs for using GLSL from within
pygame, but I cannot seem to get it working. First, as I am not
really familiar with the Python wrapper of OpenGL, is that example
M
Farai Aschwanden wrote:
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of programming,
for my project. I can live with the game's islands being a constant
height, fo
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of
programming, for my project. I can live with the game's islands
being a constant height, for simplicity. One ques
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of programming, for
my project. I can live with the game's islands being a constant height,
for simplicity. One question I could use input on is about tile size.
Right now th
Brian Fisher wrote:
Hmmm.. they both look wrong to me... they look like GBAR
I agree, they certainly look that way (and that's a snippet from the SVN
trunk). :-)
I would think lil endian would be this:
RMask = 0xFF<<8, GMask = 0xFF<<16, BMask = 0xFF<<24, AMask = 0xFF
and big endian would b
All righty, I made a test for pygame.image.fromstring with "ARGB" as
the type, looks like it's broken
attached is the test (all 4 drawn things should be identical, but you
can see ones where fromstring is used are bad)
looks like image.tostring with "ARGB" is just fine.
I don't have the ability
On 12/16/06, Jakub Piotr Cłapa <[EMAIL PROTECTED]> wrote:
It just that I don't understand why ARGB isn't just ARGB in memory (1
byte A, 1 byte R, 1 byte G and 1 byte B). Look at lines 627 and 629 in
src/image.c:
#v+
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
0xFF
Tim Ansell wrote:
Hello,
You can use my SDL_Surface.py hack to get a ctypes pointer to the pixel
data. http://www.thousandparsec.net/repos/libmng-py/mng/pygame/
I needed this to make libmng-py as fast as possible.
Thanks but I'm unsure if this helps. I've got a Python buffer which is
already
I just read this article on Microsoft.com and laughed out loud.
http://msdn2.microsoft.com/en-us/library/aa938557.aspx
Oh, great. I can't even develop Profile Drivers on my Windows XP system
FOR Windows XP.
I have to install Vista, write the drivers, and run them on XP.
That makes a lot of sens
Hi,
Pygame 1.7.1 on my Ubuntu Linux system is unable to render a space in the
default font, when anti-aliasing is disabled:
>>> import pygame
>>> pygame.version.ver
'1.7.1release'
>>> pygame.font.init()
>>> f = pygame.font.Font(None, 10)
>>> f.render(" ", 0, (255, 255, 25
Jakub Piotr Cłapa wrote:
Luke Paireepinart wrote:
I was considering using the pySerial module, because I hear you can
use this to communicate with bluetooth devices as well.
I couldn't get the Wii remote to register a COM port, though,
(through the windows Bluetooth stack manager thing). It se
Hello,
You can use my SDL_Surface.py hack to get a ctypes pointer to the pixel
data. http://www.thousandparsec.net/repos/libmng-py/mng/pygame/
I needed this to make libmng-py as fast as possible.
Hope this helps!
Tim Ansell
On Sat, 2006-12-16 at 14:49 +0100, Jakub Piotr Cłapa wrote:
> Pete Shi
Luke Paireepinart wrote:
I was considering using the pySerial module, because I hear you can use
this to communicate with bluetooth devices as well.
I couldn't get the Wii remote to register a COM port, though, (through
the windows Bluetooth stack manager thing). It seems to me that the way
py
Pete Shinners wrote:
On Fri, 2006-12-15 at 12:07 +0100, Jakub Piotr Cłapa wrote:
I was trying to make some data exported from cairo as a ARGB (literally
in this byte order on my big-endian machine, A beign in the lowest
address) buffer into a PyGame surface but run in to some problems.
The co
It's not being handled as a new input-device: the 'drivers' re-mapp
its functionality onto default keyboard/mouse keypresses/motions/etc.
Basically it's emulating existing input devices.
That's what the existing "driver" for Linux does as well (at least at the
user-visible level). I'm hacking
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