[pygame] Re: Galcon linux version

2006-12-16 Thread Horst JENS
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

Re: [pygame] map format

2006-12-16 Thread Phil Hassey
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

[pygame] Fwd: Please hear me out.

2006-12-16 Thread Scheol Service
-- 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

Re: [pygame] map format

2006-12-16 Thread Ethan Glasser-Camp
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

[pygame] map format

2006-12-16 Thread spotter .
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

Re: [pygame] GLSL in Pygame on a Mac

2006-12-16 Thread Alex Holkner
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,

[pygame] GLSL in Pygame on a Mac

2006-12-16 Thread Brandon N
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

Re: [pygame] Tile Size

2006-12-16 Thread Kris Schnee
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

Re: [pygame] Tile Size

2006-12-16 Thread Farai Aschwanden
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

[pygame] Tile Size

2006-12-16 Thread 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 question I could use input on is about tile size. Right now th

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Jakub Piotr Cłapa
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

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Brian Fisher
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

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Brian Fisher
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

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Jakub Piotr Cłapa
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

[pygame] Wii Remote on Windows

2006-12-16 Thread Luke Paireepinart
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

[pygame] Font.render barfs on spaces

2006-12-16 Thread Marius Gedminas
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

Re: [pygame] Adding Wii Remote support to pygame

2006-12-16 Thread Luke Paireepinart
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

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Tim Ansell
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

Re: [pygame] Adding Wii Remote support to pygame

2006-12-16 Thread Jakub Piotr Cłapa
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

Re: [pygame] ARGB vs. RGBA

2006-12-16 Thread Jakub Piotr Cłapa
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

Re: [pygame] Adding Wii Remote support to pygame

2006-12-16 Thread robomancer
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