On Sun, 2007-04-29 at 21:23 +0200, DR0ID wrote:
> I have installed ubuntu 7.04 recently and found pygame in the synaptics
> system. (it had a somewhat strange name, cant remember sorry)
>
The name is python-pygame. Use the search function of Synaptics.
Also check out the game "solarwolf", tha
Hi,
>>1) why am I getting the crackling when running the
>>demos?
>open the game's code and change in the mixer's
>initiation, the size of the buffer - it's the last
>parameter. For instance if you find:
>pygame.mixer.init()
>then replace with:
>pygame.mixer.init(22050,-16,1,2048)
>or even:
>pyg
>>1) why am I getting the crackling when running the
>>demos?
>open the game's code and change in the mixer's
>initiation, the size of the buffer - it's the last
>parameter. For instance if you find:
>pygame.mixer.init()
>then replace with:
>pygame.mixer.init(22050,-16,1,2048)
Unfortunately, I
Ooopss...
Just before the pygame.init() , write:
pygame.mixer.pre_init(22050,-16,1,4096)
just that.
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Hi,
- Original Message
From: Παναγιώτης Τσιμπέρης <[EMAIL PROTECTED]>
To: pygame-users@seul.org
Sent: Monday, 30 April, 2007 6:23:34 PM
Subject: Re: [pygame] sound crackling and fmod
Ooopss...
Just before the pygame.init() , write:
pygame.mixer.pre_init(22050,-16,1,4096)
just that.
I
Dude
Do the following (this time AFTER the pygame.init()):
pygame.mixer.quit()
pygame.mixer.init(44100,-16,1,4096)
report back
Takis
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My note about that did not get out due to my company and domain name
changing.
The pypy project has destroyed several machines so far in its 2 year history.
Mostly laptops, but at least one tower as well. We're using all the CPU for
extended periods of time, and when we talk to manufacturers abou
Now that my AI is chasing the Ninja around, I'd like to make it so that
when they bump into a block, they "slide" around it. I figured I'd do
this by having it find out where the block is in relation to the
monster, and then stop moving in the direction that was causing it to
bump into the bloc
Laura Creighton wrote:
My note about that did not get out due to my company and domain name
changing.
The pypy project has destroyed several machines so far in its 2 year history.
Mostly laptops, but at least one tower as well. We're using all the CPU for
extended periods of time, and when we t
He's right - pygame.mixer.pre_init and all that doesn't appear to help,
at least on my Windows 2000 machine. I left it in just in case it helps
on some platforms tho.
I found what DID help, was setting the channel volume down to .5. One
song I have perfectly illustrated the problem, when I pla
Eats up too much CPU? How do you know? Have you profiled? Do you have
thousands of blocks?
I'd get it working first, with whatever solution works before you start
worrying about optimizing. Also you can always exit the for loop when you
find a collision so you don't have to iterate over the wh
so, I should have pygame.display.update(dirtyrects, bullets) in my main loop
if I have two groups of sprites to watch (bullets and dirtyrects) instead of
two separate pygame.display.update functions, right? The docs say to do that
but they never actually say what the syntax for it is. Do I separat
Solarwolf is REALLY awesome. You could stay addicted to that for hours!
On 4/30/07, Horst JENS <[EMAIL PROTECTED]> wrote:
On Sun, 2007-04-29 at 21:23 +0200, DR0ID wrote:
> I have installed ubuntu 7.04 recently and found pygame in the synaptics
> system. (it had a somewhat strange name, cant re
On Sun, Apr 29, 2007 at 05:38:33PM -0400, Jason Coggins wrote:
> I am trying to run them from the desktop by double clicking on them then
> selecting either run or run in terminal from the box that pops up. I tried
> right clicking on the program to select "open with python" but that was not
>
I assume it's eating up CPU, it's doing something so that the game slows
down the point where updates take about a half a second. I don't have
thousands of blocks, but I do have a fair amount, something in the
vicinity of fifty, and three monsters.
I'm using for so I can access the attributes of
If you keep track of which tiles are passible in an list, you only
need to consider the tiles surrounding a given monster, which should
not be a problem performance-wise. In fact, you only need to consider
the tiles that the monster wants to move into, and if the first one
is passible then
Actually the correct syntax to address an element would be:
passible_at[x][y]
Not thinking in Python this morning ;^)
-Casey
On Apr 30, 2007, at 9:39 AM, Casey Duncan wrote:
If you keep track of which tiles are passible in an list, you only
need to consider the tiles surrounding a given mon
> Actually the correct syntax to address an element would be:
>
> passible_at[x][y]
>
> Not thinking in Python this morning ;^)
The original syntax - passable_at[x,y] - is something that I've used
before; use a dictionary keyed on location instead of nested arrays. This
can be more space efficient
On Mon, Apr 30, 2007 at 02:55:27AM -0700, Andrew Pape wrote:
>
> Could it be an OS problem? I'm using Ubuntu Linux (Feisty Fawn)
> but others on the mailing list have said there's a bug in the Windows
> Pygame that causes sound crackle too. Any other ideas?
>
It could be a problem with the OS sou
Hello Phil,
Looks like an interesting project. I would be glad to test out the mod
system if you are still looking for beta testers.
Ben Woodhead
Telos Productions
From: Phil Hassey <[EMAIL PROTECTED]>
Reply-To: pygame-users@seul.org
To: pygame
Subject: [pygame] Galcon mods - using pysafe
D
This would require defining every block to be not passable, right? I'd
rather not do that, because I would be defining the terrain twice... I
think I'll stick with the spritecollide stuff.
Thanks anyway!
Casey Duncan wrote:
If you keep track of which tiles are passible in an list, you only
nee
On Monday 30 April 2007 12:09:10 pm James Paige wrote:
> On Sun, Apr 29, 2007 at 05:38:33PM -0400, Jason Coggins wrote:
> > I am trying to run them from the desktop by double clicking on them then
> > selecting either run or run in terminal from the box that pops up. I
> > tried right clicking on
Ben,
Sure thing - I've sent you a single player reg. code so you can access the mods.
(Offer still stands to any other pygamers interested.)
Have fun!
- Phil
Ben Woodhead <[EMAIL PROTECTED]> wrote: Hello Phil,
Looks like an interesting project. I would be glad to test out the mod
system if yo
On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote:
passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with
an element for each tile
This does not do what you think it would:
passible_at = [[True] * 3] * 4
passible_at
[[True, True, True], [True, True, True], [True, True, True],
Ian Clark wrote:
> On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote:
>> passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with
>> an element for each tile
>
> This does not do what you think it would:
>
> Someone more skilled than I can explain *why* the first one does what
> it
Hehe, yeah. It's because the same inner list object gets repeated for
each row. You change one row and they all change since they're the
same list.
I actually like the dictionary suggestion using coordinate tuples as
keys. That's more elegant. To retrieve the state of a tile you can
just
Dave LeCompte (really) wrote:
Actually the correct syntax to address an element would be:
passible_at[x][y]
Not thinking in Python this morning ;^)
Another option is to use a one-dimensional list, which might be slightly
faster. In my game instead of doing:
tiles = []
for y in range(foo):
Ethan Glasser-Camp wrote:
Ian Clark wrote:
On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote:
passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with
an element for each tile
This does not do what you think it would:
Someone more skilled than I can explain *why* the first one d
Kris Schnee wrote:
> Aha! I've seen a problem like this before. I called it the "stripey doom
> error," because when I did a tile-based game and changed one element,
> I'd see a whole stripe of tiles change instead of one. Python has other
> "sticky variable" problems sometimes if you don't think c
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