Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Casey Duncan
On Nov 21, 2007, at 5:57 PM, Kris Schnee wrote: [..] With subsurfaces, eh? I was thinking more like: w,h = SCREEN_SIZE ## eg. (800,600) top_screen = pygame.surface.Surface((w,h/2)) bot_screen = pygame.surface.Surface((w,h/2)) def Draw(): DrawPlayerOneScreen(top_screen) ## Draw game stuff on

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Kris Schnee
On Nov 21, 2007, at 11:19 AM, Miguel Sicart wrote: Now, the problem is that I am to game programming what military music is to music, so I don't want to go into tiling or scrolling backgrounds (but hey, I'd love to learn more about tiling at some moment!). Ask when you'd like to hear about it

Re: [pygame] Networking?

2007-11-21 Thread Richard Jones
On Thu, 22 Nov 2007, David wrote: > On 11/20/07, Richard Jones <[EMAIL PROTECTED]> wrote: > > > 2) Use the Twisted reactor *as* your main loop, and implement all game > > > logic as call-backs from there. This is the approach that the Twisted > > > people will recommend. > > > > This is also useles

Re: [pygame] Break outside the loop

2007-11-21 Thread Ian Mallett
True. It's just not strictly necessary. "StopIteration" is specific.

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Casey Duncan
On Nov 21, 2007, at 11:19 AM, Miguel Sicart wrote: Hi all, Thanks a lot for the help! Ok, so what I am interested in doing is sort of artsy-fartsy little videogames (think Rob Humble's The Marriage), and this is one of them: top of the screen, player one will be doing one thing (collectin

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Miguel Sicart
Hi all, Thanks a lot for the help! Ok, so what I am interested in doing is sort of artsy-fartsy little videogames (think Rob Humble's The Marriage), and this is one of them: top of the screen, player one will be doing one thing (collecting items, destroying items); bottom of the screen, player two

Re: [pygame] Break outside the loop

2007-11-21 Thread Sami Hangaslammi
On Nov 21, 2007 8:27 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > while 1: > grid.update() > try: > explorer.next() > except StopIteration: > break > > By the way, "except StopIteration" can be replaced by just: "except", > because there are no fu

Re: [pygame] Break outside the loop

2007-11-21 Thread Ian Mallett
For one thing, I think that he meant for this: while 1: grid.update() try: explorer.next() except StopIteration: break ...to be this: while 1: grid.update() try: explorer.next() except StopIteration: break B

Re: [pygame] Break outside the loop

2007-11-21 Thread Luke Paireepinart
Joseph king wrote: I keep getting a ***'break' outside the loop error on this code can anyone help for y in range(8): for x in range(8): c = Canvas() c.grid(column=x, row=y) # make a grid grid = Grid(c, cellsize_x=8, cellsize_y=8, gridsize_x=10, gridsize_y=10)

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Ian Mallett
Same in OpenGL. You just choose which part of the window you're drawing into.

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Casey Duncan
On Nov 21, 2007, at 8:28 AM, Dan Krol wrote: Maybe this is what Kris already said, but I think that you should use two surfaces, sized at half the height of the screen. That way they work essentially as two independent screens, clipping is handled for you, etc. Then when it comes to drawing the

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Dan Krol
Maybe this is what Kris already said, but I think that you should use two surfaces, sized at half the height of the screen. That way they work essentially as two independent screens, clipping is handled for you, etc. Then when it comes to drawing the surfaces, put one surface at the top and one at

Re: [pygame] Split screen question (newbie)

2007-11-21 Thread kschnee
On Wed, 21 Nov 2007 16:33:39 +0100, Mundial 82 <[EMAIL PROTECTED]> wrote: > Hi all, > > ok, so I am a bit of a newbie and I am trying to make a split screen > game. The idea is very simple: screen divided in halves, top and > bottom spaces are wrapped, and not connected at all (think two > differ

Re: [pygame] This showed up in pygame-users@seul.org

2007-11-21 Thread Casey Duncan
gmane perhaps? http://search.gmane.org/? query=twisted&author=&group=gmane.comp.python.pygame&sort=relevance&DEFA ULTOP=and&query= -Casey On Nov 21, 2007, at 7:48 AM, Laura Creighton wrote: Anybody want to come explain twisted to somebody who just wants to network his game? Alas pygame-u

Re: [pygame] This showed up in pygame-users@seul.org

2007-11-21 Thread Marius Gedminas
On Wed, Nov 21, 2007 at 04:48:20PM +0100, Laura Creighton wrote: > Anybody want to come explain twisted to somebody who just wants > to network his game? Alas pygame-users is not a mailman mailing > list, and Activestate seems to have stopped archiving it in August, > so there is no way I know of

[pygame] This showed up in pygame-users@seul.org

2007-11-21 Thread Laura Creighton
Anybody want to come explain twisted to somebody who just wants to network his game? Alas pygame-users is not a mailman mailing list, and Activestate seems to have stopped archiving it in August, so there is no way I know of to read the whole thread. Laura --- Forwarded Message Return-Pat

[pygame] Split screen question (newbie)

2007-11-21 Thread Mundial 82
Hi all, ok, so I am a bit of a newbie and I am trying to make a split screen game. The idea is very simple: screen divided in halves, top and bottom spaces are wrapped, and not connected at all (think two different spaces). It would be great if the two sides could have different backgroun

Re: [pygame] Networking?

2007-11-21 Thread David
On 11/21/07, Chris Ashurst <[EMAIL PROTECTED]> wrote: > I hope you mean that the sockets library is not the place to start, simply > because it's not immediately easy (unlike Twisted) to get right into? I > believe every programmer who wants to use a higher-level library should at > least have a st

RE: [pygame] Networking?

2007-11-21 Thread Chris Ashurst
I hope you mean that the sockets library is not the place to start, simply because it's not immediately easy (unlike Twisted) to get right into? I believe every programmer who wants to use a higher-level library should at least have a stab at the low-level stuff, just to give a better idea of what'

Re: [pygame] Networking?

2007-11-21 Thread AlgoMantra
hey, please forgive me for any stupid observations.it's just that I've been avoiding testing Twisted because people seem to be of the opinion that it takes over the main loop. And they like having control over that. Can the main reactor be manipulated in such a way that it is not the main loop

Re: [pygame] Networking?

2007-11-21 Thread David
On 11/20/07, Richard Jones <[EMAIL PROTECTED]> wrote: > > > 2) Use the Twisted reactor *as* your main loop, and implement all game > > logic as call-backs from there. This is the approach that the Twisted > > people will recommend. > > This is also useless for highly interactive games. I consider

Re: [pygame] Networking?

2007-11-21 Thread Michael Sparks
On Wednesday 21 November 2007 06:51:38 Jason Ward wrote: > Thanks for the options guys. I'll look into them when I find the time. But I > don't mind low-level stuff if that's what sockets library requires, just as > long as it can work. Sure of course it'll work. The code is pretty much the same a