hi,
please check the download page again... I've updated the link to the
new Mac OSX maintainers page... ie mine.
http://pygame.org/download.shtml
Please let me know how you go with it... I'm still trying to improve
it for the pygame 1.8 release.
cheers,
On Feb 13, 2008 12:32 PM, Ryan Riegel
Why isn't that download on Pygame.org?
Heya, pygame is awesome stuff and I've really enjoyed my first few days
developing with it, but I just endured a multi-hour disaster trying to get
it to work on my friend's Mac via IM.
First off, the "Pygame OSX PackageManager Site" appears to be down. I tried
to make sense of the MacPorts altern
Hi,
Lenard - are you able to provide an installer for the docs for the 1.8 release?
Or maybe we should include them with the pygame installer.
Otherwise I'll put together a .zip file of them.
I'll put up a .zip file of the examples on the download page too.
cheers,
-- Forwarded mes
nice one, thanks Lenard. I'll test the eggs tonight.
yeah, I'll make sure the mac stuff is kept separate :)
It would be nice if people could use easy_install to get pygame eggs,
especially on windows - so for this release putting the eggs on pypi
would be good.
-
Btw, I put up my late
Hey,
It's time for some more game compo good times! The compo is going to be on the
weekend of Feb. 23rd. Since it's a warm-up, there won't be exact start and end
times, just show up and have fun! Theme voting will be on the website prior to
the compo.
Join #ludumdare on irc.afternet.org
Hi there!
I'm trying to use pgu to make a GUI like the image there's near pgu
explanation on the pygame web (which has two places to enter the name
of two players and below has a list for choosing one option) but I'm
so newbie and I get lost on using pgu. The idea is to have a display,
wh
If you do figure it out make sure that the bdist_mpkg and other Mac
dependencies only apply to Mac builds. I didn't know I could build eggs
because in setup.py the use of setuptools is dependent on the presence
of bdist_mpkg. Are there plans to put the eggs on PyPI. For the moment I
will make t
Sorry I didn't express myself well - I didn't mean to say the time
elapsed didn't matter, I meant to say that one's movement was also
controlled by code, specifically the % like you pointed out:
if (frame_num%5)==0:
x2 = x2+distance_moved*5.
so in that way they are very different.
What I thi
On Feb 12, 2008 1:51 PM, Richard Jones <[EMAIL PROTECTED]> wrote:
> On Wed, 13 Feb 2008, René Dudfield wrote:
> > Apart from Richards shameless self promotion of pyglet, here's some
> > other things to look at...
>
> It was more an attempt to dispel the "even in Python" statement :)
>
Can't it be b
"since one sprite is moved by time, and the other is moved by your code
executing, they move based on different conditions and there you go."
Both sprites are moved based on distance_moved, which is a variable resulting
from the pygame.time.Clock() instance times the speed, so both variables have
On Wed, 13 Feb 2008, René Dudfield wrote:
> Apart from Richards shameless self promotion of pyglet, here's some
> other things to look at...
It was more an attempt to dispel the "even in Python" statement :)
Richard
Apart from Richards shameless self promotion of pyglet, here's some
other things to look at...
Have a look in the Demo directory of pyopengl for many goodies. It's
an often overlooked place of python opengl code.
If you want to render text in 3d: http://ttfquery.sourceforge.net/
soya, openglco
Looking at the pyglet mailing list archives, it seems the way Alex &
co. get the event loop to pump during window move and resize events is
to handle the WM_USER+7174 windows message - which told windows not to
do resize and move operations in a tight inner loop anymore.
On Feb 12, 2008 12:58 PM,
On Wed, 13 Feb 2008, Brian Fisher wrote:
> There is a way to get an app in windows to not be blocked by event
> processing like that (something about calling your update from a
> particular message or returning the right value from some weird barely
> documented message or something like that) but
On Wed, 13 Feb 2008, kschnee wrote:
> Loading images and
> displaying those and text is a royal pain in OpenGL, even in Python.
The "even in Python" is a little out of date now :)
from pyglet import image, font
# display an image
im = image.load('image.png')
im.blit()
# display some text
t = fo
yeah, cool. Especially since the 32bit version seems to work ok.
On Feb 13, 2008 5:02 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:
> I finally found the MinGW-w64 cross compilers. They are GCC version 4. I
> have already test built a few 32-bit libraries with gcc 4.2.1. I have
> yet to try smp
I built Pygame 1.8 with SDL_ttf 2.0.9 and freetype2 2.3.5. I notice the
default font renders a little larger in Pygame 1.8 than 1.7. Otherwise I
see no difference.
Lenard.
René Dudfield wrote:
cool, thanks a lot.
I'll look into the two issues you found.
cheers,
On Feb 12, 2008 11:26 AM, Se
I have made Revision 1110 of Pygame 1.8 available as a Win32 installer
for Pythons 2.4 and 2.5 here:
http://www3.telus.net/len_l/pygame-1.8rev1110.win32-py2.4.exe
http://www3.telus.net/len_l/pygame-1.8rev1110.win32-py2.5.exe
The md5 sums are:
44ecb48e8198f8d0c7b5c6581a3e9672 *pygame-1.8rev111
I finally found the MinGW-w64 cross compilers. They are GCC version 4. I
have already test built a few 32-bit libraries with gcc 4.2.1. I have
yet to try smpeg with g++. These compilers are still only preview
releases. So unless the Pygame community is willing to become testers
for the MinGW pr
I don't exactly recommend the NeHe tutorials for their nice code, but
there are some nice clear enough python examples.
http://www.pygame.org/gamelets/
Has nehe tutorials 1-10.
I'll write some OpenGL basecode sometime too.
in windows, when people are clicking the title bar they are moving the
window (even if not moving the mouse). And by default, moving or
resizing blocks in your message loop (basically this line doesn't
return in the way you'd like: "for event in pygame.event.get():")
since one sprite is moved by t
Probably you already noticed this.
I am using Windows XP pro, no service pack, python 2.4 and pygame 1.7.1 , ran
this script:
import pygame
from pygame.locals import *
from sys import exit
background_filename='sushiplate.jpg'
sprite_filename = 'fugu.png'
pygame.init()
screen = pygame.display.se
On Tue, 12 Feb 2008 23:23:49 +1030, fragged <[EMAIL PROTECTED]>
wrote:
> Hey guys,
>
> I've been searching for some decent examples of PyOpenGL to help me port
> my current application to OpenGL to speed things up on my perty new
> 1920x1200 LCD (Getting about 20fps, using no acceleration whatsoev
Hey guys,
I've been searching for some decent examples of PyOpenGL to help me port
my current application to OpenGL to speed things up on my perty new
1920x1200 LCD (Getting about 20fps, using no acceleration whatsoever),
however I've been unable to find any decent guides on the net that
simp
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