Re: [pygame] What is fun? WAS The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Wayne Koorts
>> There will always be some people who love a game, >> others who hate it and others still who are in-between. > > Now if you average up the votes for that game, then it will come out > with an average score. But is this really an average game? > > Even though half the people absolutely loved it.

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread René Dudfield
cool, there's lots of fun projects so far... My project I'm starting on is some dj/vj/game software for parties. Mostly it's at the concept/research stage at the moment. The main idea is to do simple video games at parties. Where instead of a normal computer, there might be a tv screen, or a pro

Re: [pygame] Another blitting surface to itself crash

2008-08-09 Thread Lenard Lindstrom
To add to the confusion the attached C program prints "Success." (to stdout.txt) with the MinGW built SDL.dll 1.2.13 provided with Pygame. Lenard René Dudfield wrote: A summary of what has been found out so far: * it doesn't seem to crash on linux/osx. * It never crashed for SDL 1.2.7 throug

Re: [pygame] What is fun? WAS The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread René Dudfield
On Sun, Aug 10, 2008 at 8:31 AM, Wayne Koorts <[EMAIL PROTECTED]> wrote: > There will always be some people who love a game, > others who hate it and others still who are in-between. > This is interesting with the way things are rated in most popular culture. Consider these fake ratings of a game

Re: [pygame] What is fun? WAS The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Wayne Koorts
> Different sorts of games really have a different metric for what is > fun. It really depends on what kind of response you are going for. > Game design is a medium for communication - if whatever feeling it was > you try to convey through a game gets across, then I would say it was > a success.

Re: [pygame] What is fun? WAS The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Luke Paireepinart
Brad Montgomery wrote: Anyone really interested in this topic should read "a theory of fun" by Raph Koster. It's a wonderful little book (but I haven't read the whole thing yet) - brad Oops, I accidentally recommended this in the other thread. Didn't see this branch. -Luke

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Luke Paireepinart
So, I'm thinking more about game design and trying to understand what makes a game fun, while plotting what to work on next. AI again? A fairly conventional trading game that doesn't try to invent a different core mechanic? I'm sick of conventional RPG mechanics like those in "Final Fantasy" and

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Knapp
On Sat, Aug 9, 2008 at 7:36 PM, Michael George <[EMAIL PROTECTED]> wrote: > Knapp wrote: > > Easy fix, more than one sprite. > > > I don't see how to generalize this though. In general the box isn't a box, > but maybe a collection of four objects making up the walls, that the user > placed there.

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Nirav Patel
Hmm, I think that was intentional. The intent was to get an outline of an object to use it in something like draw.lines or draw.polygon to turn a mask back into a Surface. If there were multiple objects, the outline would be meaningless. It would make sense to be able to get a list of lists of o

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
It looks like there's a bug in the outline code, in that it will only return the outline of one connected component. Is that intentional? --Mike Nirav Patel wrote: Mike, I'm not sure if this is what you're looking for, but as of about a week ago, pygame SVN contains new functions in the Mask

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Patrick Mullen
I used pixel perfect collision in a game before, and my solution to collision response was extremely simple - never collide! Probably not applicable to this situation, but it worked OK for me. It is probably a bit slow to do in higher resolutions, but pretty much all movement had to be done itera

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
Nirav Patel wrote: Mike, I'm imagining something like making a mask the size of the window, drawing masks of all the objects you aren't dragging onto it, padding that mask by the radius of the object being dragged (for that, there isn't yet a function in Pygame, plus it could get difficult when

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
Knapp wrote: Easy fix, more than one sprite. I don't see how to generalize this though.  In general the box isn't a box, but maybe a collection of four objects making up the walls, that the user placed there.  And the objects that they might want to drag into the box could be different

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Nirav Patel
Mike, I'm not sure if this is what you're looking for, but as of about a week ago, pygame SVN contains new functions in the Mask module to do pixel collisions. Some combination of the following could help you out: Mask.overlap_mask - Returns a mask of the overlapping pixels Mask.draw - Draws a m

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Knapp
> The real problem is collision response in a way, rather than collision > detection. Consider a situation where you want to place a ball at a precise > spot on a surface. You grab the ball, and move your pointer into the > surface. Then you want to slide it left or right because it's not right

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
The scheme I've been working on is to compute what I call a "shadow", which is the set of all points that would cause a collision if you placed the object there. This is a minkowski sum if you're familiar with that term. Then as the mouse moves, I compute the closest point that doesn't fall i

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
Hi Right, a special case I didnt think off (how often does it apply?). Anyway, it is the collision response that has to handle this. How would you handle this case? Slide it along one of the colliding objects until it 'fits'? ~DR0ID Michael George schrieb: I don't think that works. Consi

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
I don't think that works. Consider an object smooshed between two others. The collision from the one on the left would have a vector pointing to the right. The collision from the one on the right would have a vector pointing left, and the sum would be zero (unless I'm misunderstanding). --

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
Hi Well, you can apply the 'axis separating theorem' to a 'multi collision (just test all potential colliding objects). As a result you get the penetration depth as a vector, which you could sum up to get a general direction to move you object (in Murmel I did this, IIRC). But probably you kn

Re: [pygame] Another blitting surface to itself crash

2008-08-09 Thread claudio canepa
On 8/8/08, Brian Fisher <[EMAIL PROTECTED]> wrote: > > Just for completeness, I assume what crashed for you with pygame 1.7.1 (and > presumably with SDL 1.2.7) for you was the script you posted here: > http://article.gmane.org/gmane.comp.python.pygame/12087 > > Could you test that same script with

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
Thanks for the pointer. That looks like good stuff and I haven't come across it before. I don't think it will apply to my game because of the common case where there's a cluster of objects that you need to respond to, but I will definitely read it through in more detail. --Mike DR0ID wrote:

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Michael George
Knapp wrote: Yes, I thought that perhaps I did not get it also. So now that I think I do get it. What about using to sprites and pixel perfect collision? One would be the shape and the other would be the hole. If sprites with holes don't work then use a bunch of sprites to create the hole's edge

Re: [pygame] PyGameSF meetup Tuesday August 12th 7pm @ Metreon San Francisco

2008-08-09 Thread Paulo Silva
thanks! :-) On Sat, Aug 9, 2008 at 12:05 AM, Harry Tormey <[EMAIL PROTECTED]> wrote: > Usually the speakers post slides after each talk. I will try to at least > post podcast if we can not get a camera for the event. > > -H > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PR

[pygame] functions

2008-08-09 Thread Gonzalo Castro
Hello everybody! I'm starting with pygame... It's being difficoult... it's the first time I program with objects ;) So... could you help me with this functions? I couldn't find the answer in the online help of python (yes, importing pygame previously) #Some of code from class Player ;) class Pla

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Thiago Chaves
Designing caracters for a metroidvania-style game for gamejam. Due to the late start, only a demo will be delivered in time. =( -Thiago On Sat, Aug 9, 2008 at 10:59 AM, DR0ID <[EMAIL PROTECTED]> wrote: > Hi > > here is a good tutorial about 2d collision (probably you already know): > http://www.h

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
Hi here is a good tutorial about 2d collision (probably you already know): http://www.harveycartel.org/metanet/tutorials.html The most important thing to understand is the 'Separating axis theorem' (as you probably already know it and you can use it for 3D too). It only handles convex polygo

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread Knapp
On Fri, Aug 8, 2008 at 11:25 PM, Michael George <[EMAIL PROTECTED]> wrote: > Knapp wrote: >> >> On Fri, Aug 8, 2008 at 5:58 PM, Michael George <[EMAIL PROTECTED]> >> wrote: >> >>> >>> It's still somewhat on the back burner, but I've been working on a >>> library >>> to allow you to drag and drop ir