On 3/7/2010 1:47 PM, B W wrote:
[Me:]
I've done several projects using a full-screen scrolling tilemap.
That is, sprites walking around on a blanket of 2D tiles drawn from
an array as big as 1000x1000 referencing a set of 50x50 tiles.
I did something very similar with Gummworld. Th
I plan to make my framework much simpler by restricting the game
developer's options
Thadeus Burgess wrote:
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am calling
On Sat, Mar 6, 2010 at 11:44 AM, Kris Schnee wrote:
> On 3/5/2010 10:40 AM, René Dudfield wrote:
>
>> However, sometimes we would like to operate on a whole bunch of
>> smaller surfaces stuck together.
>>
>
> I've done several projects using a full-screen scrolling tilemap. That is,
> sprites wal
Oh another critical bug: a lack of subtitle support! (Well, critical to me)
-Tyler
On Sun, Mar 7, 2010 at 7:46 AM, Tyler Laing wrote:
> Hello all!
>
> So I am applying again this year, to properly finish my project last year.
>
> The movie module was largely finished in last year's GSoC project
Hello all!
So I am applying again this year, to properly finish my project last year.
The movie module was largely finished in last year's GSoC project, however,
it wasn't quite ready for release, with a few bugs and not compiling on
windows.
My proposal is to fix up those bugs, get it compiled
On Sun, Mar 7, 2010 at 8:03 AM, Nikhil Murthy wrote:
> You should really take a look at Thadues Burgess's pyBTS, where a lot of the
> things you have mentioned have been done, at least partly.
and DR0ID has written an awesome tile loader.
---
//Alex
Hello,
I'd like to rewrite/improve the pygame draw module(s) as a GSoC project.
Currently, there are pygame.draw and pygame.gfxdraw, but both are not
very usable. There is just a small set of basic shapes to draw. Another
important
point is the missing anti-aliasing. Well, the new gfxdraw has so