Re: [pygame] adventure game toolkit released

2010-04-12 Thread 0wl
Thanks, I'll put in a calibrator for those really fast game machines. Love,tullarisc. 2010/4/11 Dan Ross d...@rosspixelworks.com Hey tullarisc- When I load the example game it uses 98% of the cpu all the time. That seems like a bit much. Just an FYI. Dan On Apr 10, 2010, at 11:16 AM,

Re: [pygame] Creating sprites on the fly?

2010-04-12 Thread Thadeus Burgess
Sure Make a default sprite. Hold a list of sprites in a dictionary-like class... def __getattr__(key): if self.sprites.has_key(key): return self.sprites[key] else: return self.default_sprite -- Thadeus On Mon, Apr 12, 2010 at 7:08 PM, Julian Marchant onp...@gmail.com

Re: [pygame] Creating sprites on the fly?

2010-04-12 Thread NBarnes
Julian Marchant onp...@gmail.com wrote: Hi, I'm somewhat new to Python and very new to Pygame, so please bear with me if I sound like an idiot. Is it possible to create sprites on-the-fly? In my load image function, I would like to add an option to create a simple back-up sprite (a black

Re: [pygame] Creating sprites on the fly?

2010-04-12 Thread Lee Buckingham
sounds like the point would be to have something to display in lieu of files being in the wrong place or non-existent. You'd have to do something like: create a pygame.Surface do Surface.fill()... etc... or use line drawing or something to create the sprite remember it for later, then if you do

Re: [pygame] Creating sprites on the fly?

2010-04-12 Thread Julian Marchant
OK, thanks! On Mon, Apr 12, 2010 at 8:58 PM, Lee Buckingham lee.bucking...@gmail.comwrote: sounds like the point would be to have something to display in lieu of files being in the wrong place or non-existent. You'd have to do something like: create a pygame.Surface do Surface.fill()...

[pygame] Multiplayer

2010-04-12 Thread Daniel McNeese
I want to make an open source multiplayer game roughly along the lines of M.U.L.E. I've made games before but never done online multiplayer, so I want to ask for a nudge in the right direction. I'd like to spare players behind routers the trouble of dealing with port forwarding (I didn't have