Sebastián Gurin wrote:
*) LAYERS - z-index in sprites. I think i've understanded the concepts
of sprites, rect, surface well but I can't find a way of managing
sprite layers. I need to 1) i need to set the zIndex attribute for
sprites so when they overlap with another one is showed on top of
Marcus von Appen wrote:
No, the new LayeredGroup class introduced in 1.8.x can deal with that.
Ooh, I'm behind the times.
Carry on, then. :)
I wouldn't want to be the person responsible when a game destroys
someone's C: directory or even just installs a screensaver utility.
Advertising Play Game Online gives users a false sense of security.
Many kids, for example, are not allowed to download games; their parents
restrict them to
Matt Kremer wrote:
Please don't reply here with answers though...I don't want to have to
copy paste all of your answers. Just register on GMA, and the rest is
simple. Doesn't take to long to register, and no verification is required.
I appreciate that you'd like to recruit forum members,
Gonzalo Castro wrote:
What function may I use to get the colour of a sprite?
Very easy. Use Surface.get_at((x, y)) where x and y equals the pixel in
the surface you want to check the color of.
http://www.pygame.org/docs/ref/surface.html#Surface.get_at
Stuart Axon wrote:
Adobe has brought out a C/C++ compiler for actionscript
http://labs.adobe.com/technologies/alchemy/
Once SDL is ported to here, then pygame can surely follow!
From the article: Alchemy is not intended for general development of
SWF applications using C/C++.
I think it
Michael Fiano wrote:
What must I do exactly to get scrolling to work?
if scrolling:
draw background
if scrolling will stop:
keep a copy of the background surface
draw player
else:
if player moves:
cover player old position with portion of background
Matt Kremer wrote:
So, now that we know PyGames work with my P.G.O., I hope to see some of
you around the community :) It should be a great way to get the word out
about your games and allow people to play them without downloading.
Uh, you do know that downloading using a Java applet (or
I'm currently working on a simple platform game engine using Python
2.5.2 win32 and Pygame 1.8.1.
The main character's location is defined by x and y floats. The levels
are stored in a tree format to allow for vast open spaces. Nothing
ground-breaking. I've been working on the collision
Well, immediately after posting I figured it out. ;) Moving the window
causes the program to pause and thus when it comes back the delta time
difference between frames spikes. And then my screwy collision
detection teleports the character much further than should be possible.
In certain
Guilherme Seilá wrote:
Well, I want to make an action platformer game like the metroid series,
mega man series, castlevania series etc.
I already have the sprites and the music, just need to know how to
program the main code. I've looked at the code of many games, but each
one of them was
Knapp wrote:
I know nothing about this but there is also Django that is python
based and VERY on the web.
Ok... the quite obvious difference is that Django and Zope are based on
the server, and thus don't need to be sandboxed to the extent that
client-side software does. If it actually
Ian Mallett wrote:
I feel like Python is living down to its namesake's pace...
Ah yes, the speedy Monty Python.
Brian Fisher wrote:
but if you want to make a rectangular tile that tiles on a rectangular
grid from your rotated image, then that is more complicated (unless
the rotation is 45 and the original image square - which is what Aaron
was talking about), but I would guess it can be done, but may
Kamilche wrote:
My first attempt was to tile the bitmap
across a larger picture, rotate the larger picture, and then cut a tile
out of the middle, but that didn't work - the resulting picture wasn't
tilable.
That will only work if you rotate the bitmap 45 degrees. (Or some
multiple of 45
Trent Forkert wrote:
Possibly. I know servers can be set up to run Python scripts, but I'm
not sure if it would work to the extent you are asking for. I would
think you could, but I don't know if it has been done, or if a web host
would allow you to try.
I assume the OP is asking about
Greg Ewing wrote:
Pickling can be very convenient, but it ties your file
format very closely to internal details of your program.
Restructuring your program in any way is likely to
render your existing pickled files useless.
I used a dictionary as a container for saved game values and pickled
[EMAIL PROTECTED] wrote:
I find that in at least some cases, pickling is hideously inefficient,
taking on the order of 10 times as much space as a different format.
In my case I knew the resulting file would be quite small (3K at the
max), and even then I zipped it anyway. (Not for any
Welcome to the mailing list, Nathan.
Nathan wrote:
So does anyone know how to add menu-items under OS X? All I really
want to do is add a Quit option, so that when you press Command-q my
game quits like every other program in OS X.
You can catch a key press event and quit your program
David Mikesell wrote:
I think it might have been because I had a machine with only 512MB of
ram. amd athlon 2100+, geforce ti4200 64MB vid ram. After I finished
the game windows told me it was increasing the amount of virtual
memory I used.
Frankly, I'm surprised it ran at all on that
James Mills wrote:
Great work. Can we get the source code anywhere ?
Unfortunately I don't have a single windows box around :)
I'm torn about releasing the source because it's such a mess.
Seriously, sometimes people say that and their code is fine. My code is
a heap of spaghetti with
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