Re: [pygame] pygame and Ubuntu

2007-04-30 Thread Charles Christie
Solarwolf is REALLY awesome. You could stay addicted to that for hours! On 4/30/07, Horst JENS <[EMAIL PROTECTED]> wrote: On Sun, 2007-04-29 at 21:23 +0200, DR0ID wrote: > I have installed ubuntu 7.04 recently and found pygame in the synaptics > system. (it had a somewhat strange name, cant re

Re: [pygame] Drawing Bullets

2007-04-30 Thread Charles Christie
turday 28 April 2007 11:45:15 am DR0ID wrote: > >> Charles Joseph Christie II schrieb: > >>> On Saturday 28 April 2007 01:28:38 am Kris Schnee wrote: > >>>> Charles Christie wrote: > >>>>> Well, bullets just seem to be a sticking point fo

[pygame] Drawing Bullets

2007-04-27 Thread Charles Christie
Well, bullets just seem to be a sticking point for me. Just when I think I have code that'll work, I get hit with another problem. This time, I get almost done. There is a bullet class, that adds 50 bullets to a bullet container array, and then fires them. Or, rather, it should fire them. But you

Re: [pygame] Character Movement

2007-04-26 Thread Charles Christie
vent.key in [K_e,K_i,K_KP8]: player.xmove -=3 On 4/26/07, Charles Christie <[EMAIL PROTECTED]> wrote: > > It worked! > > ...but I confused x and y. o_O > > On 4/26/07, Charles Christie < [EMAIL PROTECTED]> wrote: > > > > oooh. Lemme try

Re: [pygame] Character Movement

2007-04-26 Thread Charles Christie
It worked! ...but I confused x and y. o_O On 4/26/07, Charles Christie <[EMAIL PROTECTED]> wrote: oooh. Lemme try that... On 4/26/07, Aaron Maupin <[EMAIL PROTECTED]> wrote: > > Just scanning your code, > > Charles Christie wrote: > >

Re: [pygame] Character Movement

2007-04-26 Thread Charles Christie
oooh. Lemme try that... On 4/26/07, Aaron Maupin <[EMAIL PROTECTED]> wrote: Just scanning your code, Charles Christie wrote: > if event.key == K_e or K_i or K_KP8: > player.xmove = -3 should probably be:

Re: [pygame] Character Movement

2007-04-26 Thread Charles Christie
't get why it's moving diagonally down. It doesn't make sense... I'll update the svn repository later with my new code (there's lots of changes) when I get the chance so that you don't have to look at the code in the middle of an e-mail. On 4/25/07, Charles Christie <

Re: [pygame] Sub-pixel rendering

2007-04-25 Thread Charles Christie
Interested ++; On 4/25/07, Kamilche <[EMAIL PROTECTED]> wrote: Well, color me interested. There's not enough pages devoted to advanced topics such as pathfinding and particle effects, in most game books. Throw in a 'line of sight' pathfinding routine that uses polygons instead of pixels for it

Re: [pygame] Sub-pixel rendering

2007-04-25 Thread Charles Christie
Of course, if you would rather release them for free, we wouldn't mind much either. ;D On 4/25/07, Kamilche <[EMAIL PROTECTED]> wrote: Will McGugan wrote: > Hi folks, > > I've just posted a module to do sub-pixel blitting with 2D PyGame. > Hopefuly someone will find it useful! > > http://www.wi

Re: [pygame] Character Movement

2007-04-25 Thread Charles Christie
Paireepinart <[EMAIL PROTECTED]> wrote: Kris Schnee wrote: > Charles Christie wrote: >> Kris: I did the typing part. Now I want to have a character that the >> person playing the game can move across the screen. > > Would this graphics engine be of any use? > &

Re: [pygame] Distributing pygame games for non-Windows platforms

2007-04-24 Thread Charles Christie
Yes, the best way is to just give the source and datafiles. Say the versions of Python, Pygame and Psyco (although I don't think that would be strictly required as a dep, would it?), and if you don't have them already to install them from your package manager. On 4/24/07, Brian Bull <[EMAIL PROTE

Re: [pygame] Character Movement

2007-04-24 Thread Charles Christie
I learned today that svn leaves a .svn directory in each working directory that has pretty much all of the information about it. svn://commons.game-host.org:3670/TypeNine There's the svn directory, if anyone wants to take a look at it. On 4/24/07, Charles Christie <[EMAIL PROTECTED

Re: [pygame] Character Movement

2007-04-24 Thread Charles Christie
Oops, I forgot the SVN url. But for some reason it got removed because the svn client wasn't in my PATH (I forgot to install it since I'm running off of a LiveCD) Oops. On 4/24/07, Charles Christie <[EMAIL PROTECTED]> wrote: Kris: I did the typing part. Now I want to have a ch

Re: [pygame] Character Movement

2007-04-24 Thread Charles Christie
great idea, and sounds more simple too. I'll give that a go right now. You guys are the best, for real. ;) On 4/24/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > So, I've finally gotten to the point where I want to make playable > characters

Re: [pygame] Philosophical Question On Naming

2007-04-24 Thread Charles Christie
self.rect is already used by the pygame.sprite.Sprite class. On 4/24/07, Samuel Mankins <[EMAIL PROTECTED]> wrote: I agree with Jason. Also, self.rect is the predefined value for where the widget is, I believe. --Skizzaltix Jason Massey wrote: > Don't you think that the "explicit is better th

[pygame] Character Movement

2007-04-24 Thread Charles Christie
So, I've finally gotten to the point where I want to make playable characters controllable. (took me long enough :P ) With that, I'd like to say I am very grateful to you. A few more questions and I'll be off your back... for this project, at least. ;) Now then, in my event cue I have it check f

Re: [pygame] Firing bullets

2007-04-23 Thread Charles Christie
en or the character. I think I'll just make the bullets die when they hit people instead of re-using them because there's no point in coding pretty now, as my code is already ugly and I'm going to completely re-write it after school is out. Thanks for all your help! On 4/13/07, Char

Re: [pygame] [PYGAME] Noob Help.

2007-04-13 Thread Charles Christie
I recommend Eric3. I think it has a Windows port, anyway. I use it every day, and I find it much better than drpython. On 4/13/07, Kris Schnee <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > Alright so when I run the "game.py" the console says error syntax then I > can't read the rest bec

Re: [pygame] Firing bullets

2007-04-13 Thread Charles Christie
On 4/12/07, Greg Ewing <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > I just noticed something... You have an interval variable that is the > number of ticks since the last frame. How would I pass the number of > ticks since the last frame to the equation? In my games, I just

Re: [pygame] Firing bullets

2007-04-12 Thread Charles Christie
) * self.speed * interval / 100 def render(self, te, suf): ## Just a simple render call. te.screenx and te.screeny are the offset that the current viewport is at. suf.blit(self.image, (self.x-te.screenx, self.y-te.screeny)) On 3/26/07, Charles Christie <[EMAIL PROTEC

Re: [pygame] Firing bullets

2007-04-11 Thread Charles Christie
27;t. My question is, what do I have to put in all.add to get the bullets to actually show up on screen? On Mon, 09 Apr 2007 15:38:25 -0400 Kris Schnee <[EMAIL PROTECTED]> wrote: > Charles Christie wrote: > > Now my questions are: > > > > A. If this is really all I ha

Re: [pygame] New here, me and my game

2007-04-09 Thread Charles Christie
I have the same problem. That's one of the reasons I still haven't gotten that far with my project... <_< On 4/9/07, Kris Schnee <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > My biggest challenge so far, is trying to fully grasp OOP. (I pretty much get it.. pretty much). As I just went

Re: [pygame] Firing bullets

2007-04-09 Thread Charles Christie
Darn... I'm confusing myself so bad with this... I hope I can get focused on this again before school's out... have one of those days where I code half of the program spontaneously, you know? Urgh. This is nearly infuriating. It seemed so simple in my head but when I go to code it the logic escap

Re: [pygame] new Pygame-based framework: qxp

2007-04-05 Thread Charles Christie
It's a mixture between a typing game and a shoot-em-up game. I have the typing part but I'm still working on the shooting part. :P On 4/3/07, Diego Essaya <[EMAIL PROTECTED]> wrote: On 4/3/07, Charles Christie <[EMAIL PROTECTED]> wrote: > I've already started

Re: [pygame] new Pygame-based framework: qxp

2007-04-03 Thread Charles Christie
I've already started on a game... but it sucks. :P How hard would it be to go from pygame to qxp? On 4/3/07, Mark Mruss <[EMAIL PROTECTED]> wrote: I have not tried it out yet but I went over the tutorials and it looks pretty slick. Too bad you didn't release it before pyweek! I would have us

Re: [pygame] new Pygame-based framework: qxp

2007-04-03 Thread Charles Christie
Sounds pretty cool... What, specifically, have you done that's different than pygame? On 4/3/07, Diego Essaya <[EMAIL PROTECTED]> wrote: Hi all, I have just uploaded a new, small game framework based on Pygame: http://www.qb9.net/qxp/ We use it here at QB9 for quick prototyping, and I hope th

Re: [pygame] Firing bullets

2007-04-02 Thread Charles Christie
Ha! That makes things much easier to take in. So I was doing it partially right. Thanks for the insight! You're a lifesaver. The pygame mailing list is really great... I don't know what I'd do without you guys! On 4/1/07, andrew baker <[EMAIL PROTECTED]> wrote: Well, I start by making a conta

Re: [pygame] Firing bullets

2007-03-26 Thread Charles Christie
creeny are the offset that the current viewport is at. suf.blit(self.image, (self.x-te.screenx, self.y-te.screeny)) On 3/26/07, Charles Christie <[EMAIL PROTECTED]> wrote: > > Well, I'm trying to get my program to fire bullets now. Isn't that > great? > > I th

[pygame] Firing bullets

2007-03-26 Thread Charles Christie
Well, I'm trying to get my program to fire bullets now. Isn't that great? I think I'm doing it all wrong though... My problem has been that I don't know how to make the program fire bullets. But then I thought, "shouldn't the character be firing the bullets, not the program?" and it's then that

Re: [pygame] Strange "syntax error"

2007-03-06 Thread Charles Christie
MAIL PROTECTED]> wrote: On Tue, 2007-03-06 at 08:20 -0500, Charles Christie wrote: > And this is why we don't code past our bed times. ^_^;; (at about > 11:00 my brain cuts off) > So... yeah, I'm surprised I didn't catch that myself... sorry for the > trouble. I

Re: [pygame] Strange "syntax error"

2007-03-06 Thread Charles Christie
And this is why we don't code past our bed times. ^_^;; (at about 11:00 my brain cuts off) So... yeah, I'm surprised I didn't catch that myself... sorry for the trouble. I need to get more sleep... On 3/5/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Joseph Christie II wrote: > I hav

Re: [pygame] Game idea revised

2007-03-01 Thread Charles Christie
I know the basics of both Python and C, I took robotics and the robot's programming was done in C. I've learned how to use C but I've never actually done it, though. I've read code, went bug hunting and used code in a robot but I've never actually done something on my own in it yet.I know a little

[pygame] Game idea revised

2007-02-28 Thread Charles Christie
Someone in my huge 50 thread email (I shouldn't have made it that big, it's really hard to sort through now <_<) recommended that I change my game so that it displays a cross with a word in each corner in it and have it control the direction the character moves in by typing the word. This idea se

[pygame] Making a moving character in Pygame

2007-02-16 Thread Charles Christie
So... I've seen it done in like a billion ways, but I don't know which way is the best. So, if I wanted to make a character move like in an arcade shoot-em-up game how would I do that? I've seen many different ways already but I want to know what you guys recommend. One of the ones that interested

Re: [pygame] pygame is a disgrace

2007-02-15 Thread Charles Christie
Troll. On 2/15/07, Jer Juke <[EMAIL PROTECTED]> wrote: Yeah, you heard me. Normally I wouldn't feel any need to pick out some random library and state how awful I think it is. But this is not "some random library". It is the "standard" game library for a most beautiful language known far and wi

[pygame] Re: Pygame haet math

2007-02-12 Thread Charles Christie
And in a rush, I made a typo and totally forgot to upload the file <_< Go me. Anyway, sorry for the spam and mix up. Hopefully I'll have sound effects soon (no way I'm clogging your inboxes with that stuff though) and I still have to contact my cousin about graphics. On

[pygame] Pygame haet math

2007-02-12 Thread Charles Christie
I got nearly everything sorted out perfectly. The text isn't jumbled in the middle, the scoring system almost works and game over events actually produce results. Man, this is getting better by the day, but the scoring system is acting up. Does anybody see what I'm doing wrong? The scoring syste

Re: [pygame] Problems with events and keys

2007-02-11 Thread Charles Christie
what I was trying to do. I should read a little slower... On 2/9/07, Charles Christie <[EMAIL PROTECTED]> wrote: I didn't think punctuation would work but that's an easy fix if I want punctuation in later. Now my only problem is that the pygame.event.Event(GAME_OVER_W)

Re: [pygame] Flash content

2007-02-09 Thread Charles Christie
But then it would only work on Windows, which means Mac and Linux users (like me) wouldn't be able to use it. What do you need that flash 7 can't do? Or are you like me and just like higher version numbers for no reason? On 2/9/07, Brian Fisher <[EMAIL PROTECTED]> wrote: Hey Joan, If you've

Re: [pygame] Problems with events and keys

2007-02-09 Thread Charles Christie
I didn't think punctuation would work but that's an easy fix if I want punctuation in later. Now my only problem is that the pygame.event.Event(GAME_OVER_W) or pygame.event.Event(GAME_OVER_L) statements don't work at all. On 2/8/07, Luke Paireepinart <[EMAIL PROTECTED]

Re: [pygame] Problems with events and keys

2007-02-08 Thread Charles Christie
.. but that shouldn't be too much trouble... Next week I'll be able to put that helpers.py file to some good use, hopefully... ;P On 2/8/07, Charles Christie <[EMAIL PROTECTED]> wrote: That's exactly what I was looking for! But I couldn't find the " unicode.isalp

Re: [pygame] Problems with events and keys

2007-02-08 Thread Charles Christie
h ones I wanted and which ones I didn't. Thank you so much, man! I owe you! On 2/8/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > Oh wait, what I was thinking for was something completely different. I > actually have no clue on how to restrict the

Re: [pygame] Problems with events and keys

2007-02-08 Thread Charles Christie
or all the keys I don't want to respond to... either way looks really long and painful >.< Please let me rephrase my question: Is there a clean way to make my program only accept letters, numbers and number pad input and ignore everything else? On 2/8/07, Charles Christie <[EMAIL PRO

Re: [pygame] Problems with events and keys

2007-02-08 Thread Charles Christie
On 2/7/07, Charles Christie <[EMAIL PROTECTED]> wrote: Uh Good question. :P Time to go look at the documentation again! But I'll do that tomorrow, it's getting kinda late. On 2/7/07, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > Charles Christie wrote: > > > &

Re: [pygame] Problems with events and keys

2007-02-07 Thread Charles Christie
Uh Good question. :P Time to go look at the documentation again! But I'll do that tomorrow, it's getting kinda late. On 2/7/07, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > > The next thing is events. I haven't checked if the program a

[pygame] Problems with events and keys

2007-02-07 Thread Charles Christie
Alright, so I have attached my code to this message. Things are going good... the only thing I have to do is finish repositioning text. Or at least that's what I thought... When I started typing, after I pressed shift, the combo counter kept resetting to 0 for some reason. I tried to edit my if-el

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-07 Thread Charles Christie
I thought of doing that but figured that it would clutter inboxes or make it seem like I was trying to artificially garner attention. I'll make a new thread. On 2/6/07, Rikard Bosnjakovic <[EMAIL PROTECTED]> wrote: On 2/6/07, Charles Christie <[EMAIL PROTECTED]> wrote: &g

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-06 Thread Charles Christie
hat causes a "game over" event that would wipe everything off of the screen and print "game over" and print your scores, right? and I could even have a sort of "max combo" counter thing, because that wouldn't be too hard to program either. On 2/6/07, Luke Paireepina

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-05 Thread Charles Christie
t it would save me the time of making 3 diffrent timers. Thanks for the hint! On 2/5/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: On 2/5/07, Charles Christie <[EMAIL PROTECTED]> wrote: > > I would like to ask you guys another question. If you feel in the mood > to help

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-05 Thread Charles Christie
still loading. That would ruin people's scores. On 2/4/07, Charles Christie <[EMAIL PROTECTED]> wrote: Ha~! I got it working! I went over my code and compared it to a pygame example, and noticed I didn't add my new classes to the "all.add(textsprite)" at the bottom

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-04 Thread Charles Christie
e, can you just say something? I want to get as good at this as I can and I'm willing to invest as much time as I need to in order to make this something memorable and net me that A+ that I really want. ;) On 2/2/07, Charles Christie <[EMAIL PROTECTED]> wrote: Crap. My hard drive died

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-02-02 Thread Charles Christie
6:30 -0600 Luke Paireepinart <[EMAIL PROTECTED]> wrote: > Charles Christie wrote: > > Aww it still doesn't work... am I doin' it right? > What doesn't work? > it's easier to give you help if you explain the problem you're having > and only include &g

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-30 Thread Charles Christie
ock.tick(30) if __name__ == '__main__': main() On 1/30/07, Charles Christie <[EMAIL PROTECTED]> wrote: Yeah, that's a good idea, actually. But that would require a LOT more strategy as to how to program the bullet patterns and gameplay itself. I have, howe

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-30 Thread Charles Christie
l, even on the hardest levels. I think my idea would be easier to program but yours definitely, if I could think of a practical idea for more of the game play, would be more... innovative. Different. And different, as I always say, is good. On 1/30/07, Luke Paireepinart <[EMAIL PROTECTED]>

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-30 Thread Charles Christie
Oh. :P Interesting idea, but I really have no clue on how to program something like that... On 1/30/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Joseph Christie II wrote: > Actually, you would only move if you held the "TAB" button, else you'd > type. > He was suggesting an intrigui

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-29 Thread Charles Christie
Ah, I get it. I remember there being a section in a pygame tutorial I read having this in it, but if I put them in another sprite class, how is it going to get the number of combos from the textsprite class to blit on screen? On 1/29/07, Patrick Mullen <[EMAIL PROTECTED]> wrote: Ok, first I thou

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-29 Thread Charles Christie
_': main() * So, I can't figure out why the words aren't appearing on screen... I looked through the pygame API documentation to make sure I was doing it right, but it didn't help. Well, actually it kinda did (I had to convert the numbers to a string and it he

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-29 Thread Charles Christie
een a DVORAK keyboard so I would have no clue on how to set it up for those. I'm having a little more trouble but I'll ask about it later - I have 3D art class now, not senior project. On 1/29/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > Oh, and Luk

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-29 Thread Charles Christie
Oh, and Luke, the game will be Open Source. So go ahead and modify it for DVORAK or whatever. Do you really need to do that though? won't it work fine with any kind of keyboard? Well, aside from the moving parts. That would need modification for different keyboard types. On 1/24/07, Ch

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-24 Thread Charles Christie
On 1/24/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Sounds good. What's this business about combos? Oh, and by the way, I'm in the process of writing a raycaster game engine. Thought that might interest you since you were thinking of making a first-person shooter typing game, right? I wou

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-23 Thread Charles Christie
combo counter and one that dictates how long you have to complete the whole list of words. If the timer runs out, the game prints "you loose" and starts over. How does that sound? On 1/23/07, Charles Christie <[EMAIL PROTECTED]> wrote: > > It doesn't work... I can

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-23 Thread Charles Christie
> It doesn't work... I can't quite figure it out. Am I missing a part? > It says my syntax is correct... syntax errors and logic errors are quite different beasts. just because your syntax is correct doesn't mean your program does what you want it to, just that it will do what you asked it to. I

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-23 Thread Charles Christie
quot;False" without the quotes. It didn't work. I tried using moving is True instead of moving == 1 and it still didn't work. I tried moving the statement moving = 0 into my main(), and it didn't work. Argh. I think I'm missing something really simple, but I can't pl

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-22 Thread Charles Christie
ing = 0, the next part of the code I'm going to write (the basic shoot-em-up part) the character doesn't move. You guys are so helpful! Thanks! On 1/22/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Charles Christie wrote: > Sorry for spamming your email inboxes so much guys

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-22 Thread Charles Christie
Sorry for spamming your email inboxes so much guys... I'm bad at this whole email list thing... I'm better with forums, because I can edit messages I post and stuff. Eh... Sorry. Anyway, now I want the Textsprite class to not accept input while the K_TAB button is pressed. What would I have to c

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-22 Thread Charles Christie
at least, that's a very basic and not-detailed roadmap for myself. I made a much better one on my computer... On 1/19/07, Charles Christie <[EMAIL PROTECTED]> wrote: No. I guess I should, huh? Well, whatever. In any case, I've almost got this thing working. But I forgot to add a

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-19 Thread Charles Christie
y next class, though, so I'll troubleshoot this later... On 1/17/07, Brandon N <[EMAIL PROTECTED]> wrote: Great progress! One question, are you backing up your code in between "breaking" it? On Jan 17, 2007, at 11:43 AM, Charles Christie wrote: > Good news everyone! I fou

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-17 Thread Charles Christie
Good news everyone! I found out why I could never get anywhere: I was too afraid of breaking stuff so I didn't try to mess with anything. However, if you don't break it, how can you fix it? So, I looked over that pygame thing again and decided to just start doing things that came to mind. It took

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-16 Thread Charles Christie
On 1/6/07, Kris Schnee <[EMAIL PROTECTED]> wrote: > I think that you would benefit from buying and reading > _Python Programming for the Absolute Beginner_ by > Dawson. I've had some success working through "Dive Into Python," a free textbook available online at http://www.diveintopython.org/ .

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-11 Thread Charles Christie
On 1/4/07, Brandon N <[EMAIL PROTECTED]> wrote: I would be more concerned with ease of programming than efficiency, as this is a pretty straightforward and non- demanding application. Are shoot-em-up games demanding? because I'm going to (much later) add a shoot-em-up portion... that's not rea

Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-05 Thread Charles Christie
I understood the python parts (except for class and def stuff, but I never understood that in any programming language), but it was isolating the part of the code that I wanted that confused me. I thought I had it (and I was right) but I second-guessed and looked around the rest of the code to fin

[pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-04 Thread Charles Christie
Hey, I am making a typing game in Python using pygame. I have finally hit a roadblock, and I think I'm toast. I started this game as my senior project, and I need to have something to at least demonstrate by June. I think I screwed myself on this one. I thought I knew a reasonable amount of progr