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
Hey, all. It's been about half a year since the last alpha of pgreloaded, and
I was wondering how it's coming along. Is it ready for serious use yet?
Also, from the perspective of someone who's written games but never done
multiplayer: what would you recommend to use with pgreloaded for
In honor of the 1-month anniversary of you putting pgreloaded and the
associated docs out there, I just browsed the repository and found
sdlconstants.rst. Since you asked me to point out issues with the
documentation:
1) You've done a great job providing the list of keyboard constants I
Thanks for the binary installer, Marcus. It worked!
The documentation is not quite ready for prime time, though:
1) I couldn't find a list of sdlconst.WHATEVER entries, for example, so I
can't look up the constants for various things. I know from playing with
sample code that
Keep in
mind, though, that you also can use the SDL documentation
for most of
the pygame2.sdl related stuff.
I assume you're not refering to the pygame2.sdl.whatever portions of THIS
documentation, as I don't see the information there either. Where are these
docs?
However keep posting
Additionally,
did you
follow the instructions of the doc/BuildVC.txt or
doc/BuildMinGW.txt
guides?
No, I haven't tried them. I was using what seemed the generic procedure.
Can you add the output of the setup on trying to install
anything?
Sure. I just ran it again and made a text
Okay, one more question: where can I find it? Plugging in the URL given at the
Pygame site isn't working, and I can't reach it via Google either. Can someone
provide me with a direct link, or tell me what I'm doing wrong here?
I'm working on a project in Game Maker, but it fails to meet my needs in one
critical way: Game Maker only supports 2 joysticks/gamepads. I need more than
that. So I'm taking a second look at Python, this time at 3.0 and the new
version of Pygame. I have some questions:
1) When last I
Thanks for the answers, Marcus. Some follow-up questions:
Yes. Currently it's fixed to 32 joysticks to keep the
memory manangement
simple. It can be changed at any time to support (nearly)
any amount of joysticks, if necessary, and will then just be
limited by the SDL.
32 is way more
Luke Paireepinart [EMAIL PROTECTED] writes:
Why exactly can't people see your code, Daniel?
Is it just that distributing the source makes it inconvenient for them?
Because you shouldn't expect these py2exe-type programs to protect your
code.
For both of those reasons and more.
A
Luke Paireepinart [EMAIL PROTECTED] writes:
I think Blizzard Entertainment would disagree with you there.
If you want to be one of the 10,000,000 people who play World of Warcraft,
A fair enough observation, but Blizzard probably gets away with this because
they have a huge fanbase coming
Bob Ippolito [EMAIL PROTECTED] writes:
Hmm... What if I repartitioned my hard drive and included, say, a Fedora
Core
partition next to Windows? That would let me cover Windows and Linux both
at
no extra cost, right?
If you had an intel mac you could certainly do that... you wouldn't
Bob Ippolito [EMAIL PROTECTED] writes:
Intel doesn't make PCs either. They make processors. Macs and PCs use
the same line of intel processors. Macs used to use Motorola or IBM
PPC processors, but no current models do.
Okay, I get this. But...
No, of course not. There's not a free
I'm reposting this, as my first attempt seems to have vanished.
When I use pygame.display.set_mode to create a game window, it refuses to
close properly (it reads as not responding). This is even when using code
straight from introductory tutorials or when having the program do nothing but
Luke Paireepinart [EMAIL PROTECTED] writes:
Are you running the program through IDLE, perhaps?
Yes, actually. Does IDLE have a problem with pygame?
What should I be doing, exactly?
Jakub Piotr Cłapa [EMAIL PROTECTED] writes:
On the other hand there are other editors that do the same by default
(PyScripter and PythonWin for IIRC). A small mention would be certainly
helpful for some starters.
Since there's no harm in multiple calls to pygame.quit() (according to the
Luke Paireepinart [EMAIL PROTECTED] writes:
Well, it's a very specific case. It only happens on Windows and only
when you right-click a script and hit 'Edit with IDLE.'
Hate to tell you this, but that's not what I'm doing. I'm opening IDLE from
the All Programs menu and loading the script.
Okay, I have an alpha and I'm ready to distribute it for cross-platform
testing. But I'm having some trouble finding details on how to make stand-
alone files. How to I make a stand-alone executable that will run on all the
platforms covered by pygame?
I'm using nothing but pygame and
Luke Paireepinart [EMAIL PROTECTED] writes:
I think you need a separate packaging program for each operating system
you plan to support.
Yeesh. Any chance there's a complete list of such programs (and tutorials) in
one place?
If it's just an alpha, it's probably a better idea to
Phil Hassey [EMAIL PROTECTED] writes:
To use those apps, you'll need access to a target system of each OS to build
the binary package.
Ah. I should have mentioned this before, but I odon't have access to all of
those (and can't afford to simply buy them). And as the final version of
20 matches
Mail list logo