Re: [pygame] Pathfinding

2009-01-26 Thread Joe Strout
Yanom Mobis wrote: it seems to me that A* only works on tile-based games. What if my game isn't tile-based? I'm not sure you think that. A* (or any other pathfinding algorithm) will work for any search tree. You do need some sort of heuristic, though, that estimates how far any given

Re: [pygame] Pathfinding

2009-01-26 Thread Joe Strout
Yanom Mobis wrote: Complex distance evaluation isn't necessary, but the sprite never getting stuck is. The sprite will never get stuck with any of the algorithms we have discussed. And you're right, you don't need a complex distance evaluation for A* -- a simple one will do. (Though the

Re: [pygame] Pathfinding

2009-01-26 Thread Joe Strout
Yanom Mobis wrote: so is A* the easiest to use? They're all about the same; they differ only in what order new nodes are examined. If you have a cost function (which you do), you can do a least-cost search. If you also have a heuristic (which I think you do), you can do A*. They'll both

Re: [pygame] GMArcade.com ~ The Friendly Game Host Community

2009-01-05 Thread Joe Strout
Matt Kremer wrote: http://GMArcade.com provides Indie game developers with a means to upload and share their games. Our Play Game Online technology is new and improved, allowing all of your games to be played online without saving and keeping them on your computer. How does that work,

Re: [pygame] can PyGame mime KongregateLab's Shoot tutorial game?

2009-01-01 Thread Joe Strout
Bill Seitz wrote: I'd like to get my sons (age 10 and 8) programming, but the only hook that I think will get them started is the ability to make a kinda cool game. Probably true. Ideally, I'd like to see a tutorial that leads them down the path of making a starter non-lame game. A specific

Re: [pygame] can PyGame mime KongregateLab's Shoot tutorial game?

2009-01-01 Thread Joe Strout
Casey Duncan wrote: Still, I'd love to see somebody borrow the Shootorial resources and basically translate that tutorial into Python/PyGame. This would give us a really nice side-by-side comparison, in terms of both development effort and performance That somebody could be you. Make it

Re: [pygame] Do we still need Python 2.3 support from Pygame?

2008-12-10 Thread Joe Strout
On Dec 10, 2008, at 1:52 PM, Lenard Lindstrom wrote: Do we still need to keep Pygame Python 2.3 compatible. I believe Python 2.3 shipped with Mac OS X Tiger. Is it still the OS X default? No, OS X (10.5) comes with 2.5.1. Best, - Joe

Re: [pygame] Do we still need Python 2.3 support from Pygame?

2008-12-10 Thread Joe Strout
On Dec 10, 2008, at 5:16 PM, Greg Ewing wrote: Do we still need to keep Pygame Python 2.3 compatible. I believe Python 2.3 shipped with Mac OS X Tiger. Is it still the OS X default? No, OS X (10.5) comes with 2.5.1. Some people still use 10.4, though! True. And that came with Python

Re: [pygame] Crazy Machine type game?

2008-12-01 Thread Joe Strout
On Dec 1, 2008, at 7:33 AM, Kris Schnee wrote: On Sun, 30 Nov 2008 22:57:19 -0200, claudio canepa [EMAIL PROTECTED] wrote: There is an old clone like in pygame site, look at http://www.pygame.org/projects/21/139/ You might also want to look at Assembly Line:

[pygame] Crazy Machine type game?

2008-11-28 Thread Joe Strout
Hi all, I'm new to pygame, and only recently returned to Python after nearly a decade in the REALbasic world. So I hope you'll speak slowly and use small words. :) I've got the bug to create a game similar to the classic games Incredible Machine and Crazy Machine. For those not

Re: [pygame] Crazy Machine type game?

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 10:05 AM, Nirav Patel wrote: There is an Activity for Sugar, the OS on OLPC XOs, that is a simple Incredible Machine clone. http://wiki.laptop.org/go/X2o It is written in Python, using Pygame for graphics and PyBox2D for physics. Thanks, I'll look into that. PyODE is

[pygame] installing Pygame for Mac OS X standard Python

2008-11-28 Thread Joe Strout
I'm trying to get started with pygame on my stock OS X 10.5 system. I don't want to install a different version of Python, as this laptop is also used for work, where we are supposed to all be using the standard Python (2.5.1) that comes preinstalled with the machine. But the Mac binary

Re: [pygame] installing Pygame for Mac OS X standard Python

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 5:08 PM, Joe Strout wrote: But the Mac binary installer at http://www.pygame.org/ download.shtml, as advertised, refuses to install in this environment, claiming it needs System Python (by which I think it means a custom Python installation rather than the standard one

Re: [pygame] installing Pygame for Mac OS X standard Python

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 5:28 PM, Joe Strout wrote: Reading http://www.pygame.org/download.shtml No local packages or download links found for pygame==1.8.0rc3 error: Could not find suitable distribution for Requirement.parse('pygame==1.8.0rc3') There seem to be two errors here, the Couldn't

[pygame] which Box2D wrapper to use?

2008-11-28 Thread Joe Strout
There appear to be two of them: http://www.pygame.org/project/913/ http://www.pygame.org/project/723/ Any advice as to which one a newbie should choose? Thanks, - Joe

[pygame] QuickDraw warning on Mac OS X

2008-11-28 Thread Joe Strout
Every Pygame sample I run generates this warning in the console where it was launched: 2008-11-28 20:59:52.150 Python[21248:613] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz.

Re: [pygame] which Box2D wrapper to use?

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 8:52 PM, pymike wrote: I'd rather use pymunk, personally. I'm coming to that same conclusion myself. It turns out that Elements requires PyObj2D, but the author of PyObj2D is thinking about abandoning it, and I couldn't get it to install anyway. Pymunk, on the other

Re: [pygame] QuickDraw warning on Mac OS X

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 9:26 PM, René Dudfield wrote: this is a known issue. Newer versions of SDL should fix this. So for now, just ignore the warning. Super, that's good enough for me. For what it's worth, I've now modified pymunk's demo_slide_and_pinjoint sample so that both the tipping

[pygame] detecting pymunk collisions (was Re: QuickDraw warning on Mac OS X)

2008-11-28 Thread Joe Strout
On Nov 28, 2008, at 9:48 PM, René Dudfield wrote: Also see the C documentation... as some of it applies to pymunk :) http://code.google.com/p/chipmunk-physics/wiki/Documentation Yes, I found that -- apparently in C, you can register a collision pair function to get a callback when two