On Oct 4, 2007, at 10:02 PM, Will McGugan wrote:
Hi folks,
I've just posted a free chapter from my book 'Beginning Game
Development with Python and Pygame' on my blog.
http://www.willmcgugan.com/2007/10/04/free-chapter-of-beginning-
game-development-with-python-and-pygame/
Thanks to Ric
Hi,
On 8/17/07, Greg Ewing <[EMAIL PROTECTED]> wrote:
> You should be able to leave out the and
> just put between paragraphs.
I think is perfect for this use case:
http://htmldog.com/reference/htmltags/dl/
> --
> Greg
>
Hi,
On 7/4/07, Will McGugan <[EMAIL PROTECTED]> wrote:
http://www.willmcgugan.com/gameobjects/docs/index.html
Thanks Will!
I really appreciate your work. :-)
Will McGugan
Kai
API Documentation?
Hi,
On 4/10/07, Simon Oberhammer <[EMAIL PROTECTED]> wrote:
Yes, but you'll see that there is one true, right way most of the time (I
think python is designed to be like that iirc). If you keep adding stuff and
all the time you think "wow.. that was easy... great, this fits!" then you
are doing
Got 14 points. One night, hm? Narf.. I'm working at my shooter for
at least one week and I got much less code than you did. ;)
Cool game
Kai
Hi,
On 1/7/07, Marius Gedminas <[EMAIL PROTECTED]> wrote:
On Sat, Jan 06, 2007 at 03:00:31PM +0100, Kai Kuehne wrote:
[Sound]
That's intentional: sound doesn't travel through vacuum. On the other
hand that's surprising and strange in a game. I've now added an opt
Hi Marius,
there is no explosion sound when destroying the enemy ship.
Greetings
Kai
Hi,
On 1/5/07, Marius Gedminas <[EMAIL PROTECTED]> wrote:
And now the svn version has sound effects and support for music. No
actual music, though. Any ideas where I might get freely
redistributable soundtracks?
For example from flashkit.com, but there are more links in the wiki
("Resources"
Sorry, forgot the smily:
On 1/5/07, Kai Kuehne <[EMAIL PROTECTED]> wrote:
Ok, knowing python could be useful to make a game in it.
;-)
Kai
Hi,
On 1/5/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote:
Saw that, but I didn't feel like getting ideas from other people's code
until I understood it myself. Oh yeah, and I couldn't make sense of
anything I read in that the first time I looked it over (I'd probably
get most of it no
Hi,
On 1/4/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote:
Well, actually, after I finish all of the homework that's due tomorrow.
After I get this down, I just have to get the combo timer system thing
up... But I'll ask about that a little later. Thank you!
Maybe you can find some "
Hi,
On 1/4/07, Marius Gedminas <[EMAIL PROTECTED]> wrote:
On Tue, Jan 02, 2007 at 06:23:32PM +0100, Kai Kuehne wrote:
> [Feedback]
Done in Subversion. You're right, this makes the game considerably more
fun.
Great, much better. :)
Marius Gedminas
Kai
Oh, and it would be nice if you would highlight the ship after it was shot
by the other ship. E.g., a red ring around the ship or something. I needed
too long to find it in the space, especially if there was a far distance between
the two ships.
Greetings
Kai
Hey, I wish you all a happy new year! :-)
On 12/25/06, Marius Gedminas <[EMAIL PROTECTED]> wrote:
[Descr. and URL]
Testing, feedback of any kind, or return gifts (such as pretty artwork
or sound effects) would be appreciated.
I like your game, it's funny. :-) I miss some sound effects but I w
Sry, I just found the message from DROID about the
same topic:
http://aspn.activestate.com/ASPN/Mail/Message/pygame-users/3318832
I will search the next time first. :>
Hi list!
Can anyone point me to a tiny little network library that
I can use to add multiplayer to my pong-game? Any recommendations?
I know twisted, but it would be great if the lib is easy to use
since I'm a beginner in network programming. So twisted would
be surely an overkill in this case.
Looks similar to http://www.scriptedfun.com/pygame-starfield-rain/
but it's cool.
Greetings
Kai
Hi,
On 10/26/06, Taylor Boon <[EMAIL PROTECTED]> wrote:
Kai -
Pygame already does something like this - key.get_pressed. You can either
use it directly or you can rewrite is_pressed like this:
from pygame import key
def is_pressed(theKey):
return key.get_pressed()[theKey]
This is not wh
Hi,
On 10/25/06, Farai Aschwanden <[EMAIL PROTECTED]> wrote:
Hello Kai
If you only want to check keyboard inputs you dont need to use pump
and pull. Those are, as far as I understand the description, getting
ANY running event from the event queue. So for checkin any key input
you directly can u
Hi list!
I wanted to create a function which get a key and returns
true/false whether the key is currently pressed:
def is_pressed(key):
pygame.event.pump()
event = pygame.event.poll()
if event.type == KEYDOWN:
if event.key == key:
return True
return False
When
Hi list.
Thanks all of you for your tipps.
I think I will set the framerate to 60 (for the fastest objects)
and simply wait for the slow objects.
Greetings
Kai
Hi Farai :-)
On 10/14/06, Farai Aschwanden <[EMAIL PROTECTED]> wrote:
I think there are different ways to solve the problem, depending on
your project. The most proper way is to have more animation movements
to make it looking slower (probably easier when using opengl than
pure 2D).
If anything
Hi,
On 10/14/06, Brian Fisher <[EMAIL PROTECTED]> wrote:
the difference is in waiting or not waiting
when the program is "waiting", it means it is not doing anything
meaning it isn't using the cpu
In this case your right. I understand this whole wait-thing, I just choose
the wrong word to say
Hi,
On 10/14/06, Brian Fisher <[EMAIL PROTECTED]> wrote:
On 10/13/06, Kai Kuehne <[EMAIL PROTECTED]> wrote:
> Have you an idea what the reason could be? I mean.. I just do
> nothing other than looping and waiting for a key input.
>
that code is not "waiting"
Hi Luke,
On 10/14/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote:
[Documentation]
HTH,
-Luke
Not really. Ok, maybe I'm a bit tired but I try to explain the real
problem I'm currently have (primarily in thinking, well could be also
time-related ;).
My real problem is how to move something slo
Hi list.
Currently I'm wondering why this program produces nearly 100%
cpu load:
while 1:
for event in pygame.event.get():
if event.type == KEYDOWN or event.type == QUIT:
if event.key == K_ESCAPE:
import sys
sys.exit()
I tested my whole game and
Hi Patrick, Luke
On 10/4/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote:
it's RABIDPOOBEAR!
gotta go to calculus!
eek.
ah, you were it, nice game. =)
Greetings
Quash/Kai
Hi,
On 9/15/06, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
Has anyone else done this kind of thing before? What worked?
What about (x|g)vidcap?
Ethan
Greetings
Kai
Hi,
maybe I'm alone but I like the name pygame-ctypes.
Please don't name it like a gun.
Greetings
Kai
Hello Haroon,
On 8/22/06, Haroon Khalid <[EMAIL PROTECTED]> wrote:
[...]
So I wanted to know how much Python do I have to learn before I can start
using pygame?
The website http://scriptedfun.com/ is very good to get the basics.
There is also a very cool tutorial how to write pacman with pyth
Hi,
On 7/8/06, Mikael Moutakis <[EMAIL PROTECTED]> wrote:
I have a suggestion: Put help & tutorials & documentation on one page
+ subpages and call it "help", for that is what you are looking for
when you're stuck and need to read up on the documentation. And
through in a pygame cookbook.
Tha
Hi,
On 6/22/06, Richard Jones <[EMAIL PROTECTED]> wrote:
On Thursday 22 June 2006 18:29, Sami Hangaslammi wrote:
> Even if you only have two static sprites, I'm presuming you are
> re-painting the whole screen. For software surfaces, this is done
> entirely by the CPU.
Yes, but that's not the
Hi Patrick,
On 6/22/06, Patrick Mullen <[EMAIL PROTECTED]> wrote:
[Explaining when to use dirty rects...]
Thanks for the explanation.
I'm just wondering *what* causes the nearly 100% cpu time.
Currently, there's only the player-ship and one enemy on the screen.
And they don't move. ;-)
I know
Hey guys,
I've tested the game under linux and there it simply doesn't run. =)
I blit each object at each frame to the screen. This cannot be good.
But... it is efficient to use dirty rects in a space shooter? Everything
is moving and floating around... especially if there is a moving starfield.
Hi DROID,
On 6/21/06, DR0ID <[EMAIL PROTECTED]> wrote:
was it the pygame.clock.tick() the method that used a busy loop to get
the right timing? The online documentation seems to have changed and
says not so. If the tick() method uses a busy loop then your nearly 100%
cpu usage would be esxplaine
Hi Kris,
On 6/21/06, Kris Schnee <[EMAIL PROTECTED]> wrote:
> Ok, no problem.. just set the speed to, say, 5 pixels per frame.
> Now there as fast as with 60 frames, but there lacking.
>
> How can I use (say) 30 frames and make a smooth movement for
> the objects that are on the screen?
What do
Hi!
Im currently creating my first game. A simple space shooter.
I have set the frame rate to to 60 with pygame.clock.tick(), but
the game uses more than 90% of my CPU time. That's a problem,
because there is almost nothing on the screen yet (just three ships...).
When I set the framerate to 30, t
Hi all,
On 5/25/06, Greg Minteer <[EMAIL PROTECTED]> wrote:
> Just curious: if you want to catch any key that was pressed, then this
> method could skip some pressed keys or not?
> Assuming you press a key an let it go before it comes to the
> eventhandling part of the code the it will not appea
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