Re: [pygame] Free chapter of my book

2007-10-10 Thread Kai Kuehne
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

Re: [pygame] pygame glossary... please add to it.

2007-08-16 Thread Kai Kuehne
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 >

Re: [pygame] Game Objects Documentation

2007-07-04 Thread Kai Kuehne
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

Re: [pygame] Game Objects 0.0.2

2007-06-22 Thread Kai Kuehne
API Documentation?

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

2007-04-10 Thread Kai Kuehne
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

Re: [pygame] Playable Game: Shooter Doodle

2007-04-09 Thread Kai Kuehne
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

Re: [pygame] PySpaceWar 0.9.3

2007-01-07 Thread Kai Kuehne
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

Re: [pygame] PySpaceWar 0.9.3

2007-01-06 Thread Kai Kuehne
Hi Marius, there is no explosion sound when destroying the enemy ship. Greetings Kai

Re: [pygame] PySpaceWar 0.9.3

2007-01-04 Thread Kai Kuehne
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"

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

2007-01-04 Thread Kai Kuehne
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

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

2007-01-04 Thread Kai Kuehne
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

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

2007-01-04 Thread Kai Kuehne
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 "

Re: [pygame] PySpaceWar 0.9.3

2007-01-04 Thread Kai Kuehne
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

Re: [pygame] PySpaceWar 0.9.3

2007-01-02 Thread Kai Kuehne
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

Re: [pygame] PySpaceWar 0.9.3

2007-01-01 Thread Kai Kuehne
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

[pygame] Re: Looking for a tiny network library

2006-10-30 Thread Kai Kuehne
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. :>

[pygame] Looking for a tiny network library

2006-10-30 Thread Kai Kuehne
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.

Re: [pygame] Rain Generator

2006-10-26 Thread Kai Kuehne
Looks similar to http://www.scriptedfun.com/pygame-starfield-rain/ but it's cool. Greetings Kai

Re: [pygame] Re: Problem with event-handling

2006-10-25 Thread Kai Kuehne
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

Re: [pygame] Problem with event-handling

2006-10-25 Thread Kai Kuehne
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

[pygame] Problem with event-handling

2006-10-25 Thread Kai Kuehne
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

Re: [pygame] Weird problem

2006-10-14 Thread Kai Kuehne
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

Re: [pygame] Weird problem

2006-10-13 Thread Kai Kuehne
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

Re: [pygame] Weird problem

2006-10-13 Thread Kai Kuehne
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

Re: [pygame] Weird problem

2006-10-13 Thread Kai Kuehne
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"

Re: [pygame] Weird problem

2006-10-13 Thread Kai Kuehne
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

[pygame] Weird problem

2006-10-13 Thread Kai Kuehne
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

Re: [pygame] First stable release of my online game (Crescent Dawn Online)

2006-10-04 Thread Kai Kuehne
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

Re: [pygame] Screencasting with pygame?

2006-09-15 Thread Kai Kuehne
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

Re: [pygame] ideas for renaming pygame-ctypes

2006-08-24 Thread Kai Kuehne
Hi, maybe I'm alone but I like the name pygame-ctypes. Please don't name it like a gun. Greetings Kai

Re: [pygame] How much python experience needed?

2006-08-22 Thread Kai Kuehne
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

Re: [pygame] pygame website - request for suggestions

2006-07-08 Thread Kai Kuehne
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

Re: [pygame] How to make a (fast) smooth movement on 30 frames

2006-06-22 Thread Kai Kuehne
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

Re: [pygame] How to make a (fast) smooth movement on 30 frames

2006-06-22 Thread Kai Kuehne
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

Re: [pygame] How to make a (fast) smooth movement on 30 frames

2006-06-22 Thread Kai Kuehne
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.

Re: [pygame] How to make a (fast) smooth movement on 30 frames

2006-06-21 Thread Kai Kuehne
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

Re: [pygame] How to make a (fast) smooth movement on 30 frames

2006-06-21 Thread Kai Kuehne
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

[pygame] How to make a (fast) smooth movement on 30 frames

2006-06-21 Thread Kai Kuehne
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

Re: [pygame] Two questions regarding a simple space shooter

2006-06-03 Thread Kai Kuehne
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