Rendering engine is irrelevant...
You could use pygame, OpenGL, PySoy or even Direct3D if you wanted.
The trick is writing the network part, the gfx just has to represent that...
On Wed, Nov 10, 2010 at 3:24 AM, Miriam English m...@miriam-english.orgwrote:
Interesting. Thank you Gumm.
I
Change the surface convert to convert_alpha() and filling will work again.
Since you are just converting the best it can do are full surface alpha
and/or colorkeys
On Sun, Oct 10, 2010 at 7:21 AM, Julian Marchant onp...@yahoo.com wrote:
Ok, one major problem solved, and after much investigating
Just a quick look.
In move_test.py, when you check for action 'd' - are you sure the one tiles
bottom is really the same as the other's top - not adjacent?
Perhaps try:
new_tile.rect.top-tile.rect.bottom 1
On Mon, Oct 4, 2010 at 1:05 PM, Michael Schultz mich...@michael-schultz.net
wrote:
Hi,
to RB[0] I was able to give
consideration to the possibility of one not being able to host a game though
I'm on the workings of finding out what to do about it. I'm leaving it
running on irc.freenode.net #pyttle.net for the following 12 hours or so,
with possible interruptions if problems occur
, Sep 19, 2010 at 7:22 PM, RB[0] roeb...@gmail.com wrote:
I've been reading Twisted documentation and this sounds like a
less-than-guru-level thing to build on top of the IRC protocol.
I'd like to contribute to this project!
I enjoy IRC and have been building bots that play games over IRC
multiple games...
On Mon, Sep 20, 2010 at 11:39 AM, RB[0] roeb...@gmail.com wrote:
Well, this is something we had an issue with in GMR.
Not everyone can host a game, if you have a router like mine is it is
quite nearly impossible to create a server that others can connect to.
The way we planned
Everything except the actual code and the RB[0]'s design docs wiki page on
here is outdated, but:
http://code.google.com/p/galaxymageredux/
Cheers, and good luck :)
On Mon, Sep 20, 2010 at 1:02 PM, Thiago Chaves shundr...@gmail.com wrote:
Can you provide a link to your library, RB[0]? I
Actually that sounds similar to a project I'm considering starting.
During Pyweek we made a networked game, and were going to have a master
server where you can register your own servers, and other can find them.
It would be fairly simple to create and other games could use it...
I wasn't
a network game.
And as a bonus, that could result in an increase of network-capable pyweek
entries. I'd love to have my next entry for Pyweek be network-capable if I
can skip past through the building the UI within a week part. =P
-Thiago
On Sun, Sep 19, 2010 at 9:11 PM, RB[0] roeb...@gmail.com
There is a 2010 page as well, the link appears to have been fixed...
I haven't been involved in GSOC before either, but this is the pygame
mailing list so I don't think he is actually asking you personally Neilen,
but the Pygame community.
I believe you should speak with Marcus, he seems the most
The biggest problem with that is that pygame limits the size of any one
surface - at least for me.
I can't remember what it was but somewhere around 16k x 16k pixels?
On Wed, Mar 10, 2010 at 7:19 AM, Nikhil Murthy murthyn...@gmail.com wrote:
This is not in the least meant to be a serious
well, you could filter by a list of allowed characters - string.printable
for instance
so:
str(event.unicode) in string.printable: good
might need to wrap that in a try:except block in case of weird keys though -
not sure...
On Sun, Feb 28, 2010 at 4:56 AM, Chris McCormick ch...@mccormick.cx
Says the server is being upgraded...
On Wed, Jan 13, 2010 at 12:42 AM, Horst JENS horst.j...@chello.at wrote:
i can not reach www.pygame.org
Is the website down or moved to another url ?
-Horst
--
Horst JENS
horst.j...@spielend-programmieren.at
http://www.spielend-programmieren.at
I see someone mentioned PYGGEL.
Robocalypto is rather outdated and unclear - but if you want something
simple to get going you probably can't beat it - I'd check out the
examples/tutorials that come with it before the demo game first though...
On Sat, Nov 28, 2009 at 1:29 AM, Ian Mallett
Why not just let Pygame load the font itself?
On Mon, Nov 23, 2009 at 2:38 PM, Bryce Schroeder
bryce.schroe...@gmail.comwrote:
(My apologies if this is a double-post. I didn't get a copy of the
message or see it in the archive, so I'm trying again.)
I have a pygame program that worked in
Do you want multiple from each country or only one?
If you want a couple:
Matthew Roe
Wisconsin USA
On Thu, Nov 12, 2009 at 3:37 PM, Frank Van Geirt fvange...@gmail.comwrote:
Frank Van Geirt - Belgium
Regards
Hi fellow pygame developers!
I'm developing a sports game. It's a fictive
I don't see pygame.init() or pygame.font.init() in there anywhere...
On Sat, Oct 24, 2009 at 7:57 PM, james carnell jimcarn...@yahoo.com wrote:
I'm new, but this is giving me problems. I'm on Ubuntu 9.04. I have tried
copy pasting other source codes with the same result. Should I just make my
I am getting a nasty mem leak when using pygame.image.tostring
As shown here:
import pygame
from pygame.locals import *
pygame.display.set_mode((100,100))
while 1:
pygame.image.tostring(pygame.Surface((8,8)).convert_alpha(), RGBA, 1)
NOTE: run this in a console or something where you can
Hmm, yeah, upgraded my pygame and it's fixed now...
On Wed, Oct 14, 2009 at 1:09 PM, claudio canepa ccanep...@gmail.com wrote:
On Wed, Oct 14, 2009 at 2:59 PM, RB[0] roeb...@gmail.com wrote:
I am getting a nasty mem leak when using pygame.image.tostring
As shown here:
import pygame
PYGGEL is still in active development, but we recently used it to create a
FPS for pyweek :)
http://pyweek.org/e/robo-solo/
http://code.google.com/p/pyggel/
On Mon, Oct 12, 2009 at 2:12 PM, Skizzaltix waterfli...@speakeasy.netwrote:
Have you checked out PYGGEL? I'm not sure if it was ever
Most? people just don't like it - personally it's all I use, Windows or
otherwise...
On Sat, Oct 10, 2009 at 12:23 PM, Kris Schnee ksch...@xepher.net wrote:
What's wrong with the built-in editor, IDLE?
Hmm, It doesn't lock up for me - window stays if you don't call pygame.quit
- but that's it
On Sat, Oct 10, 2009 at 2:44 PM, Ian Mallett geometr...@gmail.com wrote:
On Sat, Oct 10, 2009 at 12:14 PM, Patrick Mullen saluk64...@gmail.comwrote:
The main reason I don't use IDLE is because I have
Generally you don't need to duplicate images (really) unless you are
modifying them separately - just use different commands for blitting...
ie
image = SomePygameImage
screen.blit(image, (0,0))
screen.blit(image, (100,100))
Will draw the image in two completely different places...
On Thu, Oct
I would suggest PIL - don't have the exact functions for it off the top of
my head though...
On Tue, Oct 6, 2009 at 9:43 PM, Ian Mallett geometr...@gmail.com wrote:
Hello,
I'm trying to debug a weird FBO/depth problem, and it would be great to
have screenshots of the depth. My current
http://pymike.pynguins.com/
But it is down ATM
On Wed, Sep 2, 2009 at 11:14 AM, Hugo Arts hugo.yo...@gmail.com wrote:
IIRC he has a website as well where he keeps all his stuff. URL
escapes me at the moment, but I'm sure it'll come up if you google for
it.
Hugo
On Wed, Sep 2, 2009 at
You need to specifically get teh keyboard keys:
K_0 becomes K_KP0
etc.
On Tue, Aug 11, 2009 at 8:16 PM, pierrelafran...@sympatico.ca
pierrelafran...@sympatico.ca wrote:
Hi
I'm trying to get value from numeric keypad, but K_0 ... K_9 doesn't work.
Numeric value on alpha keybord works.
Can
The background is too busy, IMHO
And I agree with what greg wrote...
Otherwise, looking good :)
On Thu, Jul 30, 2009 at 7:55 PM, Greg Ewing greg.ew...@canterbury.ac.nzwrote:
jug wrote:
http://pygameweb.no-ip.org/docs/surface.html ist not really easy to read,
but I don't know exactly why.
try this:
image = pygame.image.load(image.png).convert_alpha()
screen.blit(image, (0,0))
See if it is alpha or not... :)
On Wed, Jun 10, 2009 at 6:03 PM, Bjorn Samuelsson bjorn_...@hotmail.comwrote:
Ok.
Could you possibly give me some short instructions on how to make a
simple image with
Yeah, if you want to convert just the tabs at the start of a line, you would
need to do:
print open(myfile.py).read().replace(\n+ *4, \t) or whichever line
ending you have on your system...
but actually I would do a 3 liner that is more helpful, IMO:
f = open(myfile.py, rw)
Back on topic, I think this is a great idea, and would love to see this move
forward - I definitely would put it to use :)
On Wed, May 13, 2009 at 7:47 PM, Tyler Laing trinio...@gmail.com wrote:
We don't want to punish them at all. That is not proper community
management, and it hurts FOSS's
There are pygame libraries on the pygame.org site for both SVG and OpenVG,
though both are limited, and I think the SVG one is only for opengl
rendering.
http://www.pygame.org/project/962/ -- SVG lib
http://www.pygame.org/project/964/ -- OpenVG
These might be useful to you, if only as a
You could do a filled polygon and then an aa one around it...
But I think then you'd be getting a lot slower...
On Wed, Mar 25, 2009 at 1:44 PM, Lenard Lindstrom le...@telus.net wrote:
The aa polygon is not filled, and the filled polygon does no aa.
Lenard
René Dudfield wrote:
good idea.
I guess for now people could use this:
http://www.pygame.org/wiki/CairoPygame?parent=CookBook
But would be slow LOL, and would probably want a wrapper to handle all the
functions and converting and such...
On Tue, Mar 24, 2009 at 10:53 AM, Marius Gedminas mar...@gedmin.as wrote:
On Tue, Mar
I don't think incorporating an existing gui into pygame would work.
Whatever it is you decide to do - it will need to be close enough to pygame
to be worth it (ie, integrated into event loop and such, to make it easy for
new users), abstract enough to allow extendability into a wide range of
Erm, sorry, meant having a width for aalines, I know aalines are already
there LOL
On Mon, Mar 23, 2009 at 11:36 AM, RB[0] roeb...@gmail.com wrote:
I agree - I have wanted the aalines for a while now (for my lib)...
Just wondering why this hasn't already been done, I saw some discussion
I agree - I have wanted the aalines for a while now (for my lib)...
Just wondering why this hasn't already been done, I saw some discussion on
it a while back (like last year or further) about it being supported in SDL
already and pygame just didn't make use of the API or something...
Is that even
Having written a few pygame guis, I agree with Marcus and Ian.
But, having said that, it would be possible to make a powerful enough gui
that is rather abstract, but still is useful, you just need to do it
correctly. A basic gui that fits in with the event system (to get, suppress,
and return),
I saw saw tests for performance between the old C PyOpenGL and the new
ctypes one...
The older one was significantly faster from what I saw - but that is how it
will always be - direct usage of a C lib is just like calling C functions
and such - whereas ctypes you have to call a python function
Well, most likely your main speed down is looping through all those sprites
as it is - trying just looping through them and calling a dummy function
instead of the opengl one - and see what happens - otherwise, that seems
quite odd to me, I haven't run into that before (are you using psyco,
enhancer.
-Zack
On Feb 26, 2009, at 2:08 PM, RB[0] wrote:
Well, most likely your main speed down is looping through all those
sprites as it is - trying just looping through them and calling a dummy
function instead of the opengl one - and see what happens - otherwise, that
seems quite odd
It is an IDLE problem - I ran into the same thing on Ubuntu and XP, IDLE
doesn't like the way they do it.
A simple fix is to just put this line in:
sys.path.insert(0, lib)
Instead of all that try/except nonsense. The above line works just as well,
and I have never had a problem with it failing
if key[K_UP] should work better :)
On Tue, Feb 10, 2009 at 6:47 PM, Yanom Mobis ya...@rocketmail.com wrote:
this code is in my main game loop
key = pygame.key.get_pressed() #create a key index
if K_UP in key: #check if the up arrow is pressed
redcar.speed = (0, -2)
else:
My guess would be that it needs to create a new context when you resize...
On Thu, Jan 29, 2009 at 3:11 PM, Ian Mallett geometr...@gmail.com wrote:
Wow, that's going to be annoying. Oh well--at least the stuff doesn't
take too long to remake. Any particular reason for this bug? Something to
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