Re: [pygame] peer-to-peer networked games

2010-11-10 Thread RB[0]
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

Re: [pygame] Surface blitting not effective

2010-10-10 Thread RB[0]
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

Re: [pygame] roguelike question

2010-10-04 Thread RB[0]
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,

Re: [pygame] Pyttle.net?

2010-09-22 Thread RB[0]
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

Re: [pygame] Pyttle.net?

2010-09-20 Thread RB[0]
, 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

Re: [pygame] Pyttle.net?

2010-09-20 Thread RB[0]
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

Re: [pygame] Pyttle.net?

2010-09-20 Thread RB[0]
Everything except the actual code and the RB[0]'s design docs wiki page on here is outdated, but: http://code.google.com/p/galaxymageredux/ Cheers, and good luck :) On Mon, Sep 20, 2010 at 1:02 PM, Thiago Chaves shundr...@gmail.com wrote: Can you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

Re: [pygame] Pyttle.net?

2010-09-19 Thread RB[0]
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

Re: [pygame] Pyttle.net?

2010-09-19 Thread RB[0]
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

Re: [pygame] GSoC Article for PSF and my blog

2010-09-16 Thread RB[0]
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

Re: [pygame] super surface... a surface made up of many smaller surfaces

2010-03-10 Thread RB[0]
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

Re: [pygame] Unprintable characters

2010-02-28 Thread RB[0]
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

Re: [pygame] www.pygame.org down ?

2010-01-14 Thread RB[0]
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

Re: [pygame] First / Third person shooter?

2009-11-28 Thread RB[0]
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

Re: [pygame] Font-Related Segfault

2009-11-23 Thread RB[0]
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

Re: [pygame] Need names and nationalities for AI playes in new sport-game

2009-11-12 Thread RB[0]
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

Re: [pygame] Font not initializing?

2009-10-24 Thread RB[0]
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

[pygame] Memory leak...

2009-10-14 Thread RB[0]
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

Re: [pygame] Memory leak...

2009-10-14 Thread RB[0]
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

Re: [pygame] First person shooter help

2009-10-12 Thread RB[0]
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

Re: [pygame] Python IDE for windoz

2009-10-10 Thread RB[0]
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?

Re: [pygame] Python IDE for windoz

2009-10-10 Thread RB[0]
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

Re: [pygame] duplicate images

2009-10-08 Thread RB[0]
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

Re: [pygame] Depth Screenshot

2009-10-06 Thread RB[0]
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

Re: [pygame] pymike!

2009-09-02 Thread RB[0]
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

Re: [pygame] Numeric keypad

2009-08-11 Thread RB[0]
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

Re: [pygame] Improving pygame web docs

2009-07-30 Thread RB[0]
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.

Re: [pygame] Alpha channels and per pixel alpha

2009-06-10 Thread RB[0]
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

Re: [SPAM: 3.500] Re: [pygame] This one baffles me

2009-05-18 Thread RB[0]
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)

Re: [pygame] App Store

2009-05-13 Thread RB[0]
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

Re: [pygame] PyGame and SVG

2009-05-06 Thread RB[0]
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

Re: [pygame] multi-width aalines and aacircles

2009-03-25 Thread RB[0]
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.

Re: [pygame] multi-width aalines and aacircles

2009-03-24 Thread RB[0]
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

Re: [pygame] Re: GSoC Proposal: Basic gui system

2009-03-24 Thread RB[0]
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

Re: [pygame] multi-width aalines and aacircles

2009-03-23 Thread RB[0]
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

Re: [pygame] multi-width aalines and aacircles

2009-03-23 Thread RB[0]
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

Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread RB[0]
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),

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-17 Thread RB[0]
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

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread RB[0]
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,

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread RB[0]
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

Re: [pygame] Re: Python path problem in vista?

2009-02-10 Thread RB[0]
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

Re: [pygame] move problems

2009-02-10 Thread RB[0]
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:

Re: [pygame] pygame.display.set_mode() and OpenGL

2009-01-29 Thread RB[0]
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