there are a lot of games on the site, but its hard to navigate them.. i like
the categories, but the listing is too long (like this one
http://pygame.org/projects/20/)
I would suggest adding columns to the layout of the listing . I think with
images that sice, 3 col might work with the description
you have to enter html-code. so to get paragraphs, but every paragraph
between tags, like so:
this is my paragraph another paragraph
On 8/11/07, Ian Mallett <[EMAIL PROTECTED]> wrote:
>
> Hi,
> On pygame.org when you add a project, I can't seem to get enter to
> work. For example, click on
On 8/10/07, Jason Ward <[EMAIL PROTECTED]> wrote:
>
> What is the best array module to use?
> Numpy or Numeric?
>
there has been a lot of discussion about this on the list - I don't know :-)
For PyOpenGL I want to call
> glDrawPixels, but what do I do for the pointer to the pixels? How do I do
>
Thank you, kschnee... looks good to me - I will use that in my next game.
But imho adding the widget/interface info+sampleclass is too much for an
otherwise nice and simple cookbook-entry
simon
ps.: And you code tells me that calling 'screen' what you call 'state' is
not too far fetched ;-)
nex
What I'd like is a stupidly simple textured 3D landscape with billboarded
sprites, maybe even viewed from a constant camera angle, with a
decent-looking skybox and an easy way to draw my interface atop that.
you might also want to checkout soya3d, it handles smooth landscape
generation from he
Dave, what you describe sounds sensible to me. Until now I never worried
about this kind of interface-stacking (never had many interface elements),
but my MVC implementations should support what you describe without too much
hassle.
But why are you referring to those screen instances as "states"?
also you might want to take a look here to get some ideas for the
interface-mechanics:
http://brettspielwelt.de/Spiele/ (language flags are topright)
brettspielwelt is a online boardgame community. after registration you can
play dozends of games for free versus humans. it features carcasonne an
"ba:a:hh" ???
I play on SimonW's "bah" in german... the : should be on top of the "a" if
you email client supports it :-)
I've had a look at the latest Twisted (2.5), and it seems that there
is no longer any support for integrating the twisted event loop with
pygame. Bah.
() Once all this low-level stuff is done, we could add lobby systems,
score systems etc which are fairly generic and easily used across
dif
With ubuntu PPC I could sail around in the Sailing Mode as advertised, then
I went back to menu I wanted to start New Game, and got this /dev/sequencer
error.
Loaded module Nutshell (Basic)
Loaded module Nutshell: Complex
Loaded: Conch
Loaded module driftwood
Loaded module v2007.5.21
Running tes
great work, I'm already looking forward to creating games for
wii-controllers - I will definitly check out this wiimote package some time
in the next weeks. Does it work under linux? from the last email it doesn't
seem so but the code looks like it does??
greetings
simon
On 4/25/07, Luke Paireep
Hm, haven't thaught about this too much and always did my own "busy wait"
and a fixed frame rate (of course game adjusts to slower fps).
Would someone care show pseudo code for decoupled update/draw and non-busy
wait stuff? Or maybe a real game and point me to the relevant sections?
Seems this i
Is there an obvious better way of handling window
borders?
I would restrict the window-size to be multiples of the GIFs size (32x8) -
seems the easiest way :-)
That way you don't have to stretch or go the extra mile to draw the first y
pixels of the last partly seen segment.
On 4/19/07, Ulf Ekström <[EMAIL PROTECTED]> wrote:
On 4/19/07, John Eriksson <[EMAIL PROTECTED]> wrote:
> Well, no.
>
> I'm looking for a way to rotate the imagedata (like
> pygame.transform.rotate(...)) but your example rotates the image
> location. Right?
It is actually the same thing.
No,
What is really neat with Python and Pygame, is there are so many ways to
accomplish the same things.
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 ea
On 3/26/07, Richard Jones <[EMAIL PROTECTED]> wrote:
On Mon, 26 Mar 2007, Brian Fisher wrote:
> I guess everyone finally knows how to do everything they ever wanted
> to with pygame.
Puhleeze - they're all boning up on their pygame API in readiness for
PyWeek! :)
hehe sort of. Must get rid o
I mean, if these are the people you're going after, don't bother making
a Mac version. Or a linux version for that matter. 98% of your apparent
target audience (who don't want to / can't install Python) are going to
be on Windows.
I agree... source + exe is the way to go.
Even if win-people
Thanks, Marius.. didn't find that.
greetings
simon
On 1/31/07, Marius Gedminas <[EMAIL PROTECTED]> wrote:
On Wed, Jan 31, 2007 at 03:42:37PM +0100, Simon Oberhammer wrote:
> hi pygamers,
> whenever I use font.render() with the antialias param set to False I
> get t
hi pygamers,
whenever I use font.render() with the antialias param set to False I
get this error:
File "pysssi_dist.py", line 258, in printf
s = self.print_font.render( str,False,self.color1)
pygame.error: SDL_ttf render failed
Anyone know why this is so? I'm using libsdl-ttf1.2 and pygame 1
Warning: mysql_connect(): Too many connections in
/home/pygame/public_html/siteswing/inc/common/db_mysql.php on line 28
Hope this mailing list is the right place to inform you about this - I
just noticed it went offline, because I need the website to convince
my friends to use pygame as the
As a primarily Python programmer I would have to disagree with this
vehemently. In my experience, the Python bindings on existing
engines tend to be a second rate affair in terms of what is exposed
and ()
True, this is what I experienced as well...
With the exception of soya3d, I really
well. I thought about making browser-based games myself because they are
just so accessible. but working with http to transfer game states and
javascript on the client side is very limiting. i didnt work with
flashscript (.. dont know what the language is called), i have heard it has
a network lib
Aschwanden <[EMAIL PROTECTED]> wrote:
Hi
Funny "game" idea! Could only try the older version (dont have OpenGL
installed yet). Feel free to add your project to Pygame.org
Btw, tried it on Mac and it works. ;)
Greetings
Farai
Am 26.11.2006 um 19:12 schrieb Simon Oberhammer:
Hi,
Hi,
some time ago I did a ant sim for a university project, the grafics are very
simple but I really enjoy watching those ants.
http://www.nichtnormal.com/daten/ants2d.tgz
Yesterday I was bored and hammerd a 3d engine and ripped my old ant idea..
and I got this:
http://www.nichtnormal.com/daten/a
Hi Droid,Until now I only knew about two possibilities to network a game: usingthe python sockets or twisted. Both are kinda complicated to use (at
least seem to me, although I haven't used one of them).Twisted really looks complicated, but you can treat most of it as magic. Its tough to find a goo
Nice screenshot. Is that multiple runs of the terrain generator tiled, or one run?
One run, i tried itlg simon
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