Eric3, IDLE, Emacs are not compilers, they are editors used to edit
the python script.
They also autoformat tabs/spaces so you dont have to worry about it.
-spot
On 4/13/07, Lamonte(Scheols/Demonic) <[EMAIL PROTECTED]> wrote:
I already go a compiler now.
On 4/13/07, Lenard Lindstrom <[EMAIL
On 2/15/07, Kamilche <[EMAIL PROTECTED]> wrote:
Jer Juke wrote:
> Yeah, you heard me
> (snip)
> ...these people are a disgrace and a detriment to
> python game development efforts on the whole.
>
You're not impressing anybody with your vicious attack on people who
maintain and support Pyga
and map not that
easy. File handling is easier if you have meta data and map in one
file. No 'if's reading the file and string functionality needed. ;)
Just my 2 cents
Farai
Am 18.12.2006 um 06:26 schrieb spotter .:
> Hi everybody,
>
> I just got hit by the silliest, st
On 12/18/06, Chris Smith <[EMAIL PROTECTED]> wrote:
I generally make the map file as simple to read and change in a text editor
as I can. This generally makes the python code to parse the file a bit more
complex, but since this is done only once at start-up I don't notice any
speed issues.
Anoth
On 12/18/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote:
> and then use split(";") to move them into a list and assign it to
> variables then.
Just thought I'd mention, since the split method returns a list, you
could do:
name,author,date,version,width,height = astr.split(";")
> Does this seem
Very interesting ideas. The link will be handy for later use. For now,
I have simply used this format :
name;author;date;version;width;height
and then use split(";") to move them into a list and assign it to
variables then.
Does this seem alright, no glaring things I have missed? It does seem
to
Hi everybody,
I just got hit by the silliest, stupidest error on my part and I
decided to share it, since it was kinda funny after the fact and so
that no one else would make my mistake.
This was the data I was trying to parse (a map format I was making):
mapname=DeathMap
mapauthor=pumaninja
ma
wrote:
spotter . wrote:
> Hey everybody,
>
> I am in the process of trying to make a file format for maps.
>
> The meta file will have the info like name, author, date, version, and
> the width and height.
>
> The other file will have the actual map data in it. This method will be
? Then you can read first out the
metaline and after this you iterate through the whole map. There is
no perfomance lost on this.
Farai
Am 17.12.2006 um 06:02 schrieb spotter .:
> Hey everybody,
>
> I am in the process of trying to make a file format for maps. I am
> doing this r
Hey everybody,
I am in the process of trying to make a file format for maps. I am
doing this right now with this:
<10,5> # the width and height
<1> # layers
000,001,002,001,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002,
000,001
I stand corrected :)
On 11/12/06, Rikard Bosnjakovic <[EMAIL PROTECTED]> wrote:
On 11/13/06, spotter . <[EMAIL PROTECTED]> wrote:
> Flash advertisements are the spawn of satan. Thank God someone made
> adblock for firefox.
Adblock was originally made for Mozilla, n
Flash advertisements are the spawn of satan. Thank God someone made
adblock for firefox.
On 11/12/06, Bob Ippolito <[EMAIL PROTECTED]> wrote:
On 11/12/06, Toni Alatalo <[EMAIL PROTECTED]> wrote:
> Bob Ippolito kirjoitti:
> > On 11/12/06, Toni Alatalo <[EMAIL PROTECTED]> wrote:
> >> javascript s
Now this may seem silly, but I got caught by this bug a while ago. Do
you blit the background when you are updating the text?
In your code :
def update(self):
text_row = 0
for item in self.items:
item_text = self.font.render(item, 0, (249, 249, 249))
self.canvas.b
Thanks.
On 7/27/06, Greg Ewing <[EMAIL PROTECTED]> wrote:
spotter . wrote:
> Basically, when would psyco help when using it with pygame?
It depends entirely on what your game code is doing.
Probably the bottleneck in most PyGame games is rendering
bitmaps to the screen, which is bein
Hi everyone,
I just came across psyco today and I was using it and did not really
see any difference in frame rates in pygame. Would psyco even help in
that? Basically, when would psyco help when using it with pygame?
Also, I found pygExt today, and was wondering if anybody had used it
and had a
Hi,
I once had an error like that as well. It turned out that it worked
fine if I set the font = None
in the class before def __init__ I dont know if this is something
similar, but I am attaching the code to my Text class if it helps any.
Good luck squashing bugs :)
Spot.
On 7/25/06, Joseph Qu
of the game doesnt seem to go with the picture and the links lead to
random websites.
great site otherwise, thanks for all your hardwork! I would be really
lost without it.
-spotter.
Thanks for the replies. Each method does seem to have merit. I will
probably wind up leaving my code as it is, i'm lazy.
spot.
On 7/11/06, Brian Fisher <[EMAIL PROTECTED]> wrote:
> I had a question as to which way would be better to access data after
> loading it into memory.
>
your cache looks
Hi everybody,
I had a question as to which way would be better to access data after
loading it into memory.
The code looks like this now:
In the main loop file, I cache the images into dictionaries:
images_list = ["enemy.png","player.png"]
global cache
cache = cache
cache[fname] = pygame.image.load(fname)
return cache[fname]
Yes, update can take a list of rectangles.
On 6/22/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote:
spotter . wrote:
> Hey everybody,
>
> I am trying to optimise on loading images and I was wondering if
> images as pa
Hey everybody,
I am trying to optimise on loading images and I was wondering if
images as passed by reference or if a new copy is made.
I want to load one image and use that as the image many instances of a class.
Right now, my code looks like this:
def __init__(self):
self.image, self.rect
I had trouble playing the game; it showed the loading screen, then the
music stuttered,
and then I had to ctrl-alt-del several times to get out of it...didnt
get to play it at all.
computer specs..2.4 ghz p4, 256 mb ram, generic intel video card...
On 6/20/06, David Mikesell <[EMAIL PROTECTED]>
I used these lnies:
import time
time.sleep(0.01) # delay loop in the main loop
s.
On 6/19/06, Chuang Wu <[EMAIL PROTECTED]> wrote:
I wonder if there is other way to save CPU resource?
On 6/18/06, Chuang Wu <[EMAIL PROTECTED]> wrote:
> Thanks, I set the fps to 10. The game still runs corre
Sounds like a really cool idea. I would love to see something like
that. The only thing I have seen about profiling is the link rene
posted.
s.
On 6/15/06, altern <[EMAIL PROTECTED]> wrote:
Kamilche wrote:
> Rene Dudfield wrote:
>> Try profiling your game to see where/if it can be sped up.
>> h
ote:
> On Tuesday 13 June 2006 16:23, Peter Shinners wrote:
> > On Mon, 2006-06-12 at 23:12 -0400, talon spotter wrote:
> > > I am writing a space invaders style game, and it works well on
> > > windows. When I tried the game
> > > under ubuntu linux(dapper), it wa
Wow, I just saw the screenshot, and it looks really, really
impressive. And all written in pygame!
On 6/13/06, Kamilche <[EMAIL PROTECTED]> wrote:
Kamilche wrote:
> ...You HAVE to put a throttle on your
> graphics, to get any kind of speed out of it.
Here's a link to a screenshot of my game sho
I have to try and profile the code in the coming days, thanks for the
link. The images are converted (i just added that part). As for
rendering the sprites, I am a little cofused..
my code looks like this :
enemies = pygame.sprite.Group()
then ..enemies.update(salt,pixels)
for RenderUpdates, woul
t OS?
On 6/13/06, spotter . <[EMAIL PROTECTED]> wrote:
> Things keep getting more interesting on ubuntu...I have tried
> controlling the frame rate, as rene suggested, and on windows, it
> works just like it should. The frame rates arent spot on but close
> enough. I added t
is 21.834..
and so on
at this point I know something is very odd...later on the fps gets
even lower to 20 as I fire the
missiles on the ship.
On 6/12/06, spotter . <[EMAIL PROTECTED]> wrote:
Okay, I have tried some things on ubuntu. I tried commenting out the
delay, and it did noth
Okay, I have tried some things on ubuntu. I tried commenting out the
delay, and it did nothing. I also tried to delete all the .pyc files,
just in case, but that did not work either.
I guess i should try and add in frame rate management as rene suggested.
On 6/12/06, spotter . <[EMAIL PROTEC
der if Ubuntu has any strange issues with the
sleep command? Have you tried running it without this?
time.sleep( 0.01) #delay loop
On 6/12/06, spotter . <[EMAIL PROTECTED]> wrote:
> I dont have a website for the game, the main module is attached below.
> As for the frame ra
ink to your game?
How do you manage the frame rate?
On 6/13/06, talon spotter <[EMAIL PROTECTED]> wrote:
> Hey everybody,
>
> I am writing a space invaders style game, and it works well on
> windows. When I tried the game
> under ubuntu linux(dapper), it was noticeably slow. Aft
Hey everybody,
I am writing a space invaders style game, and it works well on
windows. When I tried the game
under ubuntu linux(dapper), it was noticeably slow. After some
googling, I found this:
http://www.libsdl.org/pipermail/sdl/2006-May/074254.html
I dont have access to any other distro of l
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