Click if you dare.
http://www.pygame.org/project/1107/
Gumm
Hi,
Analyzing the current page in detail is a good aspect to exchange
the site without any problems. Do we need to run and modify the current
page or is enough to read the code? Then you could send it to me and I'll
upload it to the page (I think we don't need it in SVN, do we?).
Sure, we
hi,
very awesome of you to go ahead with this...
I read through your website... and it's got some good ideas...
It'll be cool if we can make pygame one of the best sites around in the
python scene again... the current one is from around 2005... and has been
really good so far.
Rewriting the
Hello!
The two main priorities, imho, would be
1) documentation up to date with code
2) a wiki for additional documentation, examples, build instructions
on various platforms, etc.
The project content could be easily transfered to wiki too. It might not
be better than a full database
Have a look at http://pygameweb.no-ip.org/trac/wiki/Concept
Most of your points are already listed there. Add new ones so
we get an overview.
Jug
oh good. But why can't something written for 32bit work on 64bit? I thought
that a higher bit number was backwards-compatible
--- On Thu, 4/23/09, René Dudfield ren...@gmail.com wrote:
From: René Dudfield ren...@gmail.com
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date:
Hello,
On Fri, Apr 24, 2009 at 9:56 PM, jug j...@fantasymail.de wrote:
Hi,
Analyzing the current page in detail is a good aspect to exchange
the site without any problems. Do we need to run and modify the current
page or is enough to read the code? Then you could send it to me and I'll
It can work in 32bit mode... as long as the binary is 32bit. On linux and
osx, you can run 32bit binaries on a 64bit system... along side 64bit apps.
I think you can do it on windows too... but not as well.
For some things 64bit python is 4x faster for me... so 64bit python is
faster than psyco
Hellos,
On Fri, Apr 24, 2009 at 10:06 PM, m...@sysfault.org wrote:
René Dudfield ren...@gmail.com:
hi,
very awesome of you to go ahead with this...
I read through your website... and it's got some good ideas...
It'll be cool if we can make pygame one of the best sites around in the
Did you do
python config.py
first? This takes Setup.in and creates a new Setup file used by
setup.py. When running config.py specify 'y' to msys build. It will tell
you if it finds the files or not. Why there is a separate config step is
because dependencies may be provided in several ways.
The 64 bit processors have a 32 bit mode. 64 bit code has different
address sizes, so uses a different register set. That should be straight
forward to change. The killer is that 64 bit C calling conventions
differ between Windows and Unix. They are also more complicated than the
32 bit
And it works! Thank you very much Lenard and Rene for all your help.
Now, as to the tests. On my linux desktop, five of the tests failed because
its a 64bit platform, and the asserts are assuming a 32 bit integer. The
other two tests failed because of a library that has a slightly different
api
On Sat, Apr 25, 2009 at 3:26 AM, Tyler Laing trinio...@gmail.com wrote:
And it works! Thank you very much Lenard and Rene for all your help.
Now, as to the tests. On my linux desktop, five of the tests failed because
its a 64bit platform, and the asserts are assuming a 32 bit integer. The
Couldn't the color scheme be user configurable? Allow the user choose
among several options then track the choice with a cookie.
René Dudfield wrote:
Hellos,
On Fri, Apr 24, 2009 at 10:06 PM, m...@sysfault.org
mailto:m...@sysfault.org wrote:
The current one is already around and was
Sure!
Here they are:
import pygame.tests.go
loading pygame.tests.base_test
loading pygame.tests.blit_test
loading pygame.tests.bufferproxy_test
loading pygame.tests.cdrom_test
loading pygame.tests.color_test
loading pygame.tests.cursors_test
loading pygame.tests.display_test
loading
On, Fri Apr 24, 2009, Rene Dudfield wrote:
On Fri, Apr 24, 2009 at 10:06 PM, m...@sysfault.org wrote:
René Dudfield ren...@gmail.com:
[...]
All the old stuff needs to be written at some point... because we need to
keep all the old urls around (including feeds). Also it's easier for
this code
level1 = [(0,0), (20, 0), (40, 0), (60, 0), (80, 0), (100,0), (120,0), (140,0),
(160,0), (180,0), (200,0), (220,0), (240,0)] #positions of enemies
#yatta yatta
def setenemies_lvl1(): # put enemies on screen.
pygame.display.set_caption(Loading Level) #tell player it's loading
You get that kind of error when you use a recursive function, and it
recurses down further than Python has room on the stack for. Typically, when
you get this error, there's something wrong with your recursive function.
What it appears to be doing is within your add function, its calling itself
If the problems fixed, yay. If not, you should put up most/all your source
so it's easier for people to see whats happening.
Here is a screen shot :
http://www.toonloop.com/?q=support
Since that shot, I added a GLSL chroma key.
a
2009/4/20 Nirav Patel o...@spongezone.net:
Err, oops, I should have proofread that. It should state:
camlist = camera.list_cameras()
if len(camlist) 0:
cam =
hi,
that sounds like a pretty optimal way of doing things. I guess you'd also
want to be able to edit the frames in the animation. Like stepping through
it, with a delete button... and maybe a move frame left, move frame right
button (if the animation looks like it needs an extra frame added,
I do not know anything about cherrypy, so here're some relevant
questions for both frameworks:
* How good is the integration of a wiki solution and maybe bug tracking
system without implementing it ourselves?
* How good is the integration of other components, which might be
necessary
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