Tnx for testing it! Feel free to use it, no patent on it atm. ;)
Am 24.01.2007 um 00:19 schrieb Adam Bark:
On 23/01/07, Farai Aschwanden [EMAIL PROTECTED] wrote:
Hi all
No question, except maybe someone already used it (experience?).
I found a easy way how to calculate the x and y pos out
Hi
What is your general problem? You dont know how to do it, you get a
error message or it just doesnt work? If you have any example code
(that wont do the job) or hte error message, just send it. That way
its easier to help
Farai
Am 23.01.2007 um 08:16 schrieb Qasim Askari:
Dear
Hi
About Python with game programming I can recommend: http://
www.amazon.de/Programming-Python-Charles-Development-Paperback/dp/
1584502584
Erm, not for free but some general neat routine explanations as seen
a lot in games.
Greetings
Farai
Am 16.01.2007 um 17:03 schrieb Charles
in every desired angle (be aware
of rotate functions inside paint programs! ;) )
3. You use OpenGL and do it vector based
the easiest way is using the existing rotate function: easy to use
and works fast.
Thats all I can say about it.
Farai
Am 28.12.2006 um 01:21 schrieb Caleb Mahase:
Farai
at the start. It
worked swiftly and I found that you could get away with less than
perfect rotations given the high speed nature of the simulation.
Your mileage may vary, as usual.
On Dec 28, 2006, at 11:45 AM, DR0ID wrote:
Farai Aschwanden schrieb:
ANY image transform operation does distort a image
Tnx, some guys already told me in between, its abs(-x)
Farai
Am 27.12.2006 um 21:50 schrieb Caleb Mahase:
Farai Aschwanden wrote:
Hello
Erm, not a Pygame 1.8 question but just cant find the the needed
function: I would like to make a negative number to a positive
number, like -5 - 5
How about using: pygame.transform.rotozoom(Surface, angle, scale):
return Surface
The angle can be positive or negative, depending if you want to move
the turret clock- or anti-clockwise. I assume the tank is a different
sprite than the turret. Dunno, if 0 or 1 for scale will not make it
is
not a valid position so. abs()
Based on my example it works for all values
0 - 4
1 - 3
2 - 2
3 - 1
4 - 0
Thats all about. If there is a better way, please let me know.
Farai
Am 27.12.2006 um 23:47 schrieb Luke Paireepinart:
Caleb Mahase wrote:
Farai Aschwanden wrote:
Tnx, some guys already
What I ment with -x was a negative number while x is a number.
Using ABS() on a positive number is nonesense... Thats why I added
the -. Probably mathematically not correct written. Sorry for this.
Am 28.12.2006 um 00:34 schrieb Luke Paireepinart:
Farai Aschwanden wrote:
I can tell you
Hello
Erm, not a Pygame 1.8 question but just cant find the the needed
function: I would like to make a negative number to a positive
number, like -5 - 5
Quite easy, just cant find the Python function (if there is one).
Sure I could multiply the negative value by -1 but I would prefer
Tnx all. I was entering this but not trying out because it was not
auto highlighted when entering it.
Farai
Am 27.12.2006 um 01:00 schrieb Brandon N:
abs(-5)
On Dec 26, 2006, at 7:00 PM, Farai Aschwanden wrote:
Hello
Erm, not a Pygame 1.8 question but just cant find the the needed
What module you are using? Pygame? By default you cant easy create
windows like window with Pygame, you have to create it manually
(simple way: blitting a window image on the existing Pygame screen
and fill it with whatever you want).
You can implement and use GUI like frameworks like f.e.
Im glad I could help. I use it that way and it works fast and reliable.
Am 19.12.2006 um 20:44 schrieb spotter .:
Very nice implementation and code, Farai, this will be a great
help. Thanks!
-spot
On 12/18/06, Farai Aschwanden [EMAIL PROTECTED] wrote:
Maybe this helps: you can read
Maybe this helps: you can read the whole map directly into a
dictionary/list. Lets say the map is divided into two parts:
1. line: meta data
2. - n. line: map data
The whole map file could look like this:
['Dark Forrest', 'Donald Duck', timestamp, 20, 50,
'weather_sun', ...] # Line 1(meta
Hello Brandon
Maybe I missunderstand you but Python IS a scripting language. What
is your intention using Python?
Farai
Am 18.12.2006 um 22:53 schrieb Brandon N:
Hello all,
This is not strictly a pygame question though it does relate to
my use of pygame in general. What have people
On Dec 18, 2006, at 5:51 PM, Farai Aschwanden wrote:
Hello Brandon
Maybe I missunderstand you but Python IS a scripting language.
What is your intention using Python?
Farai
Am 18.12.2006 um 22:53 schrieb Brandon N:
Hello all,
This is not strictly a pygame question though it does relate
Hmm true for file opening. Adding paths needs the OS module, but
you're right.
I like the way Brian just sent before. I dont know any language that
restricts its usage (would be neat feature for certain projects).
Am 19.12.2006 um 00:27 schrieb Jakub Piotr Cłapa:
Farai Aschwanden wrote
Hi Horst
I already let the Galcon Support know that there is also a official
Mac Game page from Apple. Maybe it also helps for the Linux version
if you can add it there: http://www.apple.com/games/
Dont ask me how to get a entry there but I already saw many Indie
games there.
Just my 2
And maybe there are some official Linux game pages you might add it?
IMHO projects should be posted where ppl are looking for it.
Games - game pages, etc.
Am 17.12.2006 um 08:52 schrieb Horst JENS:
Please help me to Digg Galcon. It is my first time with Digg and i'm a
bit disappointed (just
Inside...
Am 17.12.2006 um 03:29 schrieb Kris Schnee:
Farai Aschwanden wrote:
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be
a decent compromise between graphical quality and ease of
programming, for my project. I can
Looks ok to me. One thing to mention: If you use 001 and 002, etc. it
will be turned to 1 and 2 if you read them in (Python treats them as
number). So you can safe space using direct number w/o leading zeros.
About the metafile. If you can define this in one line why not adding
it to the
Hi Harris
Are you here to do any advertisements? Or do you offer a dev forum
and then it would easier for you to copy from your desired forum to
your dev forum?
I dont know if the following forum is linked to Pygame mailing list
(think so) but there you have a forum:
, den 17.12.2006, 13:24 +0100 schrieb Farai Aschwanden:
And maybe there are some official Linux game pages you might add it?
IMHO projects should be posted where ppl are looking for it.
Games - game pages, etc.
I already wrote to several linux gaming sites. Thank you for the apple
games link
say no its that easy.
As I had my very one opinionated question that I wanted to see if
anyone else agreed on and if no let it be so.
On 12/17/06, Farai Aschwanden [EMAIL PROTECTED] wrote:
Hi Harris
Are you here to do any advertisements? Or do you offer a dev forum
and then it would easier for you
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of
programming, for my project. I can live with the game's islands
being a constant height, for simplicity. One
Hi Kris
Im here to cover your friends back but didnt dare to write first. ;)
Its a type of game I would call it Quick play game with high fun
factor for which Im willing to pay 10$ to max 15$. I probably would
have bought it for 19$ but I turn too fast frustrated even on
beginners level
tried the Mac version but cant remember when it was. I can try
again if I dont get a message that its already expired. Have to try
out. Tnx for the hint
Farai
Phil
Farai Aschwanden [EMAIL PROTECTED] wrote:
Hi Kris
Im here to cover your friends back but didnt dare to write first. ;)
Its
I cant remember where I heard/read that. It was a speech about a
project that would allow to bind/compile Python code and the big
thing was to optimize it to make it faster running. With the
disadvantage to bind it on a OS after compiling it. Does anyone know
about such a proejct?
Farai
Dunno, could be... Is there anything around? Good link?
Am 13.12.2006 um 01:15 schrieb JoN:
Psyco ?
Quoting Farai Aschwanden [EMAIL PROTECTED]:
I cant remember where I heard/read that. It was a speech about a
project that would allow to bind/compile Python code and the big
thing
is possible to get working with the .tgz ..
If you have the right setup. No promises though. Read the
README.txt on how to compile it.)
Phil
Farai Aschwanden [EMAIL PROTECTED] wrote:
Hello
I tried to downlad it for Mac (OSX, PPC). Well I couldnt find a
special version for Mac, so I downloaded
Hi
Its as small as impressive. You are using circles for the walls and
wondering why you get the fish eye view? I assume the block would
look better if you use rectangles.
Just my 2 cents
Farai
Am 06.12.2006 um 17:01 schrieb Kris Schnee:
On a whim, since we're talking about graphics
Im sorry, was a quickshot of mine. I just saw the textoutput cycle
and the walls looked to me like this. I wanted to check it later on,
what Luke did now.
Luke: Tnx for the link with the good Raytrace tutorial.
Farai
Am 06.12.2006 um 22:19 schrieb Kris Schnee:
Farai Aschwanden wrote:
Hi
a completly system and Im curious how it works in detail.
Thanks again to make it clear
Farai
Am 06.12.2006 um 22:35 schrieb Luke Paireepinart:
Farai Aschwanden wrote:
Im sorry, was a quickshot of mine. I just saw the textoutput
cycle and the walls looked to me like this. I wanted to check it
later
Hello
After so many already wrote you I throw my 2 cents in: You gained a
lot of 3D experience already and you dont feel well to create a RPG
game like Zelda. IMHO your feeling is telling you right. Head to a 2D
engine. I assume you want to create the game in the old style looking
Zelda
Just tied it here and was able to connect. So maybe its a Firewall
thingy on your side?
I experience a freeze after downloading the updates. I restart the
game then the downloaded files will be moved to the target
directories, then it hangs again. The third restart brings me to the
login
Kamilche might be able to give you any better solutions.
Am 02.12.2006 um 14:39 schrieb Kris Schnee:
I tried running this, but nothing happens when I try to log in. I
tried both leaving the name/password blank, and a made-up pair, but
both times the program just hung.
Kris
Farai
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,
some time ago I did a ant sim for a university
Same here. pyc is supported on Mac. I think the problem is somewhere
else
Am 14.11.2006 um 17:44 schrieb Jonah:
That's cool- but my Mac won't let me run it. Any ideas?
I think it has to do with the .pyc extension.
On Nov 13, 2006, at 2:34 PM, Kris Schnee wrote:
Marked that line out but still wont work. The output window is still saying :Module 'Terragens' loaded.Module 'Skygold: Items' loaded.Module 'Skygold' loaded.Loaded module Driftwood, v2006.11.1.Loaded: ConchModule 'Unnamed Seagame Experiment' loaded and then it stops.When I have time I will
Whats the exact error message? Some hints: It looks like you dont
have added the file path and the load function might not find the
image. You also need to add the image to a variable. Here's an
example for Linux/Mac environment. For Windows you need to use
backslashes as separator:
ready very good routines in place for handling collisions and managing groups of sprites you can spend more time coding your actual game. On 11/12/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Hi allGeneral question about using sprites in Pygame: Whats the big thingof sprites in Pygame? To b
Tnx for the info. I should once play around with the sprite routines
to get a feeling for it.
Am 13.11.2006 um 17:49 schrieb Pete Shinners:
On Sun, 2006-11-12 at 21:50 +0100, Farai Aschwanden wrote:
General question about using sprites in Pygame: Whats the big thing
of sprites in Pygame
I have to agree with Ryan, its a tremendous workload for a single person. Well always a question how deep you want to go and how much you want to do. Just to mention some points:2D or 3D engine, level-editor, many graphics (monsters, items, walls, floors, ...), battle system, quests with quest
Hello
I let once build a function for Pygame that allows to transform a
rectangle into a trapezoid. Its quite fast and works stable. I dont
know who in this mail group is working in the Pygame group but I can
offer that function so it could be added once into any Pygame version.
You can
Try this:
import sys, pygame
from pygame.locals import *
pygame.init()
...
Am 28.10.2006 um 12:12 schrieb Tomasz Primke:
Hello!
I have written a PyGame app. It was written under GNU/Linux, and it
works
fine. The problem is I have to run this app under Windows... I've
installed
I tried but nothing happens.. Have to talk to the WingIDE guys. Good
hint tough, tnx!
Am 28.10.2006 um 03:37 schrieb Ryan Charpentier:
Just use the Execute Current File option in the debug menu.
n 10/27/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Erm... now you mention it... Shame on me. I really work with WingIDEand never came to the conclusion this could be the lag source. :o Ihave to try out.. tnx!!!Farai, I came on this board and complained about a lag every 3 seconds just like you did
Nice looking rain and proper code! I experienced a tiny lag like
every 3 seconds. I experienced that also in other games/demos,
couldnt find out why. Did other ppl also experienced this and/or knew
why or is it only on my Mac?
Greetings
Farai
Am 26.10.2006 um 20:40 schrieb Kamilche:
I
Good point! I got around 200-300 fps and I still realise the lag,
tough its a bit less w/o fps output. Guess its better to test such
games/demos on a faster machine. 1200 FPS... *sigh*.
Am 26.10.2006 um 21:24 schrieb Kamilche:
Farai Aschwanden wrote:
Nice looking rain and proper code
frame rate than you need.
As a quick hack test/fix, you could try uncommenting the sleep(.01)
line, I would bet that you don't get the periodic lag anymore if you
do that
On 10/26/06, Farai Aschwanden [EMAIL PROTECTED] wrote:
Nice looking rain and proper code! I experienced a tiny lag like
every 3
DANG! 2.5k fps, guys you really let me stand in the rain. :)
Am 26.10.2006 um 22:38 schrieb Luke Paireepinart:
Farai said:
Good point! I got around 200-300 fps and I still realise the lag,
tough its a bit less w/o fps output. Guess its better to test such
games/demos on a faster
Could only check the rain.py that is pretty to look at. The ground
touch of the rain is really well done! Crashes also on my machine
after about 5 seconds.
Unfortunately I cant start snow.py, Im not psyco enough. ;) Should
try it out once, tough they say its not stable yet.
Am
HI
Im working on Mac but Im not familair with those manual
installations. I let once create a Trapezoid module in C that I
missed in Pygame. The guy wrote a manual how to recompile it. I
really dont know if it helps but I could send you this
Am 25.10.2006 um 20:39 schrieb Patrick
Hello Kai
If you only want to check keyboard inputs you dont need to use pump
and pull. Those are, as far as I understand the description, getting
ANY running event from the event queue. So for checkin any key input
you directly can use: if event.type == KEYDOWN. If then any key
was
t (what it normally does) you should use pygame.KEYDOWN and not pygame.key.get_pressedHope I could help this timeGreetingsFaraiAm 25.10.2006 um 23:55 schrieb Kai Kuehne:Hi,On 10/25/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Hello KaiIf you only want to check keyboard inputs you dont need to use pumpand
Thanks all for the helpfull hints. I have no rush make it darken,
cause its will be done like every 40 minutes in the game.
Unfortunately Im working with 24bit palette, so palette swapping is
probably not possible then.
Greetings
Farai
Hi MarkMaybe this against all programmers rules but I wouldn't concern performing the game from the beginning. If you have written the game in a proper way its quite easy to optimize later on. I do it that way and was happy about it with one big reason: I didnt spend time on optimizing it when I
than consumption :)Hope that helps,-LukeOn 10/14/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Tnx for the info. I thought it has to be calculated for everycolordepth layer but your calculation sounds more sympathic. ;)Am 14.10.2006 um 19:53 schrieb Brian Fisher: for software rendering without run
I never tested it but you can try this:
try:
calling simple pygame function
except:
# ImportError
import pygame
And Im also not sure about this (prove me wrong ;) ): If you create
later on a py2exe or py2app it will be remove all the same modules to
one, so the same module will not
Hello all
I wonder how the memory consumation on graphics can be calculated. Im
using a lot of images in my project and would like to know how much
memory it is using. Unfortunately I only see the initial memory that
my Mac is spending to my game and after loading a certain amount of
Hi all
I think there are different ways to solve the problem, depending on
your project. The most proper way is to have more animation movements
to make it looking slower (probably easier when using opengl than
pure 2D).
If anything starts lagging when moving around you have to optimize
I dont know on what your question is based on. Do you want to control
an exit?
By default and no windowed programs you can use: sys.exit() (dont
forget: import sys ) to quit the application.
The other unpropper way would probably be to run into certain errors
to force an exit. ;)
Just
Hello
Thanks a lot for the hints! I made a try with pygame.image.rotzoom
and the quality is really much better! The outline (anti-aliasing)
will be removed more the smaller you zoom in but its still much
better than the scale functions. I didnt test the performance yet but
rotzoom
I would say: By default: noBut there is still a Task Manager to kill an application in any case what you surely know too. What is your main intention of your topic?Am 08.10.2006 um 22:02 schrieb Jacob Hartline:On 10/8/06, Farai Aschwanden [EMAIL PROTECTED] wrote: I dont know on what your question
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