Re: [pygame] SDL 2.0

2013-08-17 Thread Richard Jones
On 17 August 2013 16:21, Lenard Lindstrom le...@telus.net wrote: Ctypes may be the way to go on PyPy, but it is slow in CPython. PyPy moved to cffi some time ago, and it's much faster on both platforms. Richard

[pygame] [ANN] PyWeek 17 will run in the first week of September (1st to 8th) - write a game in Python in a week

2013-07-24 Thread Richard Jones
Hi all, The Python Game Programming Challenge http://pyweek.org/ will run its 17th challenge during the first week of September, from the 1st to the 8th. The PyWeek challenge: 1. Invites entrants to write a game in one week from scratch either as an individual or in a team, 2. Is intended to be

Re: [pygame] hello and looking to help out

2013-03-30 Thread Richard Jones
Nice! Is there a way to get a download ZIP of the current build of the docs? Richard On 31 March 2013 02:12, René Dudfield ren...@gmail.com wrote: Thanks for that :) The new docs are now live: http://pygame.org/docs/ They get updated automatically when commits happen to the hg

Re: [pygame] Alternate to graphics modules

2013-02-06 Thread Richard Jones
On 7 February 2013 10:12, Elias Benevedes benevedesel...@gmail.com wrote: I've just been wondering lately. I want to not use pygame, or any other modules for controlling graphics. There must be a way to write it in pure python code for the fact that pygame uses python (I assume?). Have any of

Re: [pygame] Alternate to graphics modules

2013-02-06 Thread Richard Jones
You'd better start writing then :-) On 7 February 2013 10:19, Elias Benevedes benevedesel...@gmail.com wrote: Not to be picky, but I want to do it completely without internet installed modules. On Wed, Feb 6, 2013 at 3:17 PM, Julian onp...@gmail.com wrote: On 02/06/2013 06:12 PM, Elias

Re: [pygame] Alternate to graphics modules

2013-02-06 Thread Richard Jones
On 7 February 2013 10:29, Ian Mallett geometr...@gmail.com wrote: On Wed, Feb 6, 2013 at 4:20 PM, Richard Jones r1chardj0...@gmail.com wrote: You'd better start writing then :-) At some level, you need to interface with the graphics drivers. Since Python is an abstraction layer over C

[pygame] PyGame tutorial at PyCon in Santa Clara, CA

2013-01-20 Thread Richard Jones
Hi all, Just wanted to let you know that I'm giving an introduction to PyGame tutorial at US PyCon in March (my tutorial is on the 14th.) I'll be walking attendees through the development of a game from scratch all the way through to packaging (including mobile.) The full info is at

Re: [pygame] PIP

2012-10-21 Thread Richard Jones
As someone who has SDL installed (on OS X) I actually find pip install pygame to be quite useful. Richard On 22 October 2012 03:32, Ryan Hope rmh3...@gmail.com wrote: Then why is it in PyPi at all? On Sun, Oct 21, 2012 at 12:28 PM, Owen Rexian outrex...@gmail.com wrote: I think it's

[pygame] I would like to help with removing PyGame website spam

2012-10-10 Thread Richard Jones
Hi all, I subscribe to the pygame website project RSS and I've noticed spam entries appearing more frequently on there. Is there some way I can help weed out that spam? Richard

Re: [pygame] Indie Game Host

2008-10-18 Thread Richard Jones
On Sun, 19 Oct 2008, Charlie Nolan wrote: In other words, this has absolutely nothing to do with Pygame and you're just someone who saw game in the list name. Go away. Whoa, what the hell? Some guy's got a site that could be good for wider distribution of indy games and you're just telling

Re: Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Richard Jones
Richie Ward [EMAIL PROTECTED] wrote: Mailing list is pending approval apparently. Although if you know any nice sites that offer mailing lists, id like to know. I've been extremely happy with the facilities provided by Google Groups lists - the addition of pages and file uploads to the lists

Re: Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Richard Jones
Richie Ward [EMAIL PROTECTED] wrote: I like Hypernucleus, all agreed? Sounds good, but there could be spelling issues (at a minimum hypernuculus etc) In other news, python-server project will be started. We've gotten a little distracted by the naming effort, so I've lost track of a couple

Re: [pygame] PyGameDB coming along well

2008-08-16 Thread Richard Jones
On Sun, 17 Aug 2008, Frozenball wrote: Quick mockups (svg): http://img105.imageshack.us/img105/6708/pygamedbqs5.png http://img178.imageshack.us/img178/7016/pygamedblogocirclela2.png http://img178.imageshack.us/img178/7889/pygamedb3db4.png Personally I think that the name (PygameDB) is too

Re: [pygame] PyGameDB coming along well

2008-08-16 Thread Richard Jones
On Sat, 16 Aug 2008, Dan Krol wrote: This is fantastic, I didn't know this was in the works. I, too, was unaware of it. Somehow I missed the original announcement. I'd love to see this capable of playing games from pyweek :) I'd be very happy to talk about how to adapt the pyweek Skellington

Re: Re: [pygame] Old pygame tutorial not working

2008-08-05 Thread Richard Jones
This stuff was discussed on the pyglet mailing list a while back. One relevant thread is here: http://groups.google.com/group/pyglet-users/browse_thread/thread/8b35f0e0971939f3 Richard René Dudfield [EMAIL PROTECTED] wrote: Indeed. Generally strings, lists and tuples are copied in

Re: [pygame] The gsoc project physics engine.

2008-06-20 Thread Richard Jones
On Thu, 19 Jun 2008, Peter Gebauer wrote: I read Zhang Fan's post regarding his gsoc project, I've been looking to do something similar, a Python extension for an already existing library. So far I've extended Chipmunk partially over a few days of prototyping, but there's no point in having

Re: [pygame] Python and Speed

2008-04-25 Thread Richard Jones
On Sat, 26 Apr 2008, Ian Mallett wrote: I would conclude this message simply by saying, for those working on Python, keep working on making it faster. Good job. And as I've mentioned so many times, this is not the place to post such a message. Richard

Re: Re: [pygame] Python and Speed

2008-04-17 Thread Richard Jones
René Dudfield [EMAIL PROTECTED] wrote: On Thu, Apr 17, 2008 at 2:21 PM, Greg Ewing [EMAIL PROTECTED] wrote: René Dudfield wrote: 2. - asm optimizations. There seems to be almost no asm optimizations in CPython. That's a deliberate policy. One of the goals of CPython

Re: [pygame] Python and Speed

2008-04-17 Thread Richard Jones
On Thu, 17 Apr 2008, you wrote: No, this is the place to discuss it because if we wish to make games, work with existing platforms, and want speed, that is the way to go. Now that we have had this discussion, and found solutions, now we have a list of ways to resolve it. Sure, discuss

Re: Re: [pygame] Python and Speed

2008-04-17 Thread Richard Jones
Ian Mallett [EMAIL PROTECTED] wrote: ... if C++ can do it, Python should be able to too. Obviously, I don't know how Python is structured ... Then please learn more about CPython's internals and the general problem of optimising a dynamic language like Python. The CPython code is incredibly

Re: [pygame] Python and Speed

2008-04-16 Thread Richard Jones
Ian Mallett [EMAIL PROTECTED] wrote: Are there any plans to improve Python's speed to at least the level of C languages? This isn't really the best forum for asking such a question. I would recommend asking on the general Python mailing list / newsgroup (comp.lang.python on

Re: [pygame] I'm loving wills book :)

2008-04-03 Thread Richard Jones
On Thu, 3 Apr 2008, NBarnes wrote: Wayne Koorts [EMAIL PROTECTED] wrote: I'm having a friend convert it to chm because pdf is slow:(, my friend bought me the ebook version off apress, Probably much less trouble to just get a better PDF reader. PDF itself isn't

Re: [pygame] pygame participation in Google Summer of Code

2008-04-02 Thread Richard Jones
On Thu, 3 Apr 2008, René Dudfield wrote: It might be best (if you have time), to make another application for something to do with python, and not so much pygame. I believe there would be a better chance of acceptance (and also a wider audience :) if the AI module was not pygame-specific.

Re: [pygame] pygame participation in Google Summer of Code

2008-04-02 Thread Richard Jones
On Thu, 3 Apr 2008, Nisarg Kothari wrote: So would you recommend that I not mention pygame specifically, and just focus on differentiating my proposed project from the existing AI projects that use Python? Mention gaming by all means, but present the effort with a wider scope. And yes, you'd

Re: Re: [pygame] pygame participation in Google Summer of Code

2008-04-02 Thread Richard Jones
René Dudfield [EMAIL PROTECTED] wrote: If you can find an existing AI project that looks good, perhaps approach them and see if they will mentor you. Do you know where these other python AI projects are Richard? I just did a google search for python AI module and got a bunch of hits :)

Re: [pygame] python game hosting idea - feedback please

2008-02-16 Thread Richard Jones
On Sun, 17 Feb 2008, Joey Marshall wrote: What I was thinking was a sf like site specifically targeted towards python games. I've had a similar ideas proposed to me before by a few people - not so much about the project hosting but more towards a less-pygame-specific site for discussion and

Re: [pygame] PyGame / PyOpenGL Example

2008-02-14 Thread Richard Jones
On Thu, 14 Feb 2008, Brian Fisher wrote: support for non-power of 2 texures is pretty much standard for recent graphics cards Note that there can be a *significant* performance penalty when using some cards / drivers. Richard

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread Richard Jones
On Wed, 13 Feb 2008, kschnee wrote: Loading images and displaying those and text is a royal pain in OpenGL, even in Python. The even in Python is a little out of date now :) from pyglet import image, font # display an image im = image.load('image.png') im.blit() # display some text t =

Re: [pygame] If statements paused at click hold on window title bar?!

2008-02-12 Thread Richard Jones
On Wed, 13 Feb 2008, Brian Fisher wrote: There is a way to get an app in windows to not be blocked by event processing like that (something about calling your update from a particular message or returning the right value from some weird barely documented message or something like that) but I

Re: [pygame] PyGame / PyOpenGL Example

2008-02-12 Thread Richard Jones
On Wed, 13 Feb 2008, René Dudfield wrote: Apart from Richards shameless self promotion of pyglet, here's some other things to look at... It was more an attempt to dispel the even in Python statement :) Richard

Re: Re: [pygame] When is pygame 1.8 coming out?

2008-01-23 Thread Richard Jones
Kamilche [EMAIL PROTECTED] wrote: I couldn't use pygame ctypes, because most of the examples were broken, and I just didn't want to figure out why. Instead, I wrote a module to interface to SDL directly, using the ctypes feature of Python 2.5. I was happily surprised to discover that SDL was

Re: [pygame] Game Framework

2007-12-07 Thread Richard Jones
On Sat, 8 Dec 2007, Kris Schnee wrote: This code does nothing, but does it elegantly. If only there was QOTW for pygame list :) Richard

Re: [pygame] Help configuring Pygame on OS X Leopard

2007-12-02 Thread Richard Jones
On Sun, 2 Dec 2007, Casey Duncan wrote: You can use fink (http://finkproject.org/) to install pygame with python 2.5. It's also handy for installing other libraries you might want (PIL, pyrex, ode, py2app, etc.). I would be wary of installing one of those parallel packaging systems. I did so

Re: [pygame] Networking?

2007-11-21 Thread Richard Jones
On Thu, 22 Nov 2007, David wrote: On 11/20/07, Richard Jones [EMAIL PROTECTED] wrote: 2) Use the Twisted reactor *as* your main loop, and implement all game logic as call-backs from there. This is the approach that the Twisted people will recommend. This is also useless for highly

Re: [pygame] Networking?

2007-11-20 Thread Richard Jones
On Wed, 21 Nov 2007, David wrote: 1) Use Twisted with reactor.iterate I found that this approach has quite a high impact (ie. takes a considerable amount of time to run, even when there's no network events). 2) Use the Twisted reactor *as* your main loop, and implement all game logic as

Re: [pygame] Networking?

2007-11-19 Thread Richard Jones
On Tue, 20 Nov 2007, Noah Kantrowitz wrote: Pyraknet is worth a look, as is Twisted, but both have their own problems. Twisted is very mature, but can take some effort to learn how to use. It can also be very tricky to incorporate into a game. Richard

Re: Re: Re: [pygame] ANN: pyglet 1.0beta1

2007-11-12 Thread Richard Jones
Ian Mallett [EMAIL PROTECTED] wrote: Stretched pixels, though. If you want your pixels to be square you can alter the glViewport. Richard

Re: Re: [pygame] ANN: pyglet 1.0beta1

2007-11-12 Thread Richard Jones
Brian Fisher [EMAIL PROTECTED] wrote: On Nov 12, 2007 1:24 PM, Alex Holkner [EMAIL PROTECTED] wrote: OpenGL provides many ways to scale a 640x480 viewport up to a higher resolution, with or without aliasing (I suspect in this use-case you'd prefer the aliasing). there's no way to get

Re: Re: Re: [pygame] ANN: pyglet 1.0beta1

2007-11-12 Thread Richard Jones
Brian Fisher [EMAIL PROTECTED] wrote: On Nov 12, 2007 3:29 PM, Richard Jones [EMAIL PROTECTED] wrote: be a lot of 3d apps where resolution doesn't matter, but the bluriness of scaling 1.65 does kill small text and make crisp sharp lines look bad, and it makes pixel art distorted

Re: [pygame] ANN: pyglet 1.0beta1

2007-11-09 Thread Richard Jones
On Sat, 10 Nov 2007, Brian Fisher wrote: On Nov 9, 2007 6:40 AM, Alex Holkner [EMAIL PROTECTED] wrote: * pyglet is written entirely in Python, with no external requirements to run on Windows, Mac OS X or Linux. * read a large number of image formats, including PNG, BMP, JPG,

Re: [pygame] Numenta Challenge: GAME

2007-11-02 Thread Richard Jones
On Sat, 3 Nov 2007, Phillip Shoemaker wrote: Electronic Arts has provided the prize (Xbox 360 along with a bunch of games), and will be the judge. It doesn't cost anything to enter (and our platform is free), and all entries have to be submitted by January 15th. Please confirm that non-US

Re: [pygame] bidimensional arrays or the quick way to maps

2007-09-04 Thread Richard Jones
On Wed, 5 Sep 2007, pistacchio wrote: maps are certainly a very common feature in game development. the easiest way to trace maps (and the one that i've used in other languages in tha past) is to use multidimensional arrays. so, a tile-map, can be stored and worked on as a simple array (or

Re: [pygame] Will there be a doc rewrite anytime soon?

2007-09-01 Thread Richard Jones
On Sat, 1 Sep 2007, René Dudfield wrote: [snip good ideas] We could also do a search within the pygame cookbook, which is slowly gaining more examples. Or perhaps the code submitted to pyweek could be made browsable... Richard

Re: [pygame] Will there be a doc rewrite anytime soon?

2007-08-31 Thread Richard Jones
On Sat, 1 Sep 2007, Lamonte Harris wrote: I hope this happens no longer then 6 months :) Because thats when I'm going to be developing a very BIG game w/ pygame. Just hope its documented well soon enough. One way to make sure it gets done is to volunteer some time to help :) Richard

Re: [pygame] What about python 3?

2007-08-31 Thread Richard Jones
On Sat, 1 Sep 2007, Peter Shinners wrote: Lamonte Harris wrote: What do we do for python 3 :S. When will there be information on pygame and the new Python 3? Python modules that are extensions written in C are going to have a hard transition to 3.0. The C API in Python 3 is different

Re: [pygame] Pygame vs. OpenGL Surfaces

2007-08-25 Thread Richard Jones
On Sat, 25 Aug 2007, Greg Ewing wrote: Brian Fisher wrote: What I'm saying is that the game switches between the two, (and the corresponding draw functions as well) but the OpenGL part doesn't work. It only works when the Pygame part is not called. Hmmm. Maybe it's not possible to

Re: [pygame] pygame-arrays

2007-08-11 Thread Richard Jones
On Sat, 11 Aug 2007, Ian Mallett wrote: Which is better to use. glDrawPixels or Pixel buffers? whats pixel buffers? I'd assume buffers, but both should be pretty fast. Depending on how many pixels you are manipulating, glDrawPixels will almost always be the slowest of your many

Re: [pygame] Reverse Compiling

2007-08-08 Thread Richard Jones
On Wed, 8 Aug 2007, Ian Mallett wrote: All hail king Linux! (or Mac) except .exe files don't run... You're just not using Wine :) Richard

Re: [pygame] Reverse Compiling

2007-08-08 Thread Richard Jones
On Wed, 8 Aug 2007, Ian Mallett wrote: I was backing up my files onto a CD when I ironically deleted an original .py file for a module leaving the .pyc version. My question here, is can you reverse compile it? I want to make some changes. [odd, with all that noise no-one has actually

Re: [pygame] Reverse Compiling

2007-08-08 Thread Richard Jones
On Wed, 8 Aug 2007, Richard Jones wrote: On Wed, 8 Aug 2007, Ian Mallett wrote: I was backing up my files onto a CD when I ironically deleted an original .py file for a module leaving the .pyc version. My question here, is can you reverse compile it? I want to make some changes. [odd

Re: [pygame] Collision Detection with Pygame/OpenGL Surfaces

2007-08-02 Thread Richard Jones
On Fri, 3 Aug 2007, Ian Mallett wrote: I want to draw a circle on this surface with pygame.draw.circle(). It doesn't crash, which makes me think it should work, but I don't see the circle, which makes me think it doesn't. Also, blitting surfaces crashes. Is there a workaround? pygame.draw

Re: Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-16 Thread Richard Jones
Simon Wittber [EMAIL PROTECTED] wrote: If you're after brain dead simple 2D OpenGL functions only, try gfx.gl in the GFX package. (http://cheeseshop.python.org/pypi/GFX). Yep, and pyglet is intended to provide windowing, input, music, sound, video, etc. It has some extensions already that are

Re: [pygame] Testing if a File Exists

2007-07-09 Thread Richard Jones
On Mon, 9 Jul 2007, Ian Mallett wrote: So, how exactly do try/except things work? I've seen them in various programs but I dn't know what they really do. I was just about to ask, and this seemed the perfect opportunity... You might find some value in running through the tutorial at

Re: [pygame] File Copying

2007-07-07 Thread Richard Jones
On Sun, 8 Jul 2007, Ian Mallett wrote: Suppose you have an image file. Call it blah.png. If I want to copy it to another directory and rename it Ogg.png, how would I do that with python code? pydoc shutil.copyfile Richard

Re: [pygame] File Copying

2007-07-07 Thread Richard Jones
On Sun, 8 Jul 2007, Rolando Pereira wrote: f = file(full_path_to_blah.png) n = file(full_path_to_Ogg.png, w) # We add w, so that if the file so that if the file doesn't exist, it will be created

Re: [pygame] File Copying

2007-07-07 Thread Richard Jones
On Sun, 8 Jul 2007, Ian Mallett wrote: Like how? file([Filepath], b) is invalid. % pydoc file Help on class file in module __builtin__: class file(object) | file(name[, mode[, buffering]]) - file object | | Open a file. The mode can be 'r', 'w' or 'a' for reading (default), | writing

Re: [pygame] geometry library

2007-07-03 Thread Richard Jones
On Wed, 4 Jul 2007, Michael George wrote: I was wondering if anyone can suggest a good 2D computational geometry library for use with pygame. http://code.google.com/p/pyeuclid/ Vector, matrix and quaternion classes for use with 2D and 3D games and graphics applications. Compatible with

Re: [pygame] Free sound effects

2007-06-17 Thread Richard Jones
On Sun, 17 Jun 2007, Rolando Pereira wrote: I usually use this site for searching sounds. http://www.findsounds.com/ On Sun, 17 Jun 2007, Chuck Arellano wrote: http://www.flashkit.com/soundfx/ Please don't hesitate to keep http://www.pygame.org/wiki/resources up to date :) Thanks,

Re: [pygame] Game Objects 0.0.2

2007-06-16 Thread Richard Jones
On Sun, 17 Jun 2007, Will McGugan wrote: Marius Gedminas wrote: I'm somewhat surprised that your r/g/b/a setters perform an isinstance check and explicitly require a float. What's wrong with accepting ints (0 or 1)? I want to use floats internally, so that it will always use float

Re: [pygame] Game Objects 0.0.2

2007-06-16 Thread Richard Jones
On Sun, 17 Jun 2007, Richard Jones wrote: I presume you were just calling float(value)? I'm surprised that is slower than invoking isinstance() if value is a float. And a quick check tells me my gut was about right: there is no time difference between these if value is a float: $ python -m

Re: [pygame] PATCH: Add the GL_SWAP_CONTROL constant

2007-05-23 Thread Richard Jones
On Tue, 22 May 2007, Eyal Lotem wrote: Allow access to this constant so that pygame programs can benefit from the swap control feature of SDL. Yes, please! :) Richard

Re: [pygame] Game Objects

2007-05-20 Thread Richard Jones
On Mon, 21 May 2007, Will McGugan wrote: I've just uploaded a new version of my 'Game Objects' library. The 3D math classes have been updated, and I was hoping for some feedback. Let me know if you have any suggestions for ways to improve it...

Re: [pygame] OLPC game jam

2007-05-10 Thread Richard Jones
On Thu, 10 May 2007, Kris Schnee wrote: Richard Jones wrote: OLPC are having a game jam! It sounds like a helluva lot of fun and I'm totally jealous of anyone who's in the US who could just fly there to attend. The deadline for signing up is the 12th of May, so hop to it! http

[pygame] OLPC game jam

2007-05-09 Thread Richard Jones
OLPC are having a game jam! It sounds like a helluva lot of fun and I'm totally jealous of anyone who's in the US who could just fly there to attend. The deadline for signing up is the 12th of May, so hop to it! http://wiki.laptop.org/go/GameJam Remember - these things have built-in:

Re: [pygame] PyGame Runtime

2007-05-07 Thread Richard Jones
On Tue, 8 May 2007, James Paige wrote: Okay, I gotta step in here. Non-linux users should stop trying to impose a windows-style installation scheme on Linux users. rpm's debs' and ebuilds are all great systems. All three of them do something really tremendously important that windows/mac

Re: [pygame] Menu Selection

2007-04-25 Thread Richard Jones
On Thu, 26 Apr 2007, Dave LeCompte (really) wrote: I hope you don't mind, but I snagged it for a look as well. I am not exactly making menus, but I am trying to get a better understanding on making buttons (I only have to make 108 of em for my 20 card keno) I have been collecting bits of

Re: [pygame] Path finding demo, now with more fugu

2007-04-22 Thread Richard Jones
On Mon, 23 Apr 2007, Brian Fisher wrote: I think pygame.time.Clock.tick used to do busy loop waiting as well, in older pygame versions (not sure when it may have changed). AFAIK ('cos it's early in the morning and I'm feeling lazy ;) this is still the case when the requested frame rate is

Re: [pygame] [PYGAME] Noob Help.

2007-04-12 Thread Richard Jones
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote: Alright how do you open a blank window. I tried the following: import pygame as D_ENGINE size = width, height = 320, 240 speed = [2, 2] black = 0, 0, 0 screen = D_ENGINE.display.set_mode(size) while 1: for

Re: [pygame] [PYGAME] Noob Help.

2007-04-12 Thread Richard Jones
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote: I think I know the problem, its the text pad I'm using. I have NotePad++ anyone recommend any besides Dr Python (atm I can't use it+ its a little slow on this comp). http://wiki.python.org/moin/PythonEditors (Google search python editor windows)

Re: [pygame] [PYGAME] Noob Help.

2007-04-12 Thread Richard Jones
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote: Alright I got an error saying: Syntax Error Line 6: pygame.init() Script: import sys import pygame from pygame.locals import * pygame.init() Indeed this is a syntax error - the code is indented unnecessarily and invalidly.

Re: [pygame] Is this thing on?

2007-03-25 Thread Richard Jones
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! :) Richard

[pygame] PyWeek #4 in April!

2007-03-08 Thread Richard Jones
PyWeek #4 will run in the first week of April: Start: 00:00UTC Sunday 1st April Finish: 00:00UTC Sunday 8th April REGISTRATION IS OPEN Visit the PyWeek website for more information: http://pyweek.org/ THE PYWEEK CHALLENGE: - Invites all Python programmers to write a game in one week

Re: [pygame] PyWeek #4 in April!

2007-03-08 Thread Richard Jones
On Friday 09 March 2007 08:24, Kamilche wrote: The limitation of not using pre-existing libraries and artwork is a deterrent. You might be able to talk more game creators with advanced skills into competing, if those limitations didn't exist. I think you may need to re-read the rules page. You

Re: [pygame] PyWeek #4 in April!

2007-03-08 Thread Richard Jones
On Friday 09 March 2007 09:27, Patrick Mullen wrote: Pyweek is a competition, is it not? I should nit-pick here. I'm very careful to call it a challenge and not a competition. There are no prizes, except kudos. I like it that way 'cos it means I can enter without fear of being charged with

Re: [pygame] music for pygame (cc-attribution and cc-attribution-non-commercial) uploaded questions

2007-02-18 Thread Richard Jones
On Saturday 17 February 2007 05:30, Horst JENS wrote: Where do (pygame) programmers look first for music ? What is the best way to encourage programmers/artists to contact my friend for more music ? The Resources page on pygame.org has a few links. Recognising that there's people writing

Re: [pygame] Masking Test: Simulated Lighting

2007-01-21 Thread Richard Jones
On Sunday 21 January 2007 22:47, Kris Schnee wrote: I was thinking about how to simulate a lighting effect in Pygame: a character with a portable light source in a dark room. The code below does something like that by creating a black mask covering the screen, then cutting a

Re: [pygame] Masking Test: Simulated Lighting

2007-01-21 Thread Richard Jones
[sorry about that empty reply folks - hit the wrong dang button]

Re: [pygame] map format

2006-12-18 Thread Richard Jones
On Tuesday 19 December 2006 04:41, spotter . wrote: 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

Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread Richard Jones
On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote: Do you know of any game sources that does this? that I can look at. Have a look at PGU: http://www.imitationpickles.org/pgu/ Richard

Re: [pygame] stupidity, and a lesson learned

2006-12-17 Thread Richard Jones
On Monday 18 December 2006 16:31, Luke Paireepinart wrote: Note that the way your mapfile is formatted, you could just import it as a python module, and the variables would be declared automatically. Not quite. The strings aren't quoted. He could however use the standard library ConfigParser

Re: [pygame] Galcon linux version

2006-12-12 Thread Richard Jones
On Wednesday 13 December 2006 14:30, Phil Hassey wrote: Thanks for all the suggestions, I tried cx_freeze, and that seemed to work: http://www.imitationpickles.org/tmp/galcon.tgz Works a treat! You rule :) Are there any preferences on the distribution method I use? The above works fine for

Re: [pygame] raw_input() and pygame.event.get()

2006-12-10 Thread Richard Jones
On Monday 11 December 2006 15:12, Mike Wyatt wrote: Oops, I forgot to mention that. I'm using raw_input() because I want to focus on getting my game working before putting time into writing a GUI. Without a GUI, the only way I can get user input is with raw_input(). I'm working on my

Re: [pygame] Galcon released

2006-12-09 Thread Richard Jones
On Sunday 10 December 2006 05:25, Phil Hassey wrote: Hope you all enjoy it! I checked out the website yesterday, it looks cool. Any chance I'll be able to play it? (in Linux) The LD48 version doesn't work in Linux. Richard ps. for everyone else, the website to get it is:

Re: [pygame] pygame and cairo

2006-11-24 Thread Richard Jones
On Saturday 25 November 2006 06:52, Simon Burton wrote: I put up a cookbook entry on how to alias a cairo surface to a pygame surface (and a numpy array): http://aspn.activestate.com/ASPN/Cookbook/Python/Recipe/498278 Could you please put it in the pygame cookbook? Thanks, Richard

Re: [pygame] Directly accessing pixel data

2006-11-15 Thread Richard Jones
On Thursday 16 November 2006 01:05, Tim Ansell wrote: I'm currently using ctypes to wrap the libmng module to support MNG animations. I hope for your sake that libmng doesn't use that totally broken longjmp error-handling that libpng does. Argh. Completely unsupported in ctypes :(

Re: [pygame] Fonts

2006-11-10 Thread Richard Jones
On Saturday 11 November 2006 02:23, Chris Smith wrote: I grabbed mine (Vera) from an ubuntu install disc, although I must say I'm a tiny bit unsure about the legal status (although it's in debian as well, so must be fairly liberal) Bitstream Vera font set: http://www.gnome.org/fonts/ The

Re: [pygame] Vectorial images

2006-11-10 Thread Richard Jones
On Saturday 11 November 2006 15:44, Nicolas Bischof wrote: Hello!, i wanted to ask is there a way to use vectorial images, hopefully SVG, to make a game in pygame? i want to make a full scalable game. is there a SVG package that con be used with pygame? i´ve searched but i didn't find

Re: [pygame] Pygame and dualhead displays?

2006-11-01 Thread Richard Jones
On Thursday 02 November 2006 07:35, Karlo Lozovina wrote: On 11/1/06, Ryan Charpentier [EMAIL PROTECTED] wrote: This is entirely doable if you use two or more processes, each running a pygame screen. Then just pass messages between them using sockets. Hm, simple and elegant solution, I like

Re: [pygame] Random Terrain Generator

2006-10-26 Thread Richard Jones
On Friday 27 October 2006 12:01, JoN wrote: Given the same input parameters will it generate the same terrain every time, or is it random ? The OP said using procedural generation so that the landscapes are random but consistent from session to session. Richard

Re: [pygame] PyODE

2006-10-21 Thread Richard Jones
On Saturday 21 October 2006 17:26, Ryan Charpentier wrote: Oops heres the example. It is possible to get the red box outside of the play area, given a high enough velocity. Richard

Re: [pygame] PyGlyph: Making Examples Work

2006-10-19 Thread Richard Jones
On Friday 20 October 2006 01:20, Kris Schnee wrote: I'd like to be able to render text in OpenGL so that I can do an interface not limited to SDL rendering speeds, but so far I've not succeeded. PyGlyph seems like a solution, but its Hello World example crashes. code Traceback (most recent

Re: [pygame] pygame.org problem - me too

2006-10-05 Thread Richard Jones
On Friday 06 October 2006 05:47, Phil Hassey wrote: I think the issue is now fixed. The site was requiring the Release version field, and that was giving out confusing results. Yep, it's all good now (though I supplied a version value). Richard

Re: [pygame] pygame.org problem

2006-10-03 Thread Richard Jones
On Wednesday 04 October 2006 01:59, Phil Hassey wrote: What version of Konqueror were you using? 3.5.2 Richard

Re: [pygame] looking for something new...

2006-09-30 Thread Richard Jones
On Sunday 01 October 2006 11:00, Ryan Charpentier wrote: I discovered pygame over year ago and have really enjoyed using it thus far. I've created a few of the simple games i've always wanted to (like pacman) and have coded a unique asteroids game I came up with on my own. So now that I've

Re: [pygame] pygame.org problem

2006-09-26 Thread Richard Jones
On Tuesday 26 September 2006 12:01, Greg Ewing wrote: Richard Jones wrote: Nope, just tried with Firefox (1.5.0.5) too. On clicking save it disabled all the form fields, but then just re-enabled them again without adding the project. Do you have javascript enabled? It seems to want

Re: [pygame] pygame.org problem

2006-09-25 Thread Richard Jones
On Monday 25 September 2006 16:14, Phil Hassey wrote: I just tried it out to add my pyweek game and didn't have trouble. Maybe for now you can use a different browser. Nope, just tried with Firefox (1.5.0.5) too. On clicking save it disabled all the form fields, but then just re-enabled them

Re: [pygame] pygame.org problem

2006-09-24 Thread Richard Jones
On Sunday 24 September 2006 17:28, Rikard Bosnjakovic wrote: On 9/24/06, Richard Jones [EMAIL PROTECTED] wrote: I can't seem to add a new project. I fill out the form and submit it, but nothing happens. It just returns the form to me, and doesn't appear to actually add the project. Um

[pygame] pygame.org problem

2006-09-23 Thread Richard Jones
I can't seem to add a new project. I fill out the form and submit it, but nothing happens. It just returns the form to me, and doesn't appear to actually add the project. Richard

Re: [pygame] [OpenGL] Text, Transparency and Lists

2006-09-16 Thread Richard Jones
On Sunday 17 September 2006 11:31, Kris Schnee wrote: I've put the latest code at: http://kschnee.xepher.net/code/scurvy.py Looks like you've enabled blending without specifying a blend function. You'll want something like: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) This indicates

Re: [pygame] [OpenGL] Text, Transparency and Lists

2006-09-16 Thread Richard Jones
On Sunday 17 September 2006 12:34, Kris Schnee wrote: Richard Jones wrote: Looks like you've enabled blending without specifying a blend function. You'll want something like: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) This indicates to use the texture's alpha channel

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