On Sun, Mar 7, 2010 at 2:30 PM, Evan Kroske e.kro...@gmail.com wrote:
I plan to make my framework much simpler by restricting the game
developer's options
I plan to make my framework much simpler by restricting the game
developer's options to hide complexity. Here's an idea of the type of
On Sat, Mar 20, 2010 at 6:16 PM, Luke Paireepinart
rabidpoob...@gmail.com wrote:
On Sun, Mar 7, 2010 at 2:30 PM, Evan Kroske e.kro...@gmail.com wrote:
I plan to make my framework much simpler by restricting the game
developer's options
I plan to make my framework much simpler by
On Sun, Mar 7, 2010 at 8:03 AM, Nikhil Murthy murthyn...@gmail.com wrote:
You should really take a look at Thadues Burgess's pyBTS, where a lot of the
things you have mentioned have been done, at least partly.
and DR0ID has written an awesome tile loader.
---
//Alex
I plan to make my framework much simpler by restricting the game
developer's options
Thadeus Burgess wrote:
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am
I'd like to work on a Pygame-related project for GSoC, so I've been
thinking about possible projects I'd like to do. My favorite idea is
developing a micro-framework on top of Pygame to cut the volume of
code required to create a game within a well-defined genre. It would
revolve around assigning
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am calling it PyBTS (pygame behind the scenes). It includes a world
manager, terrain, physics based on the genre. You can
You should really take a look at Thadues Burgess's pyBTS, where a lot of the
things you have mentioned have been done, at least partly. For instance,
look at his entity module and the weapon classes in there to get ideas for
the weapons you used as your first example.
On Sun, Mar 7, 2010 at 11:42