On Jan 27, 2010, at 9:47 AM, Olof Bjarnason wrote:
2010/1/27 Thomas Ibbotson thomas.ibbot...@gmail.com:
2010/1/27 Olof Bjarnason olof.bjarna...@gmail.com:
2010/1/27 Jon j...@webprophets.net.au:
Personally I think PyGame is a wonderful API for building any
sort of
complex animation that
Not sure where you got that idea, but in every western legal system I
know of the opposite is true. If no license is given, then there is
none. Copyright is automatically granted (and applying a license
doesn't alter copyright in general), and by default all rights are
retained by the
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org]
On Behalf Of jug
Sent: Monday, June 01, 2009 1:28 PM
To: pygame-users@seul.org
Subject: Re: [pygame] pygweb milestone 1 released
Hi Noah,
Noah Kantrowitz wrote:
I would say I fit
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org]
On Behalf Of jug
Sent: Monday, June 01, 2009 3:12 PM
To: pygame-users@seul.org
Subject: Re: [pygame] pygweb milestone 1 released
Noah Kantrowitz wrote:
Look at http://trac.edgewall.org/wiki
On Feb 9, 2009, at 3:48 AM, Matthias Treder wrote:
Is there any direct way to assemble a video (eg Quicktime) from a
sequence of single shots (ie surfaces)?
Put another way, is there a way to get surfaces into a format usable
by other extensions (PyMedia?) without saving them to the HD as
On Jan 31, 2009, at 12:05 PM, Bill Coderre wrote:
I want to cross-fade between two images.
I imagine this is like 3 lines of code. Can someone send me a sample?
I tried reading the docs on the pygame website, and I see there's a
bunch of flags on surfaces that are not explained. I imagine
if my game isn't tile-based?
--- On Sun, 1/25/09, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Sunday, January 25, 2009, 9:20 PM
1) People can, and do, get PhDs in pathfinding algorithms
complex available?
--- On Mon, 1/26/09, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: RE: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:13 PM
You need to construct a graph of possible paths. In a tile-based game
1) People can, and do, get PhDs in pathfinding algorithms. A*
(pronounced a-star) is the most commonly used algorithm in games though.
2) Alter the chain length score computation to reduce exploitation.
--Noah
On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
1) How is pathfinding done?
2)
On Jan 13, 2009, at 12:09 AM, Luca wrote:
On Tue, Jan 13, 2009 at 8:37 AM, Noah Kantrowitz
n...@coderanger.net wrote:
You clearly don't understand how C classes work. Please consult the
Python
documentation.
Thanks you all guys. I perfectly understand the problem, however
adding a new
On Jan 12, 2009, at 8:46 PM, James Paige wrote:
On Mon, Jan 12, 2009 at 04:54:38PM -0800, Lenard Lindstrom wrote:
Hi,
James Paige wrote:
The only bad thing I can say about it is that it simply doesn't
work :(
f = pygame.font.Font(None, 12)
f.size = 12
Traceback (most recent call
On Jan 11, 2009, at 10:50 AM, Ian Mallett wrote:
As far as I know, there's no way to get the size of the font that
way. What I do is name the font names in an intuitive way:
Font12 = pygame.font.Font(, 12)
Font18 = pygame.font.Font(, 18)
Font36 = pygame.font.Font(, 36)
Ian
On Jan 9, 2009, at 7:17 PM, Jake b wrote:
A while ago I had tried a few different network libs, ( and the
native sockets ). I understood how the basic functions were working,
but I wasn't sure how to put it all together in a game. ( It would
show telnet and echo clients, but, that's not
On Jan 5, 2009, at 9:34 AM, Joe Strout wrote:
Matt Kremer wrote:
http://GMArcade.com provides Indie game developers with a means to
upload and share their games. Our Play Game Online technology is new
and improved, allowing all of your games to be played online without
saving and keeping
On Jan 2, 2009, at 5:39 PM, Ian Mallett wrote:
Yes, I've gotten it to work that way, but I want the file to be
inside the .exe itself, not just in the same folder ;)
http://code.google.com/p/pefile/ can access the resource fields of an
executable. You will either need to buffer the data
do this:
@foo
def bar(): pass
you assume that a function foo() already exists.
and it creates something like this:
def foo():
def bar(): pass
pass
?
I'm sorry, I just got confused.
- On Wed, 12/31/08, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n
Python has no such system. Boo is a python-like language that supports
hygienic macros.
--Noah
On Dec 31, 2008, at 1:20 PM, Lin Parkh wrote:
While we're on this kind of topic what is the best approach in
python to creating code macros? That is ability to write a higher
level language (or
it effectively work that way?
--- On Wed, 12/31/08, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: Re: [pygame] @
To: pygame-users@seul.org
Date: Wednesday, December 31, 2008, 1:41 PM
No, i has nothing to do with runtime. Decorators are evaluated
to change
how class declarations work. So though there is no mechanism to add
new syntax and constructs to the Python language, there are plenty
of ways to change how the existing syntax works.
Lenard
Noah Kantrowitz wrote:
Python has no such system. Boo is a python-like language
Parkh wrote:
It is always possible to write game specific languages :-) Like AI
languages.
- Original Message - From: Noah Kantrowitz n...@coderanger.net
To: pygame-users@seul.org
Sent: Wednesday, December 31, 2008 1:58 PM
Subject: Re: [pygame] @
Python _is_ the scripting language
Okay, think about the function classmethod(). It takes a single
callable as an argument and return a callable. You could write this
def make_from_str(cls, data):
newobj = cls()
newobj.parse(data)
return newobj
make_from_str = classmethod(make_from_str)
inside a class.
,
anchor_x='center', anchor_y='center')
@window.event
def on_draw():
window.clear()
label.draw()
pyglet.app..run()
--- On Wed, 12/31/08, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: Re: [pygame] @
To: pygame-users@seul.org
Date: Wednesday
decorator. The short version is that this
@foo
def bar(): pass
is the same as this
def bar(): pass
bar = foo(bar)
The long version is look it up because it gets very complicated and
voodoo-ish
--Noah
On Dec 30, 2008, at 9:55 PM, Yanom Mobis wrote:
I was reading some Python code
On Dec 30, 2008, at 10:30 PM, James Mills wrote:
On Wed, Dec 31, 2008 at 12:55 PM, Yanom Mobis ya...@rocketmail.com
wrote:
I was reading some Python code examples, and i found the @ symbol.
What
exactly does this operator do?
This syntax was introduced in Python 2.4 ? IIRC
They are
If you want to look up information about this, the general term is
actor-based programming. Existing libraries (neither of which ever
seemed that great) include PARLEY and Dramatis. Stackless tasklets are
also a very nice way to handle this.
--Noah
On Dec 1, 2008, at 7:54 AM, Fiona
Short answer: No
Long answer: Check the ML archives, this is discussed frequently.
--Noah
On Dec 1, 2008, at 8:07 AM, OsKaR wrote:
Is it any way to put python and pygame in a web? I mean to create a
game and put it on the web like flash games.
Oscar
I don't think you read my answer. Did you read my answer?
--Noah
On Dec 1, 2008, at 8:51 AM, OsKaR wrote:
What about web.py or Django? Make this tools possible to embeed a
game in a web?
2008/12/1 Noah Kantrowitz [EMAIL PROTECTED]
Short answer: No
Long answer: Check the ML archives
]
On Behalf Of Knapp
Sent: Monday, December 01, 2008 10:33 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame-Fenix - Using generators as game objects
On Mon, Dec 1, 2008 at 6:05 PM, Fiona Burrows
[EMAIL PROTECTED] wrote:
Noah Kantrowitz wrote:
If you want to look up
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Knapp
Sent: Monday, December 01, 2008 10:54 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame-Fenix - Using generators as game objects
On Mon, Dec 1, 2008 at 7:49 PM, Noah Kantrowitz [EMAIL
No, at last I heard it was still too hard to get working at an
acceptable level. CTypes is very handy for a lot of things, but it
does have some non-trivial downsides, including a good bit of overhead
thanks to the ffi.
--Noah
On Nov 16, 2008, at 4:35 PM, Stuart Axon wrote:
I just ran
Why would you store them as arrays? That's pretty non-trivial overhead.
--Noah
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Abhinav Lele
Sent: Tuesday, October 21, 2008 10:48 AM
To: pygame-users@seul.org
Subject: [pygame] Surfarray question
No, computer graphics don't work this way in any kind of cross-
platform manner. If you are only targeting X11, you can try to play
with the xembed stuff. I doubt this will work on either end, SDL can't
generate more than one window normally, and Fx will probably not like
being embedded
Basically the short answer to all of this is:
NO
You would have write a window manager (or at least most of one) from
scratch in SDL. I assure you that if you are asking how things like
that work, you aren't capable of making one in a useful amount of time.
--Noah
On Oct 19, 2008, at
On Sep 10, 2008, at 11:10 PM, Knapp wrote:
On Thu, Sep 11, 2008 at 12:33 AM, Greg Ewing
[EMAIL PROTECTED] wrote:
On Wednesday 10 September 2008 04:31:10 James Mills wrote:
step 4. Audit code to be sure it isn't evil.
That's nice in theory, but can you honestly say that you
meticulously
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of yanom @linuxmail.org
Sent: Tuesday, September 09, 2008 2:55 PM
To: pygame-users@seul.org
Subject: Re: [pygame] pygame web plugin
- Original Message -
From: [EMAIL PROTECTED] [EMAIL
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of James Mills
Sent: Tuesday, September 09, 2008 4:26 PM
To: pygame-users@seul.org
Subject: Re: [pygame] pygame web plugin
On Wed, Sep 10, 2008 at 8:44 AM, Noah Kantrowitz [EMAIL PROTECTED]
wrote
On Sep 7, 2008, at 10:49 AM, Campbell Barton wrote:
Im still a bit at a loss as to where the blocking problem is...
if I was to sandbox cpython for a pygame heres what Id try.
- replace builtins like import, compile, exec, reload through the C
api (as with the blender3d example I posted
On Sep 6, 2008, at 6:21 PM, Greg Ewing wrote:
J Dunford wrote:
In my experience, the general consensus with sandboxing python is -
don't try it.
If you think Python sandboxing is easy, you don't understand the
problem. Most of the current Python sandboxing concepts use alternate
PyMike wrote:
I vote Solid Snake Games! After Metal Gear Solid! (which is a game) and
Python! (which is a snake!)
And by is a snake you clearly meant is a British comedy troupe.
--Noah
On Tue, Aug 19, 2008 at 8:38 PM, Richie Ward [EMAIL PROTECTED] wrote:
Not bad, short names are nice :)
In the interest of seeing this discussion come to an end, I have used the
age old technique of the random article button on Wikipedia to divine what
the name must be. The name shall be:
Hypernucleus
Wikipedia has spoken.
--Noah
-Original Message-
From: [EMAIL PROTECTED]
Use the .unicode property on the event.
--Noah
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Nicholas Dudfield
Sent: Tuesday, August 19, 2008 6:12 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Key Presses
Ian,
In [1]: import pygame
No, but someone made bindings for SDL_gfx which does allow for this (and a
lot more). Check the list archives.
--Noah
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Luca
Sent: Monday, August 18, 2008 5:28 AM
To: pygame-users@seul.org
Subject:
Not to point out the obvious or anything, but why would you not just use
pygame.org, which already has a big database of games. Just add an API for
getting the metadata you need and be done with it.
--Noah
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf
to the repo? Etc. I'm
perhaps naive and overly worried, I'm not familiar with how
carefully
Linux distros (for instance) usually handle this sort of thing.
Thanks,
Dan
On Fri, Aug 15, 2008 at 12:57 PM, Noah Kantrowitz
[EMAIL PROTECTED] wrote:
Not to point out the obvious
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Python Nutter
Sent: Thursday, July 31, 2008 3:43 PM
To: pygame-users@seul.org
Subject: Re: [pygame] 100% CPU FAQ
I was annoyed by the OP's observations as well. I've converted my
program to many
Paulo Silva wrote:
Stop right now? oh please, just now when i were getting so happy on
trying to learn it? what a stimulation from the open-source world...
:-((
(i really wanted only to focus in the solutions of doubts like mine one...)
If Python doesn't match the way you work, I doubt
, Noah Kantrowitz wrote:
[..]
https://coderanger.net/svn/school/2007/fall/egd/magnoball/
pygamenet.py
. Also a WiP.
PyQNet is split over 8 modules, but the actual number of code-lines
in
the library (excluding the tests) is pretty small (640 incl.
comments
and docstrings), pygamenet
On May 24, 2008, at 12:08 AM, Brian Fisher wrote:
On Fri, May 23, 2008 at 9:15 PM, Noah Kantrowitz [EMAIL PROTECTED]
wrote:
Anywhere you need that kind of timing accuracy, python is probably
not the right tool for the job. I would recommend using plain SDL in
C, you will likely find
On May 23, 2008, at 3:38 PM, Francesco Martino wrote:
I am using Pygame for building a psychological experiment.
The code should do something very easy: it should display an image for
a limited amount of time, then show a blank screen and then another
image. Images are stored as bitmap files
Ian Mallett wrote:
Hello,
-I have a project which must be finished by Thursday. The project is a
movie, for a presentation, and my solution has been to make a program to
render each frame in OpenGL. I can now render each frame individually, but
now I face the challenge of turning these
On Apr 28, 2008, at 8:35 PM, 帆 张 wrote:
Hello every one:
I have proposed to work in the Pygame project in the google
summer of code 2008. Fortunately, my application is accepted. My aim
is to develop a 2D real-time physics engine for Pygame. The module
will be integrated with Pygame
On Apr 28, 2008, at 9:47 PM, 帆 张 wrote:
Noah Kantrowitz [EMAIL PROTECTED] 写道:
The problem with chipmunk, and by extension box2d, is what exactly? I
would rather see the existing bindings improved than someone try
writing a new engine. Perhaps make a library that provides a mixin to
easily
Pick a game and I'll give it the Coderanger Game Of The Millifortnight
Award.
--Noah
PS: Awards are worthless, next time try asking for good games.
On Mar 31, 2008, at 7:52 PM, Talat Fakhri wrote:
Are there any award winning pygame titles? Most of the award winning
games I see are NOT
Ian Mallett wrote:
How do I crop an image? i.e., make a new surface containing only a part of
the pixels of another surface?
Either blit from the bigger to the smaller, or use .subsurface().
--Noah
signature.asc
Description: OpenPGP digital signature
Lets can the euphemism please. You think some of the #pygame regulars
(most often piman) are offensive and crude. You are 100% correct.
Different forms of communication have different tones and cultures. This
mailing list, for example, is generally quite civil. IRC is a _much_
more casual
Lenard Lindstrom wrote:
Brian Fisher wrote:
On Feb 8, 2008 8:20 PM, Lenard Lindstrom [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
What I have noticed is that omitting depth for a SRCAPLHA surface is
common practice. It must work on most machines. But it is
problematic
with
On Jan 23, 2008, at 4:24 PM, Brian Fisher wrote:
On Jan 23, 2008 12:16 PM, Kamilche [EMAIL PROTECTED] wrote:
Well, if there's no windows installer for it, and hasn't been for
three
years, how supported is it, really? It's too much to expect the
average
developer to have the same build
, 2007 9:28 PM, Noah Kantrowitz [EMAIL PROTECTED] wrote:
Attached is a set of macports port files that will allow installing on
Leopard. The only weird thing you need to do is add the macports
site-packages folder to the sys.path for the system python 2.5. The
easiest way to do this is to add
Not really. There isn't yet a good, lightweight networking library
that plays well with pygame. Pyraknet is worth a look, as is Twisted,
but both have their own problems. I've got some code I can throw your
way, but it still has rough edges.
--Noah
On Nov 19, 2007, at 2:08 PM, Jason Ward
Ghislain Leveque wrote:
2007/11/12, claxo [EMAIL PROTECTED]:
On 11 Nov 2007 at 22:41, Ghislain Leveque wrote:
Today I've come into a strange behavior with my rendering loop.
3. Memory garbage collection kicks in. you can try to do a explicit
garbage collection after
For normal jigsaw-ish shapes (read: highly irregular) I would bounce
the images through Cairo. If all you need is a simple, repeating
cutout you may be able to do it in pure SDL, but it would be tricky.
--Noah
On Nov 6, 2007, at 12:48 PM, Michael George wrote:
Do you want to cut them into
An idiomatic way would be this:
if event.button == 3:
rect = [r for r in rect if not r.collidepoint(*event.pos)]
--Noah
On Sep 20, 2007, at 8:18 PM, Eric Hunter wrote:
so I have been able to write pygame.Rect rectangles into rect-type
lists. but now I'm trying to delete unwanted
#abc - #aabbcc - (0xaa, 0xbb, 0xcc)
--Noah
On Sep 10, 2007, at 7:08 PM, Lamonte Harris wrote:
I like using HTML hex, is there a library or something on pygame or
python it self to convert hex to rgb
PyMedia claims to support this, though it mentions you may need to
play the file for a second or two to initialize decoding and get the
full length.
--Noah
Dave LeCompte (really) wrote:
Ian Mallett [EMAIL PROTECTED] wrote:
On 7/14/07, Dave LeCompte (really) [EMAIL PROTECTED] wrote:
That
Kris Schnee wrote:
I've run into that sticky variables problem again:
code = {.:[],c:[crate]}
a = code[.]
b = code[.]
a ==b
True
a is b
True
One solution is:
import copy
a = copy.copy(code[.])
b = copy.copy(code[.])
a == b
True
a is b
False
But is there a better way
Marcus von Appen wrote:
On, Thu Apr 19, 2007, Noah Kantrowitz wrote:
As OLPC is in need of both SVG and Pango support in Pygame, I am looking
at making wrappers for SDL_svg and SDL_pango. Rene mentioned that
someone has some code for using Cairo, is this online somewhere? Also,
how would
Horst JENS wrote:
On Fri, 2007-04-06 at 20:02 -0400, Noah Kantrowitz wrote:
Calling all game developers! The One Laptop Per Child project needs
talented game developers to work on software for the XO laptops. Thanks
to a few awesome developers, PyGame is now up and running under Sugar
(http://mailman.laptop.org/mailman/listinfo/games) and discuss your
ideas there. This is a chance to have a major impact on the lives of
millions of children, as well as work on a unique platform. If you have
any questions please don't hesitate to email me, or ask on the games list.
--Noah Kantrowitz
I usually just lurk on this list, but this is a pet peeve of mine.
On Nov 10, 2006, at 6:01 PM, federico ramirez wrote:
Basically php is a programming
language only for websites, you cant use it for desktop programming
like perl.
No, it can be used for whatever you use it for. There are GTK
On Nov 10, 2006, at 6:35 PM, Jason Massey wrote:
One person doing an RPG is definitely doable. The original Ultima
on the Apple II was done by one person, and he didn't have anything
like SDL and pygame, not to mention the python programming language
itself.
Here's a good link, an RPG
On Nov 10, 2006, at 11:44 PM, 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 anything.
Has anyone else seen problems where when running a pygame app under
pythonw, any click (left or right) on the Dock icon will cause the
script to lock up, follow about 5 seconds later by a bus error?
--Noah
Yep. That fixed it on here (r950). Thanky :)
--Noah
On Sep 22, 2006, at 5:47 PM, Bob Ippolito wrote:
On 9/22/06, Noah Kantrowitz [EMAIL PROTECTED] wrote:
Has anyone else seen problems where when running a pygame app under
pythonw, any click (left or right) on the Dock icon will cause
73 matches
Mail list logo