Hi again.
This is the time we are in irc weekly for dev stuff. Otherwise I idle in the channel, but don't really look in that often.
Ok, I will try to catch that time next week. In the meantime is there anything I should do? One question is how tightly you want to integrate the mask stuff into pygame. I imagine that pygame.sprite.spritecollide should somehow be made to work with the masks, but it could also be a stand alone module, "pygame.mask" or something. One way to do it is to completely hide the mask, and just implement an surface.overlap(anothersurface, offset). This would automatically create masks when needed for each surface, based on the alpha channel or colorkey of the surface. The problem with this is that sometimes you like to have masks which are not really related to an image, for example an "area of effect", but on the other hand it would be very easy to use for the majority of cases. Another way to do it is to just add the current bitmask module to pygame, then the programmer has to create the masks himself, but things are more flexible and the implementation is easier. Which approach do you prefer? Regards, Ulf