I think you have the wrong idea about the StringToImage script. Take a look at it here: (This one was written by HexDecimal) http://pyday.googlegroups.com/web/StringToImage_Optimized.py?gda=x6I-AUsAAAAnfRb3A9CNbNHVH06n4bH5GPEjde9RdTr43XQzPxMy0GG1qiJ7UbTIup-M2XPURDQ9szVNk_3xeEVYwpCsMjpZl9pYdrGxmRQcWZWi5ITXKQ
When drawing in the code itself, you can either use the above or pygame.draw On Thu, Feb 28, 2008 at 8:57 AM, Luke Paireepinart <[EMAIL PROTECTED]> wrote: > PyMike wrote: > > Hey Luke, > > > > > Can I use pyglet instead of pygame? > > > > As of now, no you can't. This is a pygame only competition. I've had > > quite a few requests for pyglet, so its concievable that I'll let > > pyglet be used in the future. > > > > > Can I create a bitmap and store it as a string in the code, then do a > > fromstring to load it to a surf, or do I literally have to use the > > drawing functions of pygame/pyglet? I figured the filesize limitation > > was because this was allowed. > > > > Nope. You have to use the drawing functions of pygame. I wrote an > > ImageToString script that lets you draw images in the code itself. > > Everything in the game must be done with pygame. > That's what I meant. Are you implying that we have to implement our own > fromString function, or can we use the built-in one? > By draw images in the code itself I meant using pygame.draw.arc and > pygame.draw.line, etc. > -- - PyMike