on my system it is 44k without docs or tests.

On Sat, Oct 4, 2014 at 11:08 AM, Paul Vincent Craven <p...@cravenfamily.com>
wrote:

> How large is the TMX library? Are we talking about just a few kb of code?
>
> In my opinion, part of the headache with new coders is learning to deal
> with the install of multiple libraries. I'd rather have a few extra k of
> install than ask new coders _again_ to match their OS, the version of
> python, and the version of Pygame they are on.
>
> pip-install doesn't seem to work yet with Pygame, which would make it
> easier to manage. I'd love it if that worked for Linux, Mac, and Windows
> across the major Pygame distributions.
>
> Paul Vincent Craven
>
> On Fri, Oct 3, 2014 at 1:53 PM, Leif Theden <leif.the...@gmail.com> wrote:
>
>> On ven, 2014-10-03 at 12:24 +0530, diliup gabadamudalige wrote:
>> > Why can't all these add on's be separate modules or packages and leave
>> > Pygame to run it's own natural course as it has done in the past? Why
>> > this rush to include these libraries INTO Pygame?
>>
>> I don't see it as a rush.  It may *feel* like a rush when compared to the
>> pygame release schedule.
>>
>>
>> On ven, 2014-10-03 at 11:15 +0200, Santiago Romero wrote:
>> > A.- Sometimes there are lots of available options and it's confusing
>> > knowing which one is the "most stable" or "most used" or the one where
>> > you will have more support in case you need help (an
>> > "default/official" library).
>>
>> I think that in general, the pygame project has done well by keeping a
>> consistent API and being stable across releases.  The TMX map format is a
>> simple XML format and so far in the 2 years or so I've maintained PyTMX,
>> has not introduced and changes that would break existing maps.  In that
>> respect, it would be a safe assumption that the format would not need much
>> maintenance, and wouldn't be a big burden to keep in pygame.  I want to
>> note that PyTMX isn't a game engine or framework, it just exposes the data
>> and tile images.
>>
>>
>> > Agreed, this can be done with a semi-official list of libraries. It
>> > should aim to have only one project listed for each thing. Any time more
>> > than one library is listed it should provide a clear description
>> > answering the question "Why (or when) should I use project Y over
>> > project X?".
>>
>> In any case, having a easy-to-find page on the site with a list of
>> 'official unofficial modules' :)  would be a great help.  I can understand
>> why some people would rather keep things like map loading functions out of
>> the core, but new users of pygame need to know that the tools they want to
>> use are supported.  Included in the core would be nice, but treating a few
>> great unofficial "works with pygame" modules would also encourage people to
>> pick up pygame.
>>
>> To that list I would add pymunk, since you can still do things the
>> "pygame way".
>>
>>
>> On Fri, Oct 3, 2014 at 5:27 AM, Sam Bull <sam.hack...@sent.com> wrote:
>>
>>> On ven, 2014-10-03 at 11:15 +0200, Santiago Romero wrote:
>>> > A.- Sometimes there are lots of available options and it's confusing
>>> > knowing which one is the "most stable" or "most used" or the one where
>>> > you will have more support in case you need help (an
>>> > "default/official" library).
>>>
>>> Agreed, this can be done with a semi-official list of libraries. It
>>> should aim to have only one project listed for each thing. Any time more
>>> than one library is listed it should provide a clear description
>>> answering the question "Why (or when) should I use project Y over
>>> project X?".
>>>
>>>
>>
>

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