The first pygame 2 community game. Are you in? Re: [pygame] Re: About Pygame development

2018-11-27 Thread René Dudfield
What is a ‍? *[0].

Following on from the "About Pygame development
" email
thread...


One topic of that conversation was doing a community game in there for
reasons(see below).

I would like to do a *pygame 2 community game* to submit in the:

   - https://ldjam.com/
   - https://itch.io/jam/game-off-2018 (GameOff github jam)

Ludumdare(ldjam) starts in 3 days, 7 hours. Theme not selected yet.
GameOff finishes in 4 days 2 hours. *Theme is "Hybrid*", Jam already
started.

So, the Jams finish in 4.1 days.

Are you in?
If so join the web based chatroom (discord) in
the "#communitygame" channel.
Our repo: https://github.com/pygame/stuntcat

I'm trying to form a team now.

... read more?...

click
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So why do this?
My reasons for doing this are to push me to get pygame 2 features done that
are actually useful in apps (Write Games, Not Engines
).
It will be a good testbed for prototyping as well.

I will also try to get the game into Steam, and any other app stores.
Because distributing pygame 2 games is also important,
and improving the tooling and documentation around that is also important.

The pygame 2 community game serves these purposes.

   - guiding and motivating pygame 2 development (make games not engines)
   - raising funds towards pygame 2 developments (or losing money on steam
   signup costs)
   - making an open source pygame 2 game
   - improving the work flow for people releasing games/apps.
   - helping to guide improvements on the pygame website
   - trying out new technology and techniques

It's about 4-5 days, and then there will be some more days to try and
distribute the game further.

- License for code will be the pygame license (LGPL, but you can keep your
parts of course!)
- Art assets license will be some form of permissive creative commons. So
technically anyone should be able to distribute it following those licenses
(and even sell it).

Contributors will also:

   - be in the credits on the pygame website, game website, in game, promo
   pages
   - have their link (to patreon twitter github etc) in their too
   - hopefully enjoy themselves, and maybe learn something

Also interested in people who want this game to use their library.
Especially if you will us use the library or improve it as part of the Jam.



Anyone who wants to be involved can join the discord channel
web based chatroom (discord) in the
"#communitygame" channel.
Please let us know if you want to be involved and how :)
*[0] (We came up with a repo name... we were perhaps thinking something
like "Speedy the stunt cat" or "stuntcat" Did you know there is this whole
weird genre of stunt cat games, and that stunt cat emojis are a thing?
‍ Also, @claudeb's first cat was called Speedy, and was a stunt cat. So
that's the repo name. )



--
*This email in webpage form:*

*https://renesd.blogspot.com/2018/11/first-pygame-2-community-game-starting.html
*


Re: [pygame] Re: About Pygame development

2018-11-27 Thread René Dudfield
(Oops. Somehow I didn't press send on this reply it seems.)
--

Hello!

Don't think I was at the dojo for that one, but it does sound fun.
Well, I do remember one where we made a random maze generator.
Maybe that was part of it?
Also there was a pyweek when some ldndojo people tried to make a game
called:
Woger the Wibblly Wobbly Wombat.
8 years ago now!? wow

Yeah, ok... good idea about putting that in a blog post.
I'd be interested to read something on your experiences too :)

Yeah, the "Big Buck Bunny" film was one of the blender open projects.
Ton(another tall Dutch person) of Blender wrote some interesting essays
about it back in the day,
but I can't find them at the moment.
I did find this 'The making of Big Buck Bunny' thing on youtube which was
interesting.
There are some parts about involvement of the community.
https://www.youtube.com/watch?v=Pr8iM8kAJOw

But they have done several more since then, so perhaps they have more
'making of's or post mortems out there.
(here is Making of Agent 327, their 2017 short they are hoping to turn into
a feature film next)
https://www.youtube.com/watch?v=JKlgCnp_57M
So that took them 10 years to get up to trying to make a movie from all
those short films.

There were definitely many UX improvements after and during these projects
to Blender.
I just read they have some sort of 'cloud' subscriptions which they say is
their biggest income now.
But I guess they hope the movie will sell,
and let them move up to a planned 10 developers working on Blender for the
Institute.
https://www.blender.org/institute/
https://www.blender.org/foundation/



This is the Gimp animation project patreon page has interesting posts about
their gimp work:
https://www.patreon.com/zemarmot/posts
And on their blog(starting 2012). It shows they are a major contributor for
Gimp of recent.
https://girinstud.io/news/2018/04/zemarmot-main-contributor-of-gimp-2-10-0-rc1/

And yeah, they helped with a whole bunch of UX improvements and pushed Gimp
through to a release (after 6 years of big internal changes).
Despite the tiny amount of funding, they made a massive impact to Gimp.
Little things like 'recovery on crash', and 'do not wait until all fonts
are read before app can be used' are what
you need when you are using it in production. You also need to release it.


cheers,



On Wed, Aug 22, 2018 at 12:56 PM Nicholas H.Tollervey 
wrote:

> Rene,
>
> The OP is wonderful to read, and so much of it chimes with my experience
> in floss development. Perhaps turn it into a blog post so people can
> point to it and share it?
>
> I love Thomas's idea of a PyGame "game" - it reminds me of Blender's
> "Big Buck Bunny" film where all the assets, source and so on were made
> available so people could see "how it was done" with Blender.
>
> Do you remember in the early days of the London Python Code Dojo we
> collaboratively created a text based adventure game? Each month we'd
> choose an aspect of such a game, make it work in groups and then, at the
> end of the show and tell, merge the democratically elected "blessed"
> solution to become the basis of the next month's task. Might that be a
> modus operandi for such a game?
>
> Just throwing out thoughts...
>
> N.
>
> On 22/08/18 11:24, René Dudfield wrote:
> > Weatbag is a funny name, in the best ever way :)
> > Yeah, this sounds like a interesting idea.
> > Where each person can create a different module for a separate part of
> > the game world.
> >
> > I think the reddit group tried a couple of collaborative games too.
> > I'm pretty sure minecraft came about as part of this idea of a
> > collaborative game.
> > At the time there was a python game where people could also write bots
> > that would battle each other.
> >
> > Yeah, could lord.mauve be convinced to do such a game in pyweek?
> > Pretty fun idea IMHO.
> >
> >
> > ---
> >
> > But the direction I was thinking of was more in the line of the Blender
> > short films (open projects).
> > https://www.blender.org/about/projects/
> >
> > This would be a commercial project funded by either a publisher, crowd
> > funding, grants, or some combination of these.
> > The team would be made up from people in the pygame community. A
> > pyweek/ludumdare winner as programmer and designer, a musician
> > (hopefully someone using pygame to make music!), a gfx artist(again
> > someone using pygame), someone working on pygame tools to support the
> > production, and perhaps someone working on project management and
> marketing.
> > In the same way as the Blender open short film projects work, pygame
> > development by the tools programmer would be driven by the games needs,
> > and then these improvements would be available for other people using
> > pygame. Also, the resulting game should hopefully be of higher quality
> > than other productions. And of course it would be an open project
> > (transparent, and the results released as FLOSS).
> >
> >
> >
> >
> >
> >
> >
> > On Tuesday, August 21, 2018, 

Re: [pygame] Issue with Pygame + Waveshare 3.5" HDMI display

2018-11-27 Thread René Dudfield
I'm sorry that wasn't helpful.

I guess it might also be useful to try getting other SDL1/SDL2 apps working
without pygame.
That's probably where the issue is anyway.
But if they do work, that should make it much easier to find where the
problem is in pygame.