We're having a problem with the code below, which is returning this error:
Traceback (most recent call last):
File
"C:\Users\HO\Desktop\USER\SERVER.Master\Python\Games\LightSlayer\LightSlayer.py",
line 95,
in
if pygame.sprite.spritecollide(monster, player, False):
File "C:\Python25\lib
Thanks for your answer - Not sure what you mean by second argument?
stabbingfinger writes:
>
> Check the docs. The second argument must be an instance or subclass of Group.
>
> Cheers.
> Gumm
Thanks for your answer, however, I got an error when
I replaced Monster with MGroup
and Player with PGroup. Error was -
Traceback (most recent call last):
File "C:\Users . . . \Python\Games\LightSlayer\LightSlayer.py",
line 95, in
if pygame.sprite.spritecollide(PGroup, MGroup, False):
Hello,
I'm trying to use Pygame to play MP3s but it says "there is no
soundcard" whenever I try to initialize the mixer. Both MPG123 and espeak
work fine on the soundcard. How can I tell Pygame where to find my
soundcard?
Thanks,
Scott
yeah, the only uncommented line in the program is pygame.mixer.init(22050,
-16, 2, 3072) and it says "There is no soundcard"
Scott
On Mon, Dec 29, 2008 at 11:08 PM, Jake b wrote:
> the line "pygame.mixer.init()" fails?
>
> --
> Jake
>
That gives me an identical result: "There is no soundcard"
Scott
2008/12/30 ΠαναγιÏÏÎ·Ï Î¤ÏιμÏÎÏηÏ
> Try something like: pygame.mixer.init(44100,
> > -16, 2, 4096)
>
> --- Scott Sumner wrote:
>
> > yeah, the only uncommented line in the prog
Debian Linux, kernel 2.6 (mainly for SATA support).
onboard audio on a Biostar P4M900-M7
On Tue, Dec 30, 2008 at 1:57 AM, Jake b wrote:
> What operating system?
>
> --
> Jake
>
pygame.mixer.init twice worked!! Many thanks! My project shall go on!
Scott
On Tue, Dec 30, 2008 at 2:55 AM, Carles Pina i Estany wrote:
>
> Hi,
>
> On Dec/30/2008, Scott Sumner wrote:
> > That gives me an identical result: "There is no soundcard"
>
> try
Can Pygame do this without
X-Windows installed? I thought it might be as simple as selecting the right
mode for the video card and enabling full screen but I haven't had a chance
to sit down and try it.
Scott
OK, I've never built SDL-Lib from source, can someone give me a hint as to
where to start with this?
Scott
On Wed, Jan 7, 2009 at 9:59 AM, evil monkey <
there-is...@evil-monkey-in-my-closet.com> wrote:
> OK, it works for me, but only with SDL_VIDEODRIVER=fbcon (aalib and
> d
Since Apple modified their non disclosure on the iphone has there been
any change in the iphone availability. I have a game I need to port
and I've been waiting for that to happen.
anyone has been working on it. The SDL 1.3 port to
> iphone is in a semi-complete state.
>
> If you want to do an iphone game for the app store, best to use something
> else.
>
>
>
> On Wed, Jan 21, 2009 at 12:34 PM, Scott Beckstead
> wrote:
>> Since Apple mod
Is pygame available on the G1 or another android device that I can
sell games on?
Thanks,
Scott Beckstead
http://www.scottbeckstead.com
I'm missing here.
Thanks for any helpful or insightful replies!
-Scott Kincaid
Very noob python programmer.
_
With Windows Live, you can organize, edit, and share your photos.
http://www.windowslive.com/Desktop/PhotoGallery
om
To: pygame-users@seul.org
Maybe you are trying to use a 64-bit python to run a 32-bit pygame? Since
pygame has compiled .pyd files, that probably would not work.
On Wed, Aug 19, 2009 at 18:51, Scott K. wrote:
Hey everyone, hopefully this email works. This is my first time using a
ma
It's really my own fault for not paying attention. I did have 64bit Python
2.6.2 installed and then tried to install the 32bit Pygame (for 2.6) which of
course didn't work.
I got rid of the 64bit Python and installed 32bit Python and now pygame is
recognized with no problems.
> Date:
Running in windows, how would I go about installing PGU, specifically
pgu-0.12.3?
Do I simply unzip the file into my site-packages folder?
Documentation seems to be lacking (or I'm not looking in the right places), and
the simple install instructions look like they were written for linux.
T
t 22:35, Yanom Mobis wrote:
i believe the simple install instructions were built for Linux/UNIX, Windows
has a binary pkg (I think) if thats what your after.
From: Scott K.
To: pygame-users
Sent: Saturday, August 22, 2009 5:22:11 PM
Subject: [pygame] Another noob install question (PGU-0.12.3)
I've been messing around with a sample from the L Line's book on game
programming, and I've tried to further develop their space.py example that
demonstrates a ship without friction. I've tried my hardest to properly
enter collision detection on a set of 40,40 rects that are placed throughout
the
Hi, my name is Scott Buffa, and I am a Junior (soon to be senior) computer
science major at Michigan State University. I was tipped off about your
GSoC offerings from my professor Titus Brown, who is active in the python
community. I would be interested in working on pygame this summer. The
how to address it? I've told Pygame to use the hardware
accelerated surfaces and double buffering but no combination seems to help.
Thanks,
Scott
e joystick directly"
function I think it'll just work.
Scott
On Wed, Apr 13, 2011 at 10:24 AM, James Paige wrote:
> Oh! I understand now! You are going to take a joystick, disassemble it,
> and splice it together with your UPS so the buttons get pushed as you
> describe.
>
>
34% Windows 7
17% Ubuntu
16% Xbuntu
33% Raspian
On Fri, Dec 6, 2013 at 12:27 AM, Miriam English wrote:
> Puppy Linux 97%
> Android 1%
> Ubuntu Linux 1%
> various flavors of MSWindows and FreeDOS 1%
>
>
> Jason Marshall wrote:
>
>> pygamers, which computer operating system(s) have you used this
f that's easier.
Thanks,
Scott
unsubscribe pygame-users
On Mon, Feb 29, 2016 at 3:52 PM, Ian Mallett wrote:
> I think I have 90% of the functional documentation memorized. +1 for local
> copies.
>
unsubscribe pygame-users
ese references are enclosed in tags with the
short description getting a .
Hope that makes sense. Feel free to ask for clarification if necessary...
Great site! Keep it up! I'd be lost w/out this site!
-Scott
> Hey,
>
> It's been one year since I launched the new pygame webs
ditor (at least on WinXP with Opera). It looks fine on the web, but doesn't
copy/paste properly.
Have at it, all!
-Scott
I've gone ahead and added a top-level link to this wiki page as well as
mentioned it in the news area of the site.
I thi
ther behaviors, such as
range(3) or slicing's [0:3]? Does SDL simply do it this way? Something
else?
Thanks for indulging me on this hair splitting...
-Scott
Thanks all for the responses. They really solidified my understanding
of Rects. Very helpful...
-Scott
How 'bout throwing this in the Cookbook?
http://www.pygame.org/wiki/CookBook
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Kris Schnee
Sent: Saturday, August 05, 2006 4:30 PM
To: pygame-users@seul.org
Subject: [pygame] Gradient Algorithm
Here is some
ted to tighten up my vector class and
submit both it and the particle system modules. Hopefully, then, other
cookbook entries could use this vector class (and improve upon it,
please!). Lofty goals? Maybe, but gotta start somewhere, right?
Thanks, all for reading this far!
-Scott
Thanks for all the feedback, everyone. It's gonna take me a bit to pour
over all the details. Very helpful! And, Brian, thanks for posting
your vector class to the Cookbook! Much appreciated!
-Scott
?
Thanks tons!
-Scott
noteworthy to me because it
looked like a number of submissions were made with pygame (other submissions
were made with other languages). But, I can’t seem to find that
site.
Have others heard of this site? What is it called? Could someone
post the link?
Thanks tons!
-Scott
I’m not sure if this answers exactly
what you’re asking, but I was able to run my pygame mini-projects (all in
pygame 1.7.1) and move their window to my secondary monitor manually (in WinXP)
and they seemed to run fine.
Apparently, pygame doesn’t have a
built in way to move windows arou
--- Chris Hager <[EMAIL PROTECTED]> wrote:
> Hey,
>
> We are a team also working on 2d physics for python,
> and I thought I
> could maybe post a useful comment :) Congratulations
> for your GSoC
> project btw!!
>
> First of all, I think it's extremely ambitious to
> write an own physics
> eng
This looks great, I was meaning to get into Box2D but
hadn't researched enough to see how easy it would be
to implement into PyGame.
RE: GSoC
Seems like it would make more sense to use parts of
Box2D or another open source physics implementation
that is stable, tested, and fast, and then gut the
Thank Mike,
I have always wanted to make a rock'n roll racing
clone...
Devon
--- PyMike <[EMAIL PROTECTED]> wrote:
> Never mind, I converted one of DrPetter's car demos
> to python, and it works
> great.
> if anyone's interested, it's here:
>
http://pymike.aftermatheffect.com/demos/cardemo-0.1.z
yay graphic designers
here, here, hey, hey!
Devon
--- On Mon, 7/28/08, Paulo Silva <[EMAIL PROTECTED]> wrote:
> From: Paulo Silva <[EMAIL PROTECTED]>
> Subject: Re: [pygame] how hexcolour arrays works?
> To: pygame-users@seul.org
> Date: Monday, July 28, 2008, 6:59 AM
> Noah, i also agree comp
Bullet patterns for shooters and terrain generation is what i could see using
it for in 2d...
Devon
--- On Wed, 7/30/08, Knapp <[EMAIL PROTECTED]> wrote:
> From: Knapp <[EMAIL PROTECTED]>
> Subject: Re: [pygame] Perlin Noise Function
> To: pygame-users@seul.org
> Date: Wednesday, July 30, 2008
I've just been doing it manually, but I haven't been doing very complicated
things.
For a jumping grasshopper:
def load_image(name):
image = pygame.image.load(name)
image = image.convert()
return image
def grasshopper_images():
image = load_image("sprite2.png")
return [image
I'm liking snake oil as well.
--- On Tue, 8/19/08, Brad Montgomery <[EMAIL PROTECTED]> wrote:
> From: Brad Montgomery <[EMAIL PROTECTED]>
> Subject: Re: [pygame] PyGameDB coming along well
> To: pygame-users@seul.org
> Date: Tuesday, August 19, 2008, 2:01 PM
> On Tue, Aug 19, 2008 at 1:54 PM, Ri
, Aug 19, 2008 at 2:12 PM, Devon Scott-Tunkin
> <[EMAIL PROTECTED]>wrote:
>
> > I'm liking snake oil as well.
>
>
> You guys know that snake oil is a term referring to items
> that are said to
> be good but are basically placebos, or at the worst, even
> dangerous?
PyFloat
--- On Tue, 8/19/08, Richie Ward <[EMAIL PROTECTED]> wrote:
> From: Richie Ward <[EMAIL PROTECTED]>
> Subject: Re: [pygame] PyGameDB coming along well
> To: pygame-users@seul.org
> Date: Tuesday, August 19, 2008, 8:38 PM
> Not bad, short names are nice :)
>
> On Wed, Aug 20, 2008 at
Nice start, I can barely see that light blue against the white, so it looks
more like an unintentional color mismatch, maybe choose a slightly darker light
blue for the boxes or some sort of border?
I can make some graphics if you want.
Devon
--- On Tue, 8/26/08, Richie Ward <[EMAIL PROTECTED
008, 11:42 AM
> That would be great, I think I will play around with the
> layout and
> try different colours!
>
> I just need some web 2.0 buttons, gradients, whatever fancy
> looking
> things you can fit in to make it look snazzy.
>
> On Wed, Aug 27, 2008 at 4:45 PM, Devon
ings you can fit in to make it look snazzy.
>
> On Wed, Aug 27, 2008 at 4:45 PM, Devon Scott-Tunkin
> <[EMAIL PROTECTED]> wrote:
> > Nice start, I can barely see that light blue against
> the white, so it looks more like an unintentional color
> mismatch, maybe choose a sli
I just need some web 2.0 buttons, gradients, whatever fancy
> looking
> things you can fit in to make it look snazzy.
>
> On Wed, Aug 27, 2008 at 4:45 PM, Devon Scott-Tunkin
> <[EMAIL PROTECTED]> wrote:
> > Nice start, I can barely see that light blue against
> the white
I'd use Game Maker if it was multiplatform and didn't have slowdown issues so
much for me. I love Python, but scripting languages all do pretty much the same
thing, and if you know one you can learn them all.
I think expanding on PGU to create a graphical level editor / tile engine that
allowed
its returning a list so you cant have self.image = load_sprite('player.png').
you need something like:
self.images = load_sprite('player.png')
self.image = self.images[0] #for first frame
or
self.frame = 0
self.image = self.images[self.frame]
#if you want to update it later with the different
system properties, advanced, environmental variables, variable: Path should
have C:\Python; in it or whatever the path to python is.
--- On Thu, 11/13/08, Matt Pearson <[EMAIL PROTECTED]> wrote:
> From: Matt Pearson <[EMAIL PROTECTED]>
> Subject: Re: [pygame] Python cant read
> To: pygame-users
So I just tried Geany based on everyone's lamp love and it rocks. It is just
fast, simple, small and convenient. Instead of using IDLE for python and
VS2005 for C++ and tearing my hair out when they behave like unresponsive,
bloated children, I have this program that just works (until my next c
Does it use its own map format? or did you use a basic txt or graphics file
format?
Have you looked at the pgu editor code for examples? they might be helpful,
even though I kind of hate them :). never know when map sizes are too big for
it.
This project sounds great though, XML objects is som
I agree, I find this info interesting and related to pygame users. If someone
is annoyed by non technical marketing for contests or activities then that
person can simply ignore those messages.
Devon
--- On Mon, 1/19/09, pymike wrote:
> From: pymike
> Subject: Re: [pygame] GMArcade Contest,
I'd like to apply for gsoc 2009 in pygame when the time comes. I'm doing an MS
in Game Development (programming), but have spent my first year taking
undergraduate prerequisites in computer science classes as my background is in
graphic design and not programming. That leaves me probably at a b
9, Marcus von Appen wrote:
> From: Marcus von Appen
> Subject: Re: [pygame] Google Summer of Code participation
> To: pygame-users@seul.org
> Date: Wednesday, March 11, 2009, 2:11 PM
> On, Wed Mar 11, 2009, Devon Scott-Tunkin wrote:
>
> >
> > I'd like to apply
I'd like to help on the graphics side, the current site kind of looks like the
python threw up all over the place.
--- On Tue, 4/21/09, jug wrote:
> From: jug
> Subject: [pygame] PyGame Website Rewrite
> To: pygame-users@seul.org
> Date: Tuesday, April 21, 2009, 3:38 PM
> Hello,
>
> Even if
>We are still searching for a web-designer, so please help us.
>Over again, please write your name to the list there if you'd like to
>>participate.
which list where? err what's the link?
I thought I got on the google list, and then I tried to join the first one
(trac?) but it never sent me th
I don't know either framework, but I'm partial to Django becuase of:
http://en.wikipedia.org/wiki/Django_Reinhardt
--- On Fri, 5/1/09, Casey Duncan wrote:
> From: Casey Duncan
> Subject: Re: [pygame] starting the rewrite
> To: pygame-users@seul.org
> Date: Friday, May 1, 2009, 1:35 PM
> I w
There's also the pure data "language" http://puredata.info/
--- On Sat, 5/23/09, Alexandre Quessy wrote:
> From: Alexandre Quessy
> Subject: Re: [pygame] audio programming with pygame?
> To: pygame-users@seul.org
> Date: Saturday, May 23, 2009, 8:46 AM
> Hi,
> ChucK is also an awesome language
Thanks. She's right about the teal gradient:).
The current design is VERY alpha, more basic layout to get started then
anything and I'm really just playing with the colors at this point. Adobe kuler
is also good for color schemes.
Devon
--- On Sun, 5/24/09, Tyler Laing wrote:
> From: Tyler L
What are you trying to do with the alpha channel? Just a transparent
background? Are you drawing something on the alpha channel in photoshop? Just
adding one doesn't really do anything, the alpha channel has to have , pixel
data too, just like the rgb channels.
If I want to make a jpg transpar
I don't know if this is helpful but I came across it the other day.
http://www.gamedev.net/reference/articles/article934.asp
I believe it's basically just saying that when creating the top transition tile
layer check the 8 surrounding tiles of each tile on the screen (or the whole
generated ma
Well since the forest is drawing outside sides when on top, and the dirt is
drawing inside sides, probably something going wrong there. Perhaps it IS
drawing the side dirt tile, but it is drawing the wrong cardinal side/position
so the forest is showing through? But it is hard for me to tell wh
Bah, I like the colors (Do you mean teal? There's not very much green in there
any more?) and the arch linux site is boring (although clean and well
structured), which fits with arch linux, but not pygame :). Although there will
be a second "classic" theme based on the older revision if any one
As the designer of the new site I'm against that idea on principle.
I really hate using pages with no max width on widescreen monitors as it forces
me to resize my window to read the pages. Readability and usability suffer
with expanding width pages after a certain width, which is why I like h
"The background is too busy, IMHO"
I thought it looked good, but I can see how it is busy with such a large
texture repetition, although it doesn't seem to negatively effect me when using
the site. The plain gradient was too boring for me, at least when it was the
extreme colors it used to be.
>The Pygame website is a completely separate project, privately funded and >run.
I hope you are talking about the old site, otherwise that IS a good joke.
Our rewrite is not funded or intended to be privately run, although it could
be. Although it may remain OBSCURELY run because of people ha
gt; > On Fri, Jul 31, 2009 at 2:10 PM, Devon Scott-Tunkin
> <mailto:djvonfun...@yahoo.com>>
> wrote:
> >
> > I really hate using pages with
> no max width on widescreen monitors
> > as it forces me to resize my
> window to read the pages.
>
&
aracters per line a
> browser shows.
>
> All that being said, I'm terribly sympathetic with how
> hard the web design stuff can be as your testing matrix of
> browsers and window widths explode, and I'd never judge
> somebody for sticking with fixed width restrictions for th
ditto everything Brian just said.
Devon
--- On Fri, 7/31/09, Brian Fisher wrote:
> From: Brian Fisher
> Subject: Re: [pygame] The great pySchism, was: how to remove spam comments in
> pygame wiki
> To: pygame-users@seul.org
> Date: Friday, July 31, 2009, 10:24 PM
> On Fri, Jul
> 31, 2009 at
day, July 31, 2009, 11:37 PM
>
>
> On Sat, Aug 1, 2009 at 12:55 AM,
> Devon Scott-Tunkin
> wrote:
> ... This is something I have put
> much thought into and I believe using a combination of fluid
> width with maximum and minimums is the best solution for
> single c
I'm no expert, but I believe it would require porting the whole api to wrap the
silverlight drawing api. There was also a project mono.xna that was trying to
have xna calls wrap sdl and opengl, which you could use from ironpython as an
alternative.
But true pygame 1:1 api would take a lot of wo
A state machine or stack is a usual way to do it, where each state/scene has
its own update stuff and event handling and the pygame loop just uses the
current scene.
--- On Sat, 9/19/09, Pablo Moleri wrote:
> From: Pablo Moleri
> Subject: [pygame] Standard methodology for different game scree
>
> if clicking on the "code" tab, the whol website recenter and has smaller
> width (1024) than before. you may have to test with high browser
> resolution
>
I should look into this though, sounds like the code css is overriding the
other widths. I don't think he was complaining that it was too wi
ra data may be important. Not
> for the demo, but for a productive usage. The problem is, that there is no
> option for normal users to attach any files to snippets (which is, I think,
> basically appropriate). So these snippets either have to work without
> additional data or host this
It's all about the tools folks. Unity has a leg up there.
On Sun, Jan 31, 2010 at 6:56 PM, ryan wrote:
> unity3d is awesome. Its got a few less that desirable limitations here and
> there, it also needs some serious help in doing FPS games right now. But for
> point and click games or sidescrol
I plan on trying to do the 7 day roguelike challenge March 6-14th. But it
will probably be turn based.
http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/96fae2f059d0b2b2
On Sun, Feb 14, 2010 at 5:27 PM, B W wrote:
> I'm curious. :)
>
> Is anybody out there wor
Cydia is for jail broken iphones.
You can't use python in the app store until someone makes a static version
that compiles into the app. which should theoretically be possible since
there are static ruby and .net apps in the app store... but afaik there have
been no python ones.
Otherwise you nee
windows 7
python 2.6
On Thu, Apr 29, 2010 at 2:46 AM, Chris Van Bael wrote:
> Windows XP SP3 in VirtualBox on Windows 7 or Ubuntu (I'm very hesitant
> to build executables on Windows 7)
> Python 2.6 (just switched over from 2.4 without problems)
> Pygame 1.9.1
>
Congratulations Julian, looking forward to it.
Devon
On Sun, May 2, 2010 at 6:00 PM, Luke Paireepinart wrote:
> Yay.
> Pygame has needed this for a LONG time.
> Good luck! Keep us updated.
>
> On Sun, May 2, 2010 at 5:55 PM, jug wrote:
> > Hello!
> >
> > I'm going to write a new draw module fo
XNA provides a lot of built-in functionality for 3D games. None of it is
very advanced, ie. vector math, hlsl shader loading, cameras and lights,
bounding sphere and aabbox collisions, fbx and .x model loading... but it is
easier and quicker to get going with 3D with XNA than with pygame + opengl
o
Granted, you CAN use python (or any .net language, F# anyone?) with XNA if
you just want to build for windows... I
On Mon, Jul 26, 2010 at 11:02 AM, Devon Scott-Tunkin <
devon.scotttun...@gmail.com> wrote:
> XNA provides a lot of built-in functionality for 3D games. None of it is
> v
Practical graphical applications often use textures to store data as well.
Deferred renderers store all the geometry data in a gbuffer texture for
example. For screen space ambient occlusion and many other screen space
lighting techniques people often render a float linear depth in one channel
and
It should be noted that display lists are deprecated (but for all intents
and purposes still there) in the anti-fixed function opengl 3.1+ (and
perhaps completely unavailable in open gl es 2.0?). So learning vbos is
probably a good idea, and like display lists it also means you aren't
passing verte
Well Apple flip-flopped in the summer so now their guidelines seem to
suggest you could "theoretically" develop an iOS app in python.But as
always, expect Apple to change their minds on a dime and be very selective
about what their vague guidelines actually mean.
“… Based on their [our developers]
My laptop also has a 945gm so I can't test this until I get to my desktop
(although glsl shaders will work on os x with a 945gm, intel only supports
arb shaders in windows opengl).
The http://bpaste.net/show/13617/ is not the same because the glsl compiler
will usually compile out (make inactive)
by decreasing array elements at stage of
> declaration in shader from 100 down to 20.
>
>
> > On Feb 12, 1:09 am, Devon Scott-Tunkin
> wrote:
> > Thehttp://bpaste.net/show/13617/is not the same because the glsl
> compiler
> > will usually compile out (make inac
You could do some of those effects as a normal animation. But I think what
you're really looking for is "particle effects", especially for smoke, fire,
water splashes, etc. there's tons of information on this on the internet and
a few python 3rd party libraries. Basically you need to draw lots of t
I really like geany http://www.geany.org/ it's a very lightweight ide for
anything with a clean, ituitive user interface. I've used it for my python
and c projects.
On Tue, Aug 16, 2011 at 9:58 AM, Mac Ryan wrote:
> > > I don't particularly like Eclipse... seems pretty bloated especially
> > >
Hi I've just started using pygame and python in general as of a week ago and
I'm probably trying to get up the mountain too soon. In the following program
I've frankensteined in order to simply repeat a 4 frame walk cycle animation, I
can't get the sprite to display, all I see is black. If anyo
genesprite.add(gene)
I hope that works, good luck!
-Sean
On Sat, Feb 23, 2008 at 3:18 PM, Devon Scott-Tunkin <[EMAIL PROTECTED]> wrote:
Hi I've just started using pygame and python in general as of a week ago and
I'm probably trying to get up the mountain too soon. In the
gger ones may become an issue.
Thanks,
Devon
Mel Collins <[EMAIL PROTECTED]> wrote: On Sunday 24 February 2008 18:09, Devon
Scott-Tunkin wrote:
> Thanks, now it shows up. But it doesn't animate. Just displays the 2nd
> frame oddly enough...
I suspect it may be because, afte
can i use grid paper? :)
PyMike <[EMAIL PROTECTED]> wrote: I give up. I had made the String To Image
script so people could have a little more interesting graphics, but since
people are not cooperating, I'm completely changing the rules. This is driving
me crazy with everyone suggesting ways o
I'm completely new to this, but I've been trying to
figure out if there's a way to scale an entire game to
a higher resolution, like what is frequently done in
emulators etc so i could allow the user to play at the
low resolution or scale it higher if desired. Is
there a simple way to do this? And
Hey,
I liked the weird american idol like menu song and the
tiles look pretty cool in the graphics file. When I
first ran it and tried to select new game I got a
pygame.error: music not loaded for the
pygame.mixer.music.play in scene.py (line 28). i
commented it out and it started (as i haven't w
very many. but it may be a
hardware or driver issue somewhere on my end and
vista.
great start though, ill be excited to see it when its
more done.
Devon
--- Michael Fiano <[EMAIL PROTECTED]> wrote:
> On Mon, 17 Mar 2008 17:18:46 -0700 (PDT)
> Devon Scott-Tunkin <[EMAIL PROTECTED
Please forgive my programming ignorance, but is there
a simpler way to create multiple instances of a sprite
than say:
sprite(), sprite(), sprite(), sprite(), sprite()?
Devon
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Thanks, that makes sense now that I know what xrange
and range are.
Devon
--- Greg Ewing <[EMAIL PROTECTED]> wrote:
> Devon Scott-Tunkin wrote:
> > Please forgive my programming ignorance, but is
> there
> > a simpler way to create multiple instances of a
> sprite
&g
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