magicor-devel Mailing List for Magicor (Page 5)
Status: Beta
Brought to you by:
petgeb
You can subscribe to this list here.
2006 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(37) |
Dec
(13) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2007 |
Jan
(20) |
Feb
(18) |
Mar
(31) |
Apr
(4) |
May
|
Jun
(3) |
Jul
|
Aug
|
Sep
(4) |
Oct
(1) |
Nov
(3) |
Dec
(2) |
2008 |
Jan
|
Feb
|
Mar
(8) |
Apr
|
May
|
Jun
|
Jul
(5) |
Aug
(4) |
Sep
|
Oct
|
Nov
|
Dec
|
2009 |
Jan
|
Feb
|
Mar
|
Apr
(8) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2021 |
Jan
(1) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Xavier O. <x.o...@fr...> - 2007-01-18 10:09:05
|
On 10:39 Thu 18 Jan , Peter Gebauer wrote: > Hello. Hi, > > In some packages, there is PDF file inside with more informations about the > > package and most of time there is a PDF and a HTML file. > > I could use DocBook and whatever formats you need could be generated. Nice ! :) > > Oh, I had a question, why do you use a upercase for Magicor ? > > Unfortunately, the Python package name is "magicor", having the running > script named "magicor.py" would conflict with this, hence the capitalized > filename. > > Since I would like Magicor to be GNU compatible we can change it to > magicor-puzzle or magior-game while the editor is named magicor-leveleditor > or similar. I trust you to make a good choice. hehe, magicor-puzzle sounds good for me and for the editor maybe magicor-editor could be a good name ? > By the way, the packages worked fine on my testing. Hopefully a few thousand > Debian users will be able to test it in sid pretty soon. :) Great! :) Otherwire, I'm working on debian-edu. It's a subproject of debian based on LTSP and for specifics school needs. I will put magicor on the topic in our next meeting to try to have it by default in this distribution. ;) > I'll commence manual writing, but it will take a couple of days I think. > Until next time! Ok. friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |
From: Peter G. <pe...@us...> - 2007-01-18 09:39:39
|
Hello. > In some packages, there is PDF file inside with more informations about the > package and most of time there is a PDF and a HTML file. I could use DocBook and whatever formats you need could be generated. > Oh, I had a question, why do you use a upercase for Magicor ? Unfortunately, the Python package name is "magicor", having the running script named "magicor.py" would conflict with this, hence the capitalized filename. Since I would like Magicor to be GNU compatible we can change it to magicor-puzzle or magior-game while the editor is named magicor-leveleditor or similar. I trust you to make a good choice. By the way, the packages worked fine on my testing. Hopefully a few thousand Debian users will be able to test it in sid pretty soon. :) I'll commence manual writing, but it will take a couple of days I think. Until next time! /Peter |
From: Xavier O. <x.o...@fr...> - 2007-01-17 22:57:18
|
On 22:38 Wed 17 Jan , Peter Gebauer wrote: > Hello there! Hi, > This is wonderful news, welcome to the team! You're now a project member on > SorceForge as well, code away. Thanks !! :) > Do you want me to write a manual on the game that you can use as source > material? Info on how the configuration file works, paths, file formats, > etc. I've been meaning to write one of those anyways. :) Why not, I can include it if you wrote such a manual ;) In some packages, there is PDF file inside with more informations about the package and most of time there is a PDF and a HTML file. Ok, I uploaded temporary my package somewhere. So if someone want to try it: $dget http://mentors.debian.net/debian/pool/main/m/magicor/magicor_1.0-1.dsc $dpkg-source -x magicor_1.0-1.dsc $cd magicor-1.0 $dpkg-buildpackage -rfakeroot -us -uc This will build the debian package for magicor and magicor-data. and endly: $sudo dpkg -i magicor-data_1.0-1_i386.deb magicor_1.0-1_i386.deb This debian tools are in the package dpkg-dev and devscripts. Otherwise, you need cdbs, python and python-pygame. And if you want to build the debian package inside the svn repository, you can use svn-buildpackage. This command is used like dpkg-buildpackage. I just commited my modifications so you can try it ;) Oh, I had a question, why do you use a upercase for Magicor ? Each program on GNU/Linux systems use lowercases ... If someone has a question, feel free to reply to this mail... > Thanks and, again, welcome! Thanks ;) friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |
From: Peter G. <pe...@us...> - 2007-01-17 21:39:04
|
Hello there! This is wonderful news, welcome to the team! You're now a project member on SorceForge as well, code away. Do you want me to write a manual on the game that you can use as source material? Info on how the configuration file works, paths, file formats, etc. I've been meaning to write one of those anyways. :) Thanks and, again, welcome! /Peter On 2007-01-17 (Wed) 19:45, Xavier Oswald wrote: > Hi, > > I'm a friend of Frederic Wagner and he tell me that your are searching for > someone who can work on the debian package. > > So, I have speak with him and I will be the debian maintainer of this package > and he will co-maintain it with me since he has not enough free time. > > Magicor should be into the debian NEW queue this night or tomorow. > And then, It will take about 10-15 days to be really in debian unstable. > I will send you bugreport if I get some... > And I will send more informations about that in a future mail. > > Maybe if you can give me an svn access to the project I will be able to > upload my debian modifications ;). > I just created an account on sourceforge with this account name: xavier-oswald > > Otherwise, I wrote two manpages for Magicor and the level editor since it is > required to enter into debian so you will be able to take them for the default > sources. > > Hope this is ok? > > Thanks ! > > Friendly, > -- > ,''`. Xavier Oswald <x.o...@fr...> > : :' : GNU/LINUX Debian & Debian-Edu > `. `' GnuPG Key ID 0x88BBB51E > `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel > |
From: Xavier O. <x.o...@fr...> - 2007-01-17 19:05:07
|
Hi, I'm a friend of Frederic Wagner and he tell me that your are searching for someone who can work on the debian package. So, I have speak with him and I will be the debian maintainer of this package and he will co-maintain it with me since he has not enough free time. Magicor should be into the debian NEW queue this night or tomorow. And then, It will take about 10-15 days to be really in debian unstable. I will send you bugreport if I get some... And I will send more informations about that in a future mail. Maybe if you can give me an svn access to the project I will be able to upload my debian modifications ;). I just created an account on sourceforge with this account name: xavier-oswald Otherwise, I wrote two manpages for Magicor and the level editor since it is required to enter into debian so you will be able to take them for the default sources. Hope this is ok? Thanks ! Friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |
From: Peter G. <pe...@us...> - 2007-01-17 11:37:09
|
> 1. must I commit the changes to the trunk or you want to create a branch to preview the changes ? Trunk will do fine for any new features, 1.0 is tagged. Interresting changes you're proposing. I was thinking of making volcanos that errupt, spewing a column of fire straight upwards using specific timing patterns so that the player will have to time it. Later I decided that I want this fire in all directions and I thought about adding a flame thrower or similar. If you feel like it, fork the trunk (make it branches/feature-fiesta or similar) and we can experiment wildly and just move the features we like to the trunk. > 2. I think it will be usefull to create a new directory, say 'dev_art' > to put the prefinal versions ( hi size sprites, vector art, ie the > workables versions, because it is near imposible to modify/expand low res > bitmaps ). Its ok to do ? Make an "artwork" directory. Naming it "dev_" is redundant since SVN is all about development. :) Regarding the Windows installer, you now have access to both the shell part (i.e web content) and release system of Magicor. Enjoy! ;) /Peter |
From: Claudio <cla...@ya...> - 2007-01-16 15:11:16
|
1.0 out, great !! No problem to build the windows installer, but you must brief me about how to pass the file to you. Im online only from a cybercafe, so software is limited. Size is 10MB, so atachement is a no-no. Maybe a net storage both unix & windows friendly ? Rapidshare works with windows, but I think you cannot dload from there ? Another posibility is torrent/emule, I can pass the file to other people, then send to you the pointer. Next time I connect I will come with the installer, if there is something doable from the cyber ... From de dev side, Im working in a variant of lava that spits little lumps of lava. Posible interactions of the lump: .kill player & enemies .destroy (slowly ?) ice .when cooled is a stone that can be kicked to kill enemies and/or destroy ice .after some time it evaporates Its not a OH BIG THING, but will be a nice variation for a few levels. Changes in lava class are minimal, the lump class can be more hard but we will see. In the way of this modification I redone the lava animation, all done in vector drawing ( Inkscape, available in windows - unix) and exported to .png The animation is more smoth and well tiled, and being vector art it is more doable to branch an animation to alternative secuences ( the reason for redoing the secuence ) Questions: 1. must I commit the changes to the trunk or you want to create a branch to preview the changes ? 2. I think it will be usefull to create a new directory, say 'dev_art' to put the prefinal versions ( hi size sprites, vector art, ie the workables versions, because it is near imposible to modify/expand low res bitmaps ). Its ok to do ? well, see you all ! claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Peter G. <pe...@us...> - 2007-01-12 13:21:52
|
After some work because of SF changes the 1.0 stable release is now online. Website is updated, files are released and SVN is tagged. I will build a deb package very soon and add it to the download page, perhaps we should do the same with the Windows installer? However, I cannot build nor test it, so I guess it's up to the only Windows developer we have here. :) Anyway, good to have a 1.0 released finally! /Peter |
From: Peter G. <pe...@us...> - 2007-01-10 23:50:08
|
Unfortunately I get a 403 when I try to commit the new tag... Will check it out tomorrow. /Peter |
From: Peter G. <pe...@us...> - 2007-01-10 23:43:02
|
Yes, holidays have been busy, but I'm back to full speed now. I'll go ahead and tag 1.0 right away and release it. I noted that there's a windows installer available. If anybody volounteer= s=20 for building an installer I will put it for download on the website along= =20 with the Debian package and the souce tarball. I'm always very impressed with your work, Claudio. Nicely done. /Peter On 2007-01-10 (Wed) 19:44, Claudio wrote: > Hi and happy 2007 to all. > Im working on a new set of levels, pompei, Ten levels till now, looki= ng good. I want to add two new classes so that levels diferentiate not on= ly in art. Additions will be simple, no big fuss. Peter , some time ago y= ou say that you dont want code changes till 1.0 released: =BF when you th= ink to release ? =BF must I keep changes on hold ? =BF maybe you want to = create a branch 1.0 , no code changes there, and new code added to trunk= ? Let me know what you think. > Entering top of high season here, so replies from me can take some ti= me. > cya > claudio=20 >=20 > =09 > --------------------------------- > Pregunt=E1. Respond=E9. Descubr=ED. > Todo lo que quer=EDas saber, y lo que ni imaginabas, > est=E1 en Yahoo! Respuestas (Beta). > Probalo ya!=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Magicor-devel mailing list > Mag...@li... > https://lists.sourceforge.net/lists/listinfo/magicor-devel |
From: Claudio <cla...@ya...> - 2007-01-10 22:44:58
|
Hi and happy 2007 to all. Im working on a new set of levels, pompei, Ten levels till now, looking good. I want to add two new classes so that levels diferentiate not only in art. Additions will be simple, no big fuss. Peter , some time ago you say that you dont want code changes till 1.0 released: ¿ when you think to release ? ¿ must I keep changes on hold ? ¿ maybe you want to create a branch 1.0 , no code changes there, and new code added to trunk ? Let me know what you think. Entering top of high season here, so replies from me can take some time. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2006-12-22 20:51:11
|
Added win installer scripts and related resources, all under winstaller dir. No changes to the common codebase. Tested ok at rev 134, the installer weights 10.7 MB. Currently only suports the game, not the level editor. Done two icons, a fast and dirty work. Feel very free to come with something better, you can see samples in winnstaller dir. The format needed are .png with transparent color ( or no alpha ), in sizes 16x16, 32x32, optionally 64x64. colors 24 bpp. Happy Christmas all !!! Claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Peter G. <pe...@us...> - 2006-12-19 11:58:12
|
> When testing the windows installer I got bad sound in a pentium3 800. Following a sugestion by user in magicor pygame page I increased the sound buffer; after this it run ok. > At this time I can update from the repository, but cant commit ( I will work on this ) so I havent commited the fix. Peter, can you do the change ? Look for the three ocurrences of > mixer.init > in the code, change 1024 to 4096 Done. Good work. This game might actualy become stable. ;) Sounds like a serious problem with SVN? I hope you manage to fix it. /Peter |
From: Peter G. <pe...@us...> - 2006-12-19 11:52:58
|
Excellent news, as always, Claudio. :) > Remember that at current time I check mail once per week, so be patient. The same goes for me. Christmas plus the fact that I'll be attending economic studies next year will make me even more unavailable. *sigh* I hate economics. Anyway, if you have a script that anybody with access to Windows and a little knowledge can use, please include it in the source tree as Frederic included the Debian package build. The more things that are automated the better. /Peter |
From: Peter G. <pe...@us...> - 2006-12-19 11:50:14
|
> I have a decoration which is a snowman and the penguin stands behind it. > it is fun but when there is ice on the snowman the ice is before it. > and when the penguin kicks the ice it looks like the kick comes from > nowhere. ice and penguin should stand on the same side Wow. Cool! I just wish we had tagged the 1.0 so we could have had a stable release before adding new features. Anyway, I made it so that the decorations are behind the ice so you get the nice zoom effect. I can make two layers of decorations: | background decor | player | ice | foreground decor | but only after 1.0 is released. I don't want any new features added, only bugs fixed, until we get a stable release. /Peter |
From: Claudio <cla...@ya...> - 2006-12-16 15:38:17
|
When testing the windows installer I got bad sound in a pentium3 800. Following a sugestion by user in magicor pygame page I increased the sound buffer; after this it run ok. At this time I can update from the repository, but cant commit ( I will work on this ) so I havent commited the fix. Peter, can you do the change ? Look for the three ocurrences of mixer.init in the code, change 1024 to 4096 cya claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: Claudio <cla...@ya...> - 2006-12-16 15:27:54
|
Hi all. The rev 125 can be put clean in a windows installer, and it was easy. ( used the Inno setup wizard over the binary installation builded as in the forum tread ). Tested in 2 machines with little software and no python so I think all the dependencies are ok. Currently the installer weights 10.3 MB, it doenst include the editor. Anyone can provide a pretty icon ? Probably I can make one from the current art, but not too much prety. Peter, have you another windows colaborator ? I can make a little recipe for him-her to build the installer. If not, I can build when the 1.0 arrives, but it will be a delay from my side. Remember that at current time I check mail once per week, so be patient. cya claudio __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! ¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar |
From: wagner f. <fre...@im...> - 2006-12-16 10:52:30
|
hi all, i've added some new gfx to the svn. i've still got some animations to do (and maybe some music) but it's starting to get in good shape. I hope you don't mind that I took the liberty to do that if it doesn't please you anyway there is no obligation to use it i have a small question though : is it possible to specify somewhere if the penguin should stand before or behind the decorations ? I have a decoration which is a snowman and the penguin stands behind it. it is fun but when there is ice on the snowman the ice is before it. and when the penguin kicks the ice it looks like the kick comes from nowhere. ice and penguin should stand on the same side Fred |
From: wagner f. <fre...@im...> - 2006-12-14 11:50:14
|
hi, i've recently received a new laptop. so part of my installation consisted in installing magicor on it. and then.... everything worked ! - the levels are all listed in order - the editor launches nicely without complains problem is : this is not the case on my main computer so I tried to reinstall magicor on this computer=20 (remove all files manually, + fresh new install)=20 and=20 - levels are not in order - editor doesn't launch - the game doesn't launch, complains about default-tiles missing so I had to add a symlink to get it working so there seems to be something wrong on some machines and bad on others I'm going to check what is the problem, but I'm not sure how much time this will take me. maybe we shouldn't release until the problem is solved ? Fred |
From: wagner f. <fre...@im...> - 2006-12-12 15:15:57
|
On Tue, Dec 12, 2006 at 02:17:57PM +0100, Peter Gebauer wrote: > > (Magicor-LevelEditor:1053): libglade-WARNING **: could not find glade > > file 'data/editor/magicor-editor.glade' >=20 > It searches for <data path>/editor/magicor-editor.glade. > The conf specifies the data path, otherwise it will use ".". ok, but when I run it, it looks for a file 'data/editor/magicor-editor.glade' where does the "data" dir in front in the filename comes from ? I don't have any config file in my home dir since I got this warning : wagnerf@havasupai_:~> $ Magicor-LevelEditor /usr/local/lib/python2.4/site-packages/magicor/__init__.py:299: UserWarni= ng: error loading config '/users/huron/wagnerf/.magicor/magicor-editor.co= nf'; [Errno 2] Aucun fichier ou r=E9pertoire de ce type: '/users/huron/wa= gnerf/.magicor/magicor-editor.conf' warnings.warn("error loading config '%s'; %s"%(filename, ie)) >=20 > Make sure it uses the right config, the Makefile uses replacer.py to re= place=20 > the ###CONFIG_PATH### with the default config path. In the config the=20 > data_path should be set to point out where the shared data is stored. the right config file is loaded (I checked with strace) Fred |
From: Peter G. <pe...@us...> - 2006-12-12 13:47:07
|
I got the same error, it was because I had a configuration in my home directory (~/.magicor/magicor-editor.conf) that overrides the system-wide data_path. Remove or change your personal config data_path and it will work. Package otherwise working very well. /Peter |
From: Peter G. <pe...@us...> - 2006-12-12 13:17:32
|
> (Magicor-LevelEditor:1053): libglade-WARNING **: could not find glade > file 'data/editor/magicor-editor.glade' It searches for <data path>/editor/magicor-editor.glade. The conf specifies the data path, otherwise it will use ".". Make sure it uses the right config, the Makefile uses replacer.py to replace the ###CONFIG_PATH### with the default config path. In the config the data_path should be set to point out where the shared data is stored. > also could you check what to do about the editor ? 1) check that ###CONFIG_PATH### is replaced 2) make sure it points to a working config 3) make sure the config has the desired data_path specified Those things work fine directly from the Makefile. Or did, the last time I checked. > ps: i've added two new forest backgrounds. (map 10 and 13). > if they don't please you we can remove them. > what about adding a few new backgrounds for the 1.0 release ? Sure, no problems with new backgrounds. It'll make the 1.0 seem more special even. :) /Peter |
From: wagner f. <fre...@im...> - 2006-12-12 13:09:44
|
On Sat, Dec 09, 2006 at 12:23:48PM +0100, Peter Gebauer wrote: > Hi all! >=20 > No new bugs reported in a while, should I tag the 1.0 and release it as t= he=20 > first stable version of Magicor? it's ok for me. i've almost finished the debian package I don't know why, but when launching the editor it stops with : (Magicor-LevelEditor:1053): libglade-WARNING **: could not find glade file 'data/editor/magicor-editor.glade' i've checked with strace and the config file is read : open("/etc/magicor-editor.conf", O_RDONLY|O_LARGEFILE) =3D 3 fstat64(3, {st_mode=3DS_IFREG|0644, st_size=3D60, ...}) =3D 0 fstat64(3, {st_mode=3DS_IFREG|0644, st_size=3D60, ...}) =3D 0 _llseek(3, 0, [0], SEEK_CUR) =3D 0 fstat64(3, {st_mode=3DS_IFREG|0644, st_size=3D60, ...}) =3D 0 mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = =3D .0xa69e3000 _llseek(3, 0, [0], SEEK_CUR) =3D 0 read(3, "data_path =3D /usr/share/games/mag"..., 4096) =3D 60 peter, could you try to build the package on your machine to see if it works ? you need to be in the "trunk" directory and do a "dpkg-buildpackage -rfaker= oot" (and maybe install the debian devel packages)=20 also could you check what to do about the editor ? thanks, Fred ps: i've added two new forest backgrounds. (map 10 and 13). if they don't please you we can remove them. what about adding a few new backgrounds for the 1.0 release ? |
From: Peter G. <pe...@us...> - 2006-12-09 11:23:51
|
Hi all! No new bugs reported in a while, should I tag the 1.0 and release it as the first stable version of Magicor? /Peter |
From: Peter G. <pe...@us...> - 2006-11-27 03:13:22
|
> what about adding a special background image for the last levels > of each levelset (space, forest, egypt) ? Unfortunately, no one can tell which level is the last since we keep adding new ones on a regular basis. I hope to add a few new levels every now and then, the level creating community enduring, that is. ;) Perhaps a christmas theme is in order? Hehe. /Peter |