You can subscribe to this list here.
2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(3) |
Oct
(1) |
Nov
(11) |
Dec
(9) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2002 |
Jan
(20) |
Feb
(3) |
Mar
|
Apr
|
May
(4) |
Jun
(5) |
Jul
(12) |
Aug
|
Sep
(4) |
Oct
(5) |
Nov
(10) |
Dec
(3) |
2003 |
Jan
|
Feb
|
Mar
(9) |
Apr
(2) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2004 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(6) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2010 |
Jan
|
Feb
|
Mar
|
Apr
(2) |
May
|
Jun
|
Jul
|
Aug
(1) |
Sep
(1) |
Oct
|
Nov
|
Dec
|
From: Drake W. <pre...@bi...> - 2002-07-01 10:18:11
|
On Mon, Jul 01, 2002 at 05:09:05PM +1000, Andrew Jones wrote: > Well now that 0.7.5 is up for the plucking. >=20 > Because the API rendered most of the docs very out of date, do any of=20 > you really want to get seriously stuck into pyzzle game development any= =20 > time soon? I'm currently trying the engine out. I really like what's there, though a few more features would be nice. I don't feel that the documentation isn't really a major obstacle for pyzzle programs below a certain level of complexity, given the well-organizedness of the example game -- I was able to derive most of the ideas necessary from that. >=20 > If so, I can move rewriting the docs to a higher proity. At the moment I= =20 > probally will not get back to them until after the 0.9 release. But if=20 > anyone seriously wants them updated, well ill bump them up the list. (snip) ----> Drake Wilson |
From: Andrew J. <an...@la...> - 2002-07-01 06:54:51
|
Well now that 0.7.5 is up for the plucking. Because the API rendered most of the docs very out of date, do any of you really want to get seriously stuck into pyzzle game development any time soon? If so, I can move rewriting the docs to a higher proity. At the moment I probally will not get back to them until after the 0.9 release. But if anyone seriously wants them updated, well ill bump them up the list. Over to you. Andy |
From: Andrew J. <an...@la...> - 2002-06-29 10:38:54
|
Fresh in. Please download: source: = http://prdownloads.sourceforge.net/pyzzle/pyzzle-0.7.5-source.zip?downloa= d self installing exe: = http://prdownloads.sourceforge.net/pyzzle/pyzzle-0.7.5-source.zip?downloa= d Run the demogame.py file to see the Orbius Tertius Demo game. DO NOT RUN = pyzzle.py nothing will happen. I decided to base the 0.x.x numbers more = on how close pyzzle is to 1.0 rather then just incrementing them. Additions: - Riven like slide transitions. Choose from None, best, fastest and = normal. Look in the options sub-menu. - New API. As in Pyzzle now has an API. You now import pyzzle directly = into your own mycoolgame.py file. - Directory resturture. - Large code clean and restructure. - and the usual bug fixes. Issues: - Sound seems to behave strangly initially under windows, but then calms = down . If you are using windows and have sound issues please report = them. Im going to completely rewrite and extend pyzzles sound for the = next release. - Ambient volume control is currently not working. Also due for a = rewrite - Loading and saving functions are also not working. Just because im = sick of rewriting them every time i make an update. So they will be out = until the end. Thanks and enjoy Andy |
From: Andrew J. <an...@la...> - 2002-06-27 18:52:33
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title></title> </head> <body> <br> I'm pretty damn happy with the new API its now all in CVS along with a revamped file structure. You will barely recognize pyzzle anymore.<br> <br> New features include:<br> - You now import Pyzzle into your own mycoolgame.py file ( Giving you 100 times more flexibility and control over how things are done. Its now completely up to the author on how you choose to organize files<br> <br> - The author can now implement logic and control functions for one or multiple slides. Rather then having a few large functions.<br> <br> - Complete author defined directories via the new paths class. You are now no longer committed on one large /data directory, the author can now define multiple directory for images, sounds, movies, slides. You can also changes which directory pyzzle uses during the game auto. I'm going to extent this even further with future releases.<br> <br> - I have completely converted Orbis Tertius to the new API It is located in the demogame.py file. Hoppfully it will prove to a good guild to how things are done with the new API. Although orbis tertius does not show off all of pyzzles features.<br> <br> <br> To run the demo game just: type<br> <br> $python demogame.py<br> <br> - Completely redone node declarations. Using more intuitive element and variable names. See below for more details.<br> <br> New version is now in CVS. I'm going to cut work on 0.8 here and release pyzzle-0.7.5 ASAP because I want to get the new API and file structure out on the street.<br> <br> Have fun<br> Andy<br> bed need bed<br> <br> Major changes to defing nodes (slides):<br> <br> <i>Node</i> = node_data() changed to <font color="#ff0000"><i>Node</i> = node()</font><br> <br> <i> Node</i>.navtype is now <font color="#ff0000"><i>Node</i>.contains</font><br> <br> <i> Node</i>.transover is now<i> <font color="#ff0000">Node</font></i><font color="#ff0000">.transition_override</font><br> <br> <i> Node.</i>file is noe <font color="#ff0000"><i>Node</i>.slidefile</font><br> <br> Added <font color="#ff0000"><i>Node</i>.slidechange</font> which must contain a pointer to a function <i>fn</i>. <br> <i>fn</i> contains the slidechage functions and logic for the node <i>Node</i>.<br> <br> Added <font color="#ff0000"><i>Node</i>.action </font>which must contain a pointer to a function <i>fn</i>. <br> <i>fn</i> contains the action functions and logic for the node <i>Node </i>when a <font color="#ff0000"><i>action</i></font> hotspot is clicked.<br> <br> Changes to <i>Node</i>.contents elements (previously <i>Node</i>.navtype):<br> <br> Changed 'transition' to '<font color="#ff0000">transition_override' </font>to tell pyzzle there is a <i>Node</i>.transition_override element in that slide.<br> <br> Added <font color="#ff0000">'slidechage'</font> which tells pyzzle there is a element called <i>Node</i>.slidechange.<br> <br> Added <font color="#ff0000">'action'</font> whcih tells pyzzle there is a element called <i>Node</i>.action.<br> <br> <br> <br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-06-24 17:34:44
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title></title> </head> <body> Its still very rough around the edges and theres still things to be done, but most of the API is now in place.<br> <br> Download the new code and demo scripts from:<br> <a class="moz-txt-link-freetext" href="http://pyzzle.sourceforge.net/download.html#cvs">http://pyzzle.sourceforge.net/download.html#cvs</a><br> <br> To run the orbis tertius demo game run:<br> <br> $ python demogame.py <br> <br> Notes:<br> - To auther game with pyzzle you now no longer need to edit the files in the /gamescripts directory. Insted you import pyzzle into your own <i>mycoolgame</i>.py file. <br> <br> - In <i>mycoolgame</i>.py and other py files (if you so wish, its up to you now) you define all nodes, sounds, logic etc for you game. Then run this file with python to test your game.<br> <br> - The online docs are now very out of date and will be taken off line shortly.<br> <br> - /gamescripts directory will eventually be completely removed, but is still in use.<br> <br> - /enginecode, /data, /data/textdata and /savegames are still in use<br> <br> The API is not complete yet so I will hold back on more details. But please grab the latest CVS copy and tell me what you think (da).<br> BTW you better remove your current pyzzle-cvs directory and start fresh.<br> <br> All feedback is most welcome.<br> <br> Have fun<br> Andy<br> <br> <br> <br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-06-24 03:33:13
|
I am aware the months ago I said I would not change pyzzles scripts in any dramatic way. Well you guessed it as of today I am going to start work on a more profressional API. Why? - I was going to do it post 1.0 but when working the code over the last few days I realise the sooner the better. - It will make pyzzle more flexible and powerfull. - Authering games will become more consistent - understanding pyzzle game authering will be eaysier - Game authers with programming experence will be more at home with a propper API - Game authers without programming experence will be learning good programming skill with a good API - Since there are currently no projects (that I know of) that are well underway with pyzzles current scripts. Now is the best time to start. - Pyzzle has evolved beyond the little engine I 1st started working on. Into a full blowen game authering tool. I want it to be as professional as possible. - Most of the work involved with the new API is allready there. Its just needs a to be setup correctly Whats wrong with Pyzzles current scipting? Good question. Its ok at the moment, quite powerfull and flexable. However it does not conform to any standards and its initial learning curve is a bit steep. With an API authers should pick up howto do things quite quickly and learn new features as they go. Thats all folks. Any question please do not hesitate to ask, im more then happy to answer them. Also suddestion are more the welcome, they are requested. Have fun. Andrew Jones |
From: Andrew J. <an...@la...> - 2002-06-21 03:31:08
|
Hi all, Exams are over and hangover has cleared. Which means pyzzle development is back on. 1st cvs update is: I just made updated pyzzle so it works correctly with pygame-1.5. So all people running from source head over to www.pygame.org and download the latest version. A few notes: changing ambient sound and music is no longer working. It will not crash your game if used it, just no volume change will occur. I got a real rough solution of just using a different file with lower levels sound at the moment. This will be fixed for the pyzzle-0.8. From now on pyzzle will only offically work with pygame-1.5 or greater. To update your existing cvs code change to your pyzzle-cvs directory and type: $ cvs update or if you are running pyzzle-0.2 from source goto: http://pyzzle.sourceforge.net/download.html#cvs for instructions on getting the latest CVS copy. Expect tonnes of cvs updates over the next week. Thanks Andy |
From: Andrew J. <an...@la...> - 2002-05-10 13:25:56
|
Ive had a look at pyzzles current features and have move them into to = cattories. pre 1.0 and post 1.0. after learning the dangers of feature creep in software engineering its = a must better idea to the the planned project done on spec then to have = features slowly creep into the development process.=20 So the pre 1.0 features a.. Game logic and handling for objects like books, keys etc... planned = 0.8 a.. Customizable Introduction/Closing script functions. planned 0.8 a.. Slots for loading and saving, so the player can name the saved = games. planned 0.9 a.. multiple game script file support. planned 0.9 a.. Implement zip navigation option. planned 0.9 large scale debugging and testing. Then 1.0 will be shipped. The post 1.0 features a.. Implement the menus with PyUI.=20 a.. Hiding game files behind a custom storage file, so your average game = player cannot browse through them (easily).=20 a.. Support for different media standards: .mp3, .mod, ogg and = possibility others.=20 a.. Game script error checking a.. Advanced sound and mpeg control a.. Water effects If anyone has any ideas for post 1.0 features then im all ears. If you = think ive missed a feature for pre 1.0 ill be happy to think about it = but I cannot promise that it will be included for pyzzle-1.0. Andy |
From: Andrew J. <an...@la...> - 2002-05-10 13:09:49
|
> Keep it up with 0.8 ! thanks > malefico (BTW, my game should be at 0.001 sometime ... > in the future...) I cannot wait. btw i think it would rock to have a small puzzle in pyzzle-0.8. Somthing like a combination lock would be perfect. Im happy to do all the coding for it, i just need somone todo the graphics. (hint hint). |
From: <the...@ya...> - 2002-05-09 23:16:06
|
Nice to hear from you. Well, Pyzzle 0.7 sounds more realistic than just 0.2 ! I mean, there are lots of things that 0.2 can do. It deserves to be called 0.7 Keep it up with 0.8 ! malefico (BTW, my game should be at 0.001 sometime ... in the future...) Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2002-05-09 14:37:12
|
Well you all must have noticed were in another long development pause = for pyzzle. I applogise for this. The reason is my new uni course is taking up all my time. Leaving me = with almost no personal time. ): The good news is the mid year break is comming up so it looks as if = pyzzle can be finished before its 1st birthday. (12th sept) To get it finished i might push some of the planned features to post 1.0 = releases. Dont worrie nothing major will be included in the push back. I think I will start .x numbers to show how close its getting to be = finished. rather then just incrementing them. Now I believe pyzzle is at = about 70% finished, so the next release will be 0.8!!! Wow that will get em. (The truth is it will probally be at .92, .96, = .997, .998 for a while). Other pyzzle news is that I had contact with another person who is using = pyzzle for a myst like project and even though a development is paused = web site accitivity has not. Pyzzle now has a total of 2263 downloads = and 11283 pageviews!!! Not bad. Thats all for now. Have fun and keep working on those games.=20 Andy |
From: Andrew J. <an...@la...> - 2002-02-27 14:45:18
|
There in. They rock. to check them out change to your pyzzle-cvs directory and enter: $ cvs update The transitions are based on which cursor is used to click on a hotspot. For example if a user click the left cursor then the left scroll cursor = is used. For obvious reasons you will want to over ride this for some nodes. = Tomorrow I will upload the updated docs for the navtype element: = 'transover' and 'notrans. Both are used to over ride advanced transitions. Ill send the = appropriate links later. Have fun. (in game objects up next) Andy |
From: Andrew J. <an...@la...> - 2002-02-17 14:46:28
|
Hello. I've finished work and rocking back on the Pyzzle project. 1st task is done ive got system setup for game aurthing with pyzzle = instructions, an overview of pyzzle and win32 CVS setup instructions = added to the pyzzle docs: http://pyzzle.sourceforge.net/docs/index.html SO check them out, all feedback is most welcome and very much requested = for the cvs instructions. Im going to get back coding for a bit before I write the next tut. So have fun A |
From: Andrew J. <an...@la...> - 2002-02-03 14:54:52
|
Grab it here: = http://prdownloads.sourceforge.net/pyzzle/pyzzle-0.2-setup.exe It packed with updated code so the loading and saving functions now = work, so check em out. Ill start work on rivenwanderers eventide tomorrow.=20 Have fun A |
From: Andrew J. <an...@la...> - 2002-01-31 05:26:32
|
Ive updated pyzzles code to match the new docs. The notable changes are: all sound functions now spelt correctly. required .wav extension for sound.play function. currentView and nextView varaibles names changes to: currentNode and nextNode (to match the docs language) in gamelogic.py and slidechange.py files. All game script files cleaned up. Messy comments removed. Thats all. Time to start writing tuts Andy |
From: Andrew J. <an...@la...> - 2002-01-30 14:01:28
|
There here check them out at = http://pyzzle.sourceforge.net/docs/index.html Tuts will be coming soon.=20 These docs are more for reference rather then how to do things. My maths = background start showing its self in the discriptions. Pyzzle users are very welcome to write tuts and to summit code for = placement in the docs. Please contact me for futher advice or recomended = topics for tuts All feedback is most welcome. All reporting of typos or spelling mistakes (; are wanted. Have Fun I hope they are useful and easy to read. Andy |
From: Andrew J. <an...@la...> - 2002-01-22 07:57:35
|
<html> <head> </head> <body> Well 0.2 is only days old now but work on 0.3 has alread started.<br> <br> 1st off I hack in a delay node function for 0.2 because i thought it was required for Orbis but it needed a quick work around to get the ambient sound working correctly. I now hae reworked it to comply with my strict Pyzzle script stardard (-:<br> <br> So here how you use it:<br> <i><br> viewX_Y</i>.navtype = [ 'delay' ]<br> <i>viewX_Y</i>.file = ( <i>slidefile</i> )<br> <i>viewX_Y</i>.navdata = [ <i>nextnode </i>]<br> <i>viewX_Y</i>.delay = <i>delaytime</i><br> <br> It works like any other node.<br> The node <i>viewX_Y</i> with the 'delay' element in <i>viewX_Y</i>.navtype will delay for the time <i>delaytime</i> (in millieseconds) then automatically switch the current slide to the node <i>nextnode</i>. You can have only one node defined in <i>viewX_Y</i>.navdata for delay. The while the delay slide is visible the user has no interaction at all.<br> <br> Here is an example of its use in Orbis:<br> <br> black.navtype = ['delay']<br> black.file = ('black.jpg')<br> black.navdata = [view4_1]<br> black.delay = 3500<br> <br> Also the loading and saving functions are back to try em out and its now compulsary to have square brackets around all navdata elements in every node.<br> <br> Thats it. I am now going to start work on the docs which should keep me busy for a while. People will be very welcome to contribute tuts and code to pyzzles documation BTW.<br> <br> Have fun<br> A<br> <br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-01-18 16:20:10
|
Grab em here: http://pyzzle.sourceforge.net/download.html bed have fun |
From: Andrew J. <an...@la...> - 2002-01-18 13:36:35
|
Its finally here! The long awaited over hyped 0.2 release. So say good bye to Gloom and hello to the new test environment Orbis = Tertius. Before I start talking too much some thankyous are in order: 1st off is Malefico for having the patience and energy to work with my = scripts that had no manuals and were changing just about every day. And = the only support he had was via poorly spelled emails from (me) someone = over the otherside of the planet. (-: But even with all this stacked up = against him he managed to produce Orbis with Pyzzle on time and under = budget. (-; I also must thank him for his excellent modeling skills. The new test = environment rocks!!! So three cheers for Malefico!!!=20 2nd I would like to thank Jo Fleming for creating cursors for me (that I = did not even use) and making that rocking static mpeg at the start of = Pyzzle-0.2. 3rd is Pete Shinners of Pygame, for his always prompt and most useful = support to all my dumb arse questions. I would also like to thanks him = and the other pygame developers for there commitment to the quality = library that is Pygame. Enough thanking, this email is starting to sound like ive won an award. = Which i definitely have not. Ok incase you have been ignoring all emails from the list, here are the = new feature additions: - Massive code restructure. - Logical 'float over slide' images, the 1st book uses this. - Basic mpeg playback. - Customizable 'Riven' graphical cursors. - Engine and game scripts separated - Improved sound control - Text over slide functions - improved menu functionally. - Slide delay function Quite a bit. The only issues are: - loading and saving functions are not working. This will be fixed for = 0.3.=20 - A problem with the delay function with the ambient sound. Its has a = quick work around at the moment. - the .exe files currently cannot be built. Waiting on pygames new = pygame2exe.py script to be complete. (in about a week) So planned feature additions for pyzzle-0.3: - In game objects (books, keys etc...) Riven objects are so passive, but = I want more active object options. So I do not have a reference. If you = have any suggestions of how you would like objects controlled please = drop me a mail. - Splash/closing screens and functions. - Advanced navigation transitions - Complete sound control - Complete mpeg control OK thats it. get cvs'n (you should know the commands by now). Enjoy the new test environment its pretty cool. Any questions/comments just fire them off. Have fun Andy |
From: Andrew J. <an...@la...> - 2002-01-18 00:55:47
|
Good news on the pygame front, support for OSX is there. So im calling for OSX testers (jo wheres your copy?) so if you have = access to an OSX box or know some one that does and would be interested = in Pyzzle then cruse over to http://www.pagame.org and follow the OSX = links. In other pyzzle new the *code* for 0.2 is finnished so you should be = getting pyzzle-orbis-0.2 very soon. Also if you are a little unsure how SDL/pygame fits into the pyzzle = picture then there is a good article about them here: http://www.onlamp.com/pub/a/python/2001/12/20/pygame.html Catch yo A =20 |
From: Andrew J. <an...@la...> - 2002-01-16 06:44:53
|
Bad luck, i hope you get it fixed soon bacause i have tonnes more requests for the orbis test environment for Pyzzle-0.3. Nar just kidding. Good luck A ----- Original Message ----- From: "malefico andauer" <the...@ya...> To: "Andrew Jones" <an...@la...>; <pyz...@li...> Sent: Wednesday, January 16, 2002 12:18 PM Subject: Re: [Pyzzle-users] CVS new directory structure. > Cool news. Now this is looking pretty serious. > Too bad my memory chips have died from "sudden fry > syndrome", so I can't do anything with it :( > Hope to grab memory from somewhere to have my system > back on the runn asap... > > malefico (crying over the keyboard). |
From: <the...@ya...> - 2002-01-16 01:18:39
|
Cool news. Now this is looking pretty serious. Too bad my memory chips have died from "sudden fry syndrome", so I can't do anything with it :( Hope to grab memory from somewhere to have my system back on the runn asap... malefico (crying over the keyboard). --- Andrew Jones <an...@la...> escribió: > Ok ive now 'seperated' the scrtiping *game building* > file away from the > engine files. > > So everyone update your cvs copy with (Or just wait > a few days for 0.2): > > $cvs update -d > $cvs update -P > $yes|rm *.pyc > > you will now be looking at the new cleaner directory > struture of pyzzle. > If those lines do not work then just recheck out the > entire cvs from the > pyzzle site. > > The new directory structure is organized by having > all the engine files > (the ones I play with) in a directory called > enginecode/ . All the > scripting files (the ones you guys play with) are > now in the directory > gamescripts/ . This makes pyzzle cleaner and much > easyier to work with > for everyone including me. > > I now run two emac windows one for the engine code > and one for the > scripts and it is easyer. > > Also note that defining the ambiant sound has been > removed from nodedata > and placed in the new sound_data file. > > Ok cool any questions just fire away. Also dont > forget to back up you > scripts before you update your cvs. Otherwise they > will get over written > or deleted. > > Ive now got every major code addition done for 0.2 > all that left is some > code cleaning. Hopfully 0.2 will be up thu night. > > Catch you later > A > > > > > _______________________________________________ > Pyzzle-users mailing list > Pyz...@li... > https://lists.sourceforge.net/lists/listinfo/pyzzle-users Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2002-01-15 13:45:50
|
Ok ive now 'seperated' the scrtiping *game building* file away from the engine files. So everyone update your cvs copy with (Or just wait a few days for 0.2): $cvs update -d $cvs update -P $yes|rm *.pyc you will now be looking at the new cleaner directory struture of pyzzle. If those lines do not work then just recheck out the entire cvs from the pyzzle site. The new directory structure is organized by having all the engine files (the ones I play with) in a directory called enginecode/ . All the scripting files (the ones you guys play with) are now in the directory gamescripts/ . This makes pyzzle cleaner and much easyier to work with for everyone including me. I now run two emac windows one for the engine code and one for the scripts and it is easyer. Also note that defining the ambiant sound has been removed from nodedata and placed in the new sound_data file. Ok cool any questions just fire away. Also dont forget to back up you scripts before you update your cvs. Otherwise they will get over written or deleted. Ive now got every major code addition done for 0.2 all that left is some code cleaning. Hopfully 0.2 will be up thu night. Catch you later A |
From: Andrew J. <an...@la...> - 2002-01-15 10:18:14
|
<html> <head> </head> <body> Right so heres how to use my favorate new Pyzzle feature (mpeg playback).<br> <br> But first some good and bad news.<br> <br> Always have bad news 1st. There is a issue with mpegs sound play back and SDL_mixer, both cannot be active at the same time. Which means in Pyzzle terms that if you want to play a mpeg containing sound on a slide that has ambient music also playing, the music must be first switched off (SDL_mixer disabled) then when the mpeg is finnished playing switch the music back on (enable SDL_mixer). This might not sound (no pun) so bad. But if you have a close look at riven there is almost always music/ambient sound in the background when a movie with sound is playing. This is somthing that I want Pyzzle to support.<br> <br> The good news is, that at the moment there is a perfectly good work around. If you use your favorate vidieo editing program to strip out the mpegs sound (or not insert it to begin with) then just play that stripped wav file just before you call to movie.play() in the gamelogic or slidechange functions. Easy. [;<br> <br> But what about sound being out of sync with the movie? This probally will not be an issue for shorter mpegs. Since these types of games mainly use short mpegs then no worries. (-: But if you do have large mpegs, say with actors talking then you probally want to disable SDL_mixer as described above. This will be a feature in 0.3.<br> <br> Other good news is that hoppfully this issue with be resolved with the future releases of smpeg and SDL_mixer. I'll get the lowdown from pygames Pete Shinners on the story with this and if its not a planned bug fix, then Ill pester the smpeg and SDL_mixer developers. Hey this is open source after all!<br> <br> <br> Ok now how to use mpeg playback currently in CVS:<br> <br> For Pyzzle-0.2 im only implementing basic features, much more will be aviable for use after 0.2. The current limations are only one playing mpeg per slide at one time. This means you can have as many mpeg on a slide, but only one can be played at a time. Ive tryed getting 2 and more mpegs playing at once but the results were pretty choppy. Riven only ever has one mpeg playing at one time. So if its too hard for the pros then its too hard for me. I might add the option for multi streeming mpegs down the line but ill need full range of testers for it, not just the couple ive got now.<br> <br> Ok so here is how you do it.<br> <br> <h3>looping mpegs</h3> <i>slideX_Y</i>.navtype = [<i>'standard'</i>, <i>'movieloop'</i>]<br> ...<br> <i>slideX_Y</i>.moviefile = [<i>'file'</i>]<br> <i>slideX_Y</i>.moviepos = [<i>position</i>]<br> <br> The navtype element <i>'movieloop'</i> will place the mpeg given by <i>slideX_Y</i> .moviefile = [<i>'file'</i>] that continuslly loops on the slide <i>slideX_Y</i> at the position <i>slideX_Y</i>.moviepos = [<i>position</i>] relative to the topleft corner of the slide. Only one mpeg per slide. Here is an example of its use from Gloom:<br> <br> view3_4.navtype = ['LandR', 'movieloop']<br> view3_4.file = ('castleroom3-4.jpg')<br> view3_4.navdata = [view3_3, view3_1]<br> view3_4.moviefile = ['random.mpeg']<br> view3_4.moviepos = [(10,10)]<br> <br> <h3>Controlled mpeg playback</h3> <i>slideX_Y</i>.navtype = [<i>'standard'</i>, <i>'movie'</i>]<br> ...<br> <i>slideX_Y</i>.moviefile = [<i>'file'</i>]<br> <i>slideX_Y</i>.moviepos = [<i>position</i>]<br> #<i>arrayPos</i> = 0<br> <br> This is simmilar to above expect that to play the mpeg the functions following must be called within gamelogic or slidecontrol functions:<br> <br> movie.play(<i>arrayPos</i>, <i>loop</i>, <i>cursor</i>)<br> <i><br> Flags:<br> arrayPos</i> = the position in the slide array of <i>slideX_Y</i> the movie you want to play is located. the arraypos in the above example is 0.<br> <br> <i>loop</i> = 0,1 If 0 is passed to loop then the mpeg will play once only and then be removed from the slide. If loop = 1 then the mpeg will loop continusly untill a slide is changed.<br> <br> <i>cursor</i> = 0,1 If 0 is passed to cursor then the cursor will be removed while the mpeg is playing (I recomed this for all logicly controlled movies). This is very common in riven BTW. If 1 is passed to <i>cursor</i> then the cursor will be present and the player will have access to all hotspots unless they have been removed. <br> <br> movie.play_image(<i>arrayPos</i>, <i>imagefile</i>, <i>imagepos</i>, <i>cursor</i> )<br> <br> This function is the same as the above one expect that it places the image given by <i>imagefile</i> over the slide after the movie has stopped playing. The image will be placed at position <i>imagepos</i> relative to the topleft corner of the mpeg. If the image is larger then the mpeg it will be cropped to fit in the mpegs size. <i>cursor</i> is the same as above.<br> <br> Ok thats about it. have a look in gamelogic if you want to see them in action. All questions and WTFs welcom.<br> <br> Have fun and start modeling and rendering those mpegs like mad people.<br> Andy.<br> <br> <br> <br> <br> <br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-01-14 10:13:17
|
Its back people and about a 1000 times better then the first one. The current limited features on it are. Only one movie playing at time. But you can have as many movies on a slide as long as the do not play at the same time. Flag for playonce or loop . Flag for removing cursor or keeping cursor. Note in riven the cursor is removed when playing a movie. There are a few issues I want to proply disscuss and I also want to show you how to use it. But mates BDAY and ive gota get out the door. But have a look* in the mean time. All feedback/bug reports most welcome. Andy *How to update: [andy@the_box pyzzle-cvs]$ cvs update |