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From: Andrew J. <an...@la...> - 2002-01-08 13:07:35
|
Ok graphical cursors are now supported. So say goodbye to those ugly B&W ones i did months ago and hello to colour image cursors that are straight out of Riven. Like last time a new directory is present so use the command: [andy@the_box pyzzle-cvs]$ cvs update -d To get the new code. If you want to use your own cursors just change the png images in /data/cursors. Note currently the hotspot and alpha sample pixel cannot be changed buts that will be fixed for 0.2. Also if anyone wants support for extra cursors just ask, coding for a set number would be easy but having a unlimited number of cursors would be quite tricky. But I could easily add space for another 5 if needed. BTW using graphical cursors takes far more number crunching then the B&W ones. So if you experence any cursor flicker or lagg, please tell me. Ive reworked the main game to be more efficient but I dont have easy access to a slower system that could run pyzzle, so i just dont know what things will be like for the MHz challanged out there. But thats why we have beta testing. The other issue is im not too happy with the way they behave with menus its fine but not exactly professional. Ill try to solve it before 0.2. Other news is that ive almost completed the bulk work for 0.2 so once malefico gets orbis ready and I write the docs, the next major pyzzle version will hit the streets. Enjoy the new cursors. Andy |
From: Andrew J. <an...@la...> - 2002-01-07 02:31:26
|
No probs mate. As I said if you need any realtime functions for the text module I am happy to write them. I just have other things that need attention at the moment, movies, cursors, directory structure, 0.2, docs and tuts. (-: They have been shelved at the moment because I dont know how usefull realtime functions for cursors would be. Anyway keep it in mind. Have fun Andy ----- Original Message ----- From: "malefico andauer" <the...@ya...> To: "Andrew Jones" <an...@la...>; <pyz...@li...> Sent: Monday, January 07, 2002 10:47 AM Subject: Re: [Pyzzle-users] CVS update new text module. > Yummy !! > > Just what I needed. > Good job Andy ! > > malefico. > > > > > Conectate a Internet GRATIS con Yahoo! Conexión: > http://conexion.yahoo.com.ar > |
From: <the...@ya...> - 2002-01-06 23:47:40
|
Yummy !! Just what I needed. Good job Andy ! malefico. Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2002-01-06 14:56:55
|
<html> <head> </head> <body> Hello,<br> <br> I've added the requested text module, its still a little messy but I'm quite happy with the way it works. I've added a new directory to the cvs repositary so make sure you update with the -d switch as below.<br> <br> [andy@the_box pyzzle-cvs]$ cvs update -d<br> <br> So what are you waiting for get downloading, but dont forget to backup you code files. (-:<br> <br> Ok its the easyiest to use addition yet so lets get started:<br> <br> 1st off all the text stuff is contained in the following directory: pyzzle-cvs/data/text/<br> Because text is more data then code its included here and not in the main directory. Open that new textdata.py file in the text directory.<br> You will imeadiently notice there is a new text class similar to the ambient sound class. Its dead easy here is one:<br> <br> text2.text() # just defining text2<br> ...<br> text2.name = 'text2'<br> text2.string = 'You should have received a copy of the GNU General Public License\<br> along with Pyzzle; if not, write to the Free Software\<br> Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA'<br> text2.fontFile = 'SNIDELY_.TTF'<br> text2.rect = (0, 0, 300, 300)<br> text2.colour = (200,0,0)<br> text2.size = 14<br> text2.justification = 1<br> <br> [textNo].name <- Give the text element a name, (Not in use yet)<br> <br> [textNo].string <- This is the text strings you want to display over the slide. Standard python string formatting or unicode formatting is used, see the python docs for more info about std. formatting.<br> <br> [textNo].fontFile <- Just the truetype font file you want the text to be displayed in. Note pyzzle only takes .ttf fonts and be carefull not to copy a copyrighted file. I dont want to get in trouble with adobe.(;<br> <br> [textNo].rect <- This is the rect* that will containing and position the font. As with most of pyzzles rects its position is relative to the topleft corner of the slide. There is no current checking if the rect is on th slide, so be careful with it. Note if a word of text is too long for the rect or if there is too much text for the rect then Pyzzle will exit. Also text is auto wrapped in the rect, hats off to David Clark of pygame for that code.<br> <br> [textNo].colour <- is just the RGB value for the text colour. Range 0-255.<br> <br> [textNo].size <- is just the size of the text. <br> <br> [textNo].justification <- is the justification for the text. Here are the different types:<br> 0 left-justified<br> 1 horizontally centered<br> 2 right-justified<br> <br> Ok this is all good, but how do you display the text? Well thats the simpilest part. for node.navtype there is a new element called 'text'<br> heres the example node view1_3 the view behind where you start in Gloom:<br> <br> view1_3.navtype = ['LandR', 'text'] <br> view1_3.file = ('castleroom1-3.jpg')<br> view1_3.navdata = view1_2,view1_4<br> view1_3.text = [text3]<br> <br> so view1_3.text = [text3] just tell pyzzle which text class to display. Simple. If you want to know how I change the text ramdomly then just has a look in slidechange.py.<br> <br> Ok that it. Currently there are no realtime functions for text, like the image ones. I dont know how useful they would be but I anyone wants them it would be pretty simple to write them. Also note all the text is anti-aliased pygame anti-aliasing is really good, but not quite upto pro graphics packages.<br> <br> Other news for Pyzzle is that pygame OSX support is rocking allong, which is exelent news for Pyzzle and Pygame. So if anyone knows anyone with a OSX box have a chat to them about Pyzzle. When pygames osx support becomes official I will write a more official email requesting people to test pyzzle with OSX. So get them interested in the mean time.<br> <br> Have fun with the new text class.<br> Andy<br> <br> <br> * For those who do not know what a rect is then its just pygames way of representating a rectange container. It works like:<br> somerect = (<i>leftPos</i> , <i>topPos</i> , <i>width</i> , <i>height</i> )<br> Note for Pyzzle <i>leftPos</i> and <i>topPos</i> are usually relative to the topleft corner of the slide.<br> Easy. (-;<br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-01-05 10:12:48
|
<html> <head> </head> <body> Another cvs update people.<br> <br> Again it effects the way gamelogic is controlled so its important and people are confused on how they work so ive provided an example.<br> <br> Ok some of the 'realtime' functions that gamelogic and slidechange have been modified so heres how that go:<br> <br> For slide control:<br> <br> slide.change( <i>file</i> ) -> None<br> <br> this displays the slide of file <i>file </i>over the current slide.<br> <br> slide.changecustmap(<i>arrayPos</i>, <i>newRect</i>) -> None<br> <br> this changes the viewx_y.custommaps[<i>arrayPos</i>] to the <br> rect newRect. Note python arrays start at 0. You would use this to change the position of a hotspot map.<br> <br> Take the random moving button as a example:<br> <br> heres its nodedata entry:<br> <br> view3_2.navtype = ['custom', 'image']<br> view3_2.file = ('castleroom3-2.jpg')<br> view3_2.navdata = [view3_1, view3_3, action]<br> view3_2.which_cursor = ['left', 'right','action']<br> view3_2.custmaps = [ LEFTRECT, RIGHTRECT, (400,100,30,30)]<br> # arrayPos = 0 , 1 , 2<br> view3_2.imagefile = ['button1.png']<br> view3_2.imagepos = [(400, 100)]<br> <br> heres controlling code in gamelogic:<br> <br> elif currentView == view3_2:<br> posx = random.randrange(100,550) # just getting ramdom no.<br> posy = random.randrange(0,480) # just getting ramdom no.<br> image.move(0, (posx,posy)) # see down<br> slide.changecustmap(2, (posx, posy, 30, 30)) <br> <br> You can see here that <i>arrayPos</i> = 2 and the <i>newRect</i> = (posx, posy, 30, 30)<br> So <i>arrayPos</i> is just the place of the rect in custmaps which you want to change to the <i>newRec</i>t.<br> <br> <br> slide.changestate(<i>arrayPos</i> , <i>state</i>) -> None<br> <br> this just changes viewx_y.state[<i>arrayPos</i>] of the current node to <i> state</i>. If the current Node has no state element it will do nothing.<br> <br> For image or float over image:<br> <br> Note all the image functions make changes on the current node only. If the current node has no image element then pyzzle will exit with a nasty python warning. So be carefull.<br> <br> image.change(<i>arrayPos</i>, <i>newFile</i> , <i>newPos</i> ) -> Rect<br> <br> this function changes the image in viewx_y.imagefile[<i>arrayPos</i>] to <i>newFile</i> and viewx_y.imagepos[<i>arrayPos</i>] to <i>newPos</i>. If you do not want to move the image then replace <i>newPos</i> with None if you do not want to change the image file replace <i>newfile</i> with none. Note it returns the Rect containing the position and size of the new file the rect is relative to the topleft corner of the slide. See the pygame docs to learn more about rects.<br> <br> image.changealpha(<i>arrayPos</i>, <i>alphaPos</i>) -> bool<br> <br> This function changes viewx_y.alphaimage[ <i>arrayPos </i>] to <i>alphaPos</i> . If alphaPos is the (x,y) coordinates for pixel sampleing relative to the topleft corner of the image. The colour that is at that pixel will be set to the alpha channel and will appear transparent. This functions is usefull if you are dealing with jpgs or someother image format that has no alpha channel. Note this function is not real time so a call to image.change(<i> arrayPos</i>, <i>newFile</i> , <i>newPos</i> ) is required to display the new semi transparent image. If you want to remove the alpha channel from the image then replace None to <i>alphaPos</i>. It returns true if change alpha was possible.<br> <br> image.move(<i>arrayPos</i> , <i> newPos</i> ) -> Rect<br> <br> This function moves the image at viewx_y.imagefile[ <i>arrayPos</i> ] to the (x,y) coordinates of newPos. A rect containing the size and position of the moved image is returned. the rect position is relative to the topleft corner of the slide.<br> <br> <br> Ok thats it for now. If you have anymore suggestions for realtime functions please hand 'em over.<br> Thanks<br> Andy.<br> <br> <br> </body> </html> |
From: Andrew J. <an...@la...> - 2002-01-04 13:49:15
|
Im defently not going to bother you with every minor cvs update I make, but I think this one is important. It changes the way the tripwire function implemation works. Right 1st off the tripwire function has become a module and is now called slidechange in the slidechange.py file. This function is used in a simmilar way to the gamelogic function. But unlike the gamelogic function it is called on every transition between slides. Its main use is to control the music or ambient sounds, but it can also be use to manipulate the nodedata in the nodedata file like gamelogic does it could even call the gamelogic function <- still untested. If you have a close look you can see that it moves that random moving button back in a specific place on the exit of view3_2, but thats only kids stuff it could be used for much more powerfull things. So slidechange has access to the following tripwire functions: tripwire.onEntrance( /slide/ ) -> bool this returns true if the slide /slide/ is entered. Example: if tripwire.onEntrance( view1_1 ): print 'Well you entered slide view1_1 you are now dead!' else: print 'Well you not dead yet.' tripwire.onExit( /slide/ ) -> bool this returns true if the slide /slide/ is exited. tripwire.transition( /slide1/ , / slide2/ ) -> bool this returns true if player 'steps' between /slide1/ and /slide2/ . Thats it fokes. Have fun and remember to backup you own data files before you update. (-: Oh yeah if anyone want more functions for the slidechange module just ask. See ya Andy |
From: Andrew J. <an...@la...> - 2002-01-04 03:21:28
|
Yeah whoops my fault. I was fiddling around with pygames new sprite module for use with the menus but gave up because it was designed more for animations of sprite rather then static menus. Funny that. (-: I'll remove it right away in cvs. Pygame's currently up to 1.3 so everyone should get theres updated but I will still remove that sprite module call. When Pygame1.3 is required for pyzzle I will inform the list. Thanks Andy ----- Original Message ----- From: "malefico andauer" <the...@ya...> To: "Andrew Jones" <an...@la...>; <pyz...@li...> Sent: Friday, January 04, 2002 6:26 AM Subject: Re: [Pyzzle-users] Major code restructure now in CVS. > I got this: > > > andauer@andauer:~/pyzzle-cvs > python pyzzle.py > Traceback (most recent call last): > File "pyzzle.py", line 73, in ? > import gfx, menuevents, sound, image,movie, node > File "menuevents.py", line 28, in ? > import menus, sound > File "menus.py", line 20, in ? > import pygame, os, pygame.sprite > ImportError: No module named sprite > > > Any pygame update lately ? > > cheers. > > > > Conectate a Internet GRATIS con Yahoo! Conexión: > http://conexion.yahoo.com.ar > |
From: <the...@ya...> - 2002-01-03 19:26:22
|
I got this: andauer@andauer:~/pyzzle-cvs > python pyzzle.py Traceback (most recent call last): File "pyzzle.py", line 73, in ? import gfx, menuevents, sound, image,movie, node File "menuevents.py", line 28, in ? import menus, sound File "menus.py", line 20, in ? import pygame, os, pygame.sprite ImportError: No module named sprite Any pygame update lately ? cheers. Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2002-01-03 13:09:29
|
Happy 2K+2. Right 1st of: I got sick of getting stuck behind my messy code, so I thought time for = a massive clean up. I have almost completely restructured Pyzzle and its = all in CVS. So just switch to your pyzzle-cvs directory and enter: $ cvs update DONT FORGET TO BACKUP NAVDATA.PY, GAMELOGIC.PY AND CONSTANTS.PY if you = have any code you wish to keep. They will get overwritten. DONT worry people navdata.py has hardly been touched. The only changes = are square brackets are now compulsory around the viewx_y.state element = and the element of 'alphaimage' has been introduced. 'alphaimage' is = used to change the transparent sample pixel in the image you wan to see = through parts of it. Its a little messy but works ok. So what the new code like? Well its now contained in many separate python files, which is tonnes = more practical for me to work with and just generally smarter way of = doing things. A classic example of why you should not learn as you go. = (: Is there anything new in the code: Yes the menus are now 'smarter' <- lie. well they now cascade. the float over images down the hall no longer flicker. This is because I have introduced 'real time' functions into the = gamelogic.py file. These new functions are For slide control: slide.change( currentNode , file )=20 this displays the slide of file. slide.changecustmap(currentNode, arrayPos, newRect)=20 this changes the viewx_y.custommap array at position arrayPos to the = rect newRect. Note python arrays start at 0.=20 For image: image.change(currentNode, arrayPos, newFile , alphaPos , newPos ) This is the big daddy control function for the float over image class or = image class. Changes image on currentNode at arrayPos to the image = contained in newFile, set the alpha channel to the pixel at alphaPos and = moves the image to the newPos. image.move( currentNode , arrayPos , newPos) Just moves the image at arrayPos to the newPos. These are just the beginning of the 'realtime' control functions, there = will be plenty more added very soon. Jeez writing the manuals is going = to be tough hack work. ): Also note the mpeg play back has been temporally removed. It will be = back soon. And dont take too much notice of the random button. Its still = very WIP. Ill update CVS pretty rapidly from now on so keep you code = n'sync. 2nd off: malefico has informed me that the work Orbis Tertius test environment is = going well. With that done and all my new easy to work code Pyzzle is = going to roll along. Have fun Andy |
From: Andrew J. <an...@la...> - 2001-12-21 03:54:41
|
----- Original Message ----- From: "malefico andauer" <the...@ya...> To: "Salmela Bastian HKI/Kir" <bas...@he...>; <Pyz...@li...> Sent: Friday, December 21, 2001 2:30 PM Subject: Re: [Pyzzle-users] orbis tertius > Hi all: > > Well I still don't have a release of my project but I > got a webpage for it: > > http://orbistertius.sourceforge.net > > It's just a beginning, I might update it soon. > > Bye ! Cool you will get your fat link very soon. I'll have a good look at your site soon, but must xmas shop now. About using orbis for a test enviroment way cool 17. Ill write you a mail explaning what I need and specs of how to do it. If I can get a good test enviroment soon then Pyzzle will rumble along and I can actually realease 0.x updates with out people saying 'What ive been pulling these levers for 20mins now but nothings happening. This Pizzle is __cked. Im going to pirate director 8.5 now.' ""Borges short story (Do you know him ?)"" No sorry i do not. Speek to you soon Andy. |
From: Andrew J. <an...@la...> - 2001-12-21 03:46:51
|
Hi Salmela welcome to the Pyzzle list. (-: Id 1st just like to comment about your replay to my last bender post: """I have always been interested of all game creation packages. there was couple of excellent on commodore 64.. and I have noticed, that if the coding environment is too complex, I prefer doing the whole code myself then, with a proper programming language, and build the necessary tools and functions myself. so I hope to see a nice, easy-to-use, interface on your engine too some day.. There was one called TADS that was for building text adventures.. I remember it had some sort of easy "c -like" language, and you just defined the objects in one file, rooms in one.. and actions in one.. and..hmm.. something.. and I actually managed to do one adventure with it. aaanyways, I subscribed to your mailinglist, so I'll be seeing you around.. """ Yeah getting the code easy to use while being powerful is going to be the real challenge for me. The engine is one thing but making it useable by other is another. BUT I will never trade simplicity over flexibility. I want that engine to be as flexible as possible while also being usable as possible, somewhat of a contradiction in terms of authoring software. So I am happy for pyzzle at have a slight learning curve involved. Lets face it we like to learn technical things. BUT I will try to keep it as simple as possible. The worlds just too full of large "easy to use" programs which are far too constrictive to author any application of substance. Im not going to point fingers but trust me they are there. When you think whats involved creating with a myst slide show game: 3d modeling, rendering, plot, story, sound, managing a small development team and design team then coordinating everything, learning Pyzzle will be the easiest part of the myst-style game creation. It will not be dead simple but I hope it will be logical, consistent, flexible and powerful. Anyone with some functional programming experience will pick up Pyzzle in minutes im pretty sure of that. """ just out of curiosity, when you are developing with Pyzzle, and new version comes out, how do you include upgraded parts to your code? I am interested of trying out something myself, but I'm afraid that there is just too much work everytime new version comes out (because the engine is not separated yet).. .b """ Ok you have convinced me. Seperating the engine and the authoring files is now top priority. I'll get cracking on it straight after im happy with mpeg functions. It will now be a main feature addition of Pyzzle-0.2, but it will be in cvs much sooner. I've been thinking about it and it should not be _too_ hard, several ideas how to do it. Salmela you obviously have had experience with game authoring software. So if you have any suggestions on features/methods/ideas you thought worked with those tools, im all ears. Feedback yum yum. About the upgraded parts of the code. At present Im very happy with all the slide defining data in nodedata.py its working really well, is very consistent and easy to work with, so the only way that will change is new things getting added. But with image and mpeg now in there will not be one for a while. So its pretty safe. Gamelogic and ambient sound are also working well so ditto. But constants.py will change just because all the menu stuff is in there and im going to use a good GUI library for them. But thats no big deal. So you should be quite safe, a little work will be needed to get everything cool for the new version, but not much. I definitely say no to using pyzzle for large scale game at the moment. But using pyzzle for small environments to see what its capable of is a definite yes. But is anyone really ready to implement a large environment yet? I know im not. Pyzzle will be at 1.0 soon and it will kick arse. So in the meantime keep rendering, modeling, recording,writing and designing. Pyzzle will deliver. [Andy jumps down from his soap box] Cool. Salmela if you have any other questions/concerns/suggestions please send 'em to this list. Pyzzle needs people who are not afraid to say 'hang on, this is not quite right get your ____ together Andy'. Catch you later. Andy Pyzzle feedback manager |
From: <the...@ya...> - 2001-12-21 03:30:49
|
Hi all: Well I still don't have a release of my project but I got a webpage for it: http://orbistertius.sourceforge.net It's just a beginning, I might update it soon. Bye ! Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: <the...@ya...> - 2001-12-20 14:24:20
|
--- Andrew Jones <an...@la...> escribió: > Way cool 17. > > Orbis Tertius, sounds very interesting I cannot wait > to have a look. Good > title, whats the translation? hahaha I don't really know. It's latin. It's from a Borges short story (Do you know him ?) > So have you finished some or all of the slide > graphics/movies/sounds? Well I got some slides but still working on them, anyway since the whole environment is going to be BIG I'm working on small parts first. >If so > I need a test/demonstration environment for > Pyzzle-0.2 because all the > original gloom 3d files were lost!!! Grrrrrr. Making > it very hard to extend. > I was going to model one myself but learning blender > well is on the to do > list of my life. Well if you would like Orbis > Tertius to replace Gloom well > talk about the details further one thing I like to > keep the demonstrations > as small as possible so us 56k crew will not be too > put off by the size. I'd be honoured to help you. At least the first room should be small enough in size (with books to read) . > Also give us a bell when you get a site up and you > will get one fat link. > Catch you later. > Andy Yes, I'm working setting up a site at sourceforge, when I finally upload everything I'll let you know. Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2001-12-20 07:19:43
|
Way cool 17. Orbis Tertius, sounds very interesting I cannot wait to have a look. Good title, whats the translation? So have you finished some or all of the slide graphics/movies/sounds? If so I need a test/demonstration environment for Pyzzle-0.2 because all the original gloom 3d files were lost!!! Grrrrrr. Making it very hard to extend. I was going to model one myself but learning blender well is on the to do list of my life. Well if you would like Orbis Tertius to replace Gloom well talk about the details further one thing I like to keep the demonstrations as small as possible so us 56k crew will not be too put off by the size. Also give us a bell when you get a site up and you will get one fat link. Catch you later. Andy |
From: Salmela B. HKI/K. <bas...@he...> - 2001-12-19 13:12:43
|
malefico andauer (19.12.2001 14:37): >I'm currently working >on my own project using Pyzzle, it's caled Orbis >Tertius, as soon as I have some decent code I'll show >you. just out of curiosity, when you are developing with Pyzzle, and new version= comes out, how do you include upgraded parts to your code=3F I am interes= ted of trying out something myself, but I'm afraid that there is just too= much work everytime new version comes out (because the engine is not separ= ated yet).. .b |
From: <the...@ya...> - 2001-12-19 12:38:01
|
--- Andrew Jones <an...@la...> escribió: > > - At the moment all that's new in pyzzle is one > single out of place mpeg is looping. Its located > down the hall on the left. The mpeg stops when the > window looses focus or a menu is displayed. That's a > how pyzzle its currententy _designed_ but ill fix it > up in the near future so it pauses can continues. I > will eventually add basic playback control and full > logic control. It will also be possible to have 2 or > more mpegs playing at once but if that work is > another issue. > Great, I have to check this out. I'm currently working on my own project using Pyzzle, it's caled Orbis Tertius, as soon as I have some decent code I'll show you. Keep on developing ! Claudio. Conectate a Internet GRATIS con Yahoo! Conexión: http://conexion.yahoo.com.ar |
From: Andrew J. <an...@la...> - 2001-12-19 07:22:48
|
CVS heads up people. The begingins of the much anticipated,over hyped, = extra juicy mpeg play functions have been added to cvs. So cruse over to http://pyzzle.sourceforge.net/download.html#cvs and = start downloading. Some notes: - mpeg playback uses the smpeg-0.4.4 libraries make sure they are = correctly installed and working before trying to run pyzzle under Linux = or not much is going to happen. you can download smpeg from = http://www.lokigames.com/development/smpeg.php3 I have only had luck = with the Sunsite (Denmark) mirror. - Ok since smpeg is still only at 0.4.4 its very temperamental. It works = ok but I does not like people getting creative with it. So if you try to = move the pyzzle window, minimize it or even just not focus on it, Pyzzle = might crash and I mean really crash not that nasty exit python crash we = all know and love. But don't worry its harmless. Im going to need lots = little work arounds and hacks to get mpeg behaving well. But that's cool = and im up for the challenge. - At the moment all that's new in pyzzle is one single out of place mpeg = is looping. Its located down the hall on the left. The mpeg stops when = the window looses focus or a menu is displayed. That's a how pyzzle its = currententy _designed_ but ill fix it up in the near future so it pauses = can continues. I will eventually add basic playback control and full = logic control. It will also be possible to have 2 or more mpegs playing = at once but if that work is another issue. -Its behaving a little strange under windows, ill have a better look = when I get it more established in the code. Alright that's it for now. Bed for me. Because smpeg is so temperamental I really need the feed back and bug = reports on this one people so start cvs'n. Catch you later Andy Your humble developer. |
From: Andrew J. <an...@la...> - 2001-12-16 03:24:40
|
Heads up people. The new pyzzle.sourceforge.net is online and ready for = the traffic. New additions are: - CVS access - News column - Projects page (if your Pyzzle related game has some sort of online = info drop me a mail and it will get a FAT link.) - Extended FAQ. Keep firing off the questions people they will end up = there. Remember there are no stupid questions only stupid people. - New improved utility look and structure. At this stage the site is info overkill. When Pyzzle gets out of beta I = will trim down the content. I will also completely redesign the site to = match the new secret logo. Soon pyzzle.sourceforge.net will be the = hippest new site and software out there. But for the moment the new = utility look will do. News for Pyzzle-0.2 is I nicely stuffed my Linux box trying to update = the kernel. Grrrr and at the same time upgraded my memory which somehow = completely stuffed windoze98SE, so I have been busy getting everything = fixed. But I hope to have some new features in CVS soon. I keep you all posted. Also my life is now back under control. Thats it for now. Andy |
From: Andrew J. <an...@la...> - 2001-11-29 14:34:23
|
Sorry for the cut'n'paste mess of the previous mail. That will teach me to write email when very tired. zzzzzzz sleep now Andy |
From: Andrew J. <an...@la...> - 2001-11-29 14:30:19
|
Theres some rocking news in the land of Pyzzle. Now that i've got my life some what in order, work on Pyzzle has recommenced with haste. Right I now have the 'float over image' functions working well. A few notes: - Go searching for 3 new buttons and click the top one first. They all do things so have a good fiddle. - There is a little flicker glitch when the images are clicked. This will be resolved when I smarten the code. Its just caused because all the images are reloaded and redrawn to the display serface when and transition is made. Improving the functions so it one makes the nesisary redraws and reloads is on the books. But I just want to get the rough features added. Then I'll smarten them up. - Also because all of the original gloom 3d files were lost the new float over images look rather simple, (That is a major understatement they are a joke) but they do display some basic but important properties puzzles float over image feature has. - Saving and loading functions are not working because I have not updated them to handle the new logic states. Puzzle game authors will probably find the new float over slide functions the most usefull and powerfull for controlling gamelogic. It might take a little imagination to see how it would be usefull from my very poor examples but we are all very imaginative people so it should not be a problem. (-: ATheres some rocking news in the land of Pyzzle. Now that i've got my life some what in order, work on Pyzzle has recommenced with haste. Right I now have the 'float over image' functions working well. A few notes: - Go searching for 3 new buttons and click the top one first. They all do things so have a good fiddle. - There is a little flicker glitch when the images are clicked. This will be resolved when I smarten the code. Its just caused because all the images are reloaded and redrawn to the display serface when and transition is made. Improving the functions so it one makes the nesisary redraws and reloads is on the books. But I just want to get the rough features added. Then I'll smarten them up. - Also because all of the original gloom 3d files were lost the new float over images look rather simple, (That is a major understatement they are a joke) but they do display some basic but important properties puzzles float over image feature has. - Saving and loading functions are not working because I have not updated them to handle the new logic states. Puzzle game authors will probably find the new float over slide functions the most usefull and powerfull for controlling gamelogic. It might take a little imagination to see how it would be usefull from my very poor examples but we are all very imaginative people so it should not be a problem. (-: Also I have finally got around to figuring out SourceFourges CVS service. It was not that difficult and now you can 'check out' the latest Pyzzle code from: http://sourceforge.net/cvs/?group_id=36421 just follow the simple instructions and replace /modulename/ with / pyzzle-cvs/. If instructions are followed correctly you start downloading the latest fresh pyzzle code with all the new test graphics and functions. So everyone can see the brand new float over slide function. Any probs just drop me a mail. I think I'll make it a pyzzle policy to update pyzzles CVS repository when I add a major feature to pyzzle. So people don't have to wait the endless months to get the updates through the official pyzzle-0.x realeases. But be warned with CVS the code is right on the edge and i'm not going to do as much testing as I would with a pyzzle-0.x release so thing might crash. For people who do not have the hippest O/S a CVS front end can be downloaded from http://www.wincvs.org/ it also has a link to a mac one. Sorry I cannot help out with these I just don't use em. Well that it for now must get to bed work tomorrow. I'll update the Pyzzle site on the weekend. All comments, critism and abuse is most welcome of course. If you take a look at my float over images please tell me that you think. Catch you later Andylso I have finally got around to figuring out SourceFourges CVS service. It was not that difficult and now you can 'check out' the latest Pyzzle code from: http://sourceforge.net/cvs/?group_id=36421 just follow the simple instructions and replace modulename with pyzzle-cvs. If instructions are followed correctly you start downloading the latest fresh pyzzle code with all the new test graphics and functions. So everyone can see the brand new float over slide function. Any probs just drop me a mail. I think I'll make it a pyzzle policy to update pyzzles CVS repository when I add a major feature to pyzzle. So people don't have to wait the endless months to get the updates through the official pyzzle-0.x realeases. But be warned with CVS the code is right on the edge and i'm not going to do as much testing as I would with a pyzzle-0.x release so thing might crash. For people who do not have the hippest O/S a CVS front end can be downloaded from http://www.wincvs.org/ it also has a link to a mac one. Sorry I cannot help out with these I just don't use em. Well that it for now must get to bed work tomorrow. I'll update the Pyzzle site on the weekend. All comments, critism and abuse is most welcome of course. If you take a look at my float over images please tell me that you think. Catch you later Andy |
From: Andrew J. <an...@la...> - 2001-11-26 01:36:21
|
Cool nuts people. Fábio Dias drooped me a mail with instructions on how to patch pyzzle so it can run without pygame mixer being installed. This could become useful for people who have no SDL sound support on linux or other platform but still want to work with Pyzzle. His original mail is below and is fairly self explanatory. So thanks Fabio for the code or rather commented out code. (-: ----- Original Message ----- From: "Fábio Dias" <fab...@ie...> To: <th...@us...> Sent: Sunday, November 25, 2001 7:04 AM Subject: Pyzzle -- Protection against pygame.mixer is None > Hi Andrew, > > I have downloaded your library (Pyzzle), and have played around a bit with > it. I was installing pyGame at the time, so left pygame.mixer out of my > installation. When trying to run the Pyzzle example, however, it crashed, > because pygame.mixer was not available. > > Since pygame.mixer is None when not available, the refences to pygame.mixer > failed, because they involved calling methods of pygame.mixer, obviously > inexistents on None. I have patched myself all occurences of it, so the game > ignores sounds when sound is unavailable. > > Lines involved on the change are prefixed with an exclamation mark. > > > > On gamelogic.py, around lines 41--50: > pygame.mixer.pre_init(11025) > except: > pygame.mixer = None > > def playsound(a_sound): > ! if pygame.mixer is None: > ! return > global Asound > soundfile = os.path.join('data', a_sound+'.wav') > Asound = pygame.mixer.Sound(soundfile) > Asound.play() > > > > On pyzzle.py, around lines 214--225: > menubuttonport.fill(BACKGROUNDCOLOUR) > screen.blit(menubuttonport, MENU_BUTTON_RECT) > pygame.display.update(MENU_BUTTON_RECT) > > def play_ambiant(a_ambiant): > ! if pygame.mixer is None: > ! return > music = os.path.join('data', a_ambiant) > #print 'amb', a_ambiant > pygame.mixer.music.load(music) > pygame.mixer.music.play(-1) > > > > On pyzzle.py, around lines 546--560: > #mainloop > while not quit: > #if pyzzle is not reciving mouse focus this stops the game > if not pygame.mouse.get_focused(): > #print 'not reciving focus' > ! if pygame.mixer is not None: > ! pygame.mixer.music.pause() # stops music/ambiant sounds when > window is not reciving focus > ! event = pygame.event.wait() > ! pygame.mixer.music.unpause() # restarts music/ ambients > > # Gather Events, check for exit signal needs work > pygame.event.pump() > keystate = pygame.key.get_pressed() > > Hope it helps =) > > Truly, > > Fabio Dias > |
From: Andrew J. <an...@la...> - 2001-11-22 11:51:10
|
Right people since finishing exam I been busier then ever. Between = trying to figure out what I am doing next year (study wise), looking for = 2 different job types, working a temp job and maintaining my social = life, Pyzzle and MadTV have been rather neglected. But I am now starting = to get things in order and I hope to get some serious Pyzzle work in = soon. The good news is that I have completed the float over image functions = and it is working well. Also all the code cleaning and code = reconstructing is complete. Puzzles is now much easier to work with. I = wish I could give a good estimate of a release date but until my life is = under control I cannot. Hopefully ill get CVS figured out so when a major feature has been = implemented people can just check out the latest code. The official = Pyzzle-0.2 will be some time off because I have no good test environment = yet, but work on the code is quite quick so that should be soon. Anyway Im sorry for incorrect estimates and I'll keep you all posted = with its progress. Thanks Andy |
From: Andrew J. <an...@la...> - 2001-11-05 10:58:14
|
Ok people I dug deep in the Souceforge docs and finally found their = policy on not allowing mailman's reply to list option being turned on. = SourceForge says that it wants all sourceforge lists to be uniform and = they think that reply to list is evil. Anyone who wants to read more = about the sure fire dinner conversion topic of mailing list = administration policy and politics its all here: = http://sourceforge.net/docman/display_doc.php?docid=3D6693&group_id=3D1 = a definite conversation starter. And I was blaming Mailman for this = problem. Mailman is a python app so I should have known better (-:.=20 I dont particularly agree with SF on this one. I think it should be up = to the list administrator for reply to list policy, me in other words. = But its SFs decision not mine. Feel free to bug SF on this issue they = are upgrading their list management system at the moment so it would be = good timing. So the bottom line is I would like this list to be more discussion and = conversation based rather then the announcement vibe that reply to = author gives. So for everyone out there could you please reply back to = the list by defult. This is how you do it: Just click on "reply all" or "reply list" button not the "reply" button = when replying to a pyzzle-users list post. Easy as Py. (-:=20 For those who dont know what im talking about please just click on the = "reply all" button when replying to pyzzle-users emails. Thanks. You're humble list administrator Andy |
From: <pyz...@li...> - 2001-11-03 12:36:16
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What how can I ignore such an eloquent post. :P |
From: <pyz...@li...> - 2001-11-03 12:28:20
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.. |