The Gang Garrison 2 Forum
May 25, 2013, 01:13:37 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 »
  Print  
Author Topic: Official PyGG2 Development thread  (Read 37351 times)
nightcracker
NC
Hero Member
*****
Offline Offline

Posts: 518


PyGG2 dev


WWW
« Reply #285 on: November 16, 2011, 02:57:53 pm »

Yes, you are missing PIL, the Python Imaging Library. Install it like this:

Code:
sudo apt-get install python-imaging
Logged

NAGN
Developer
******
Offline Offline

Posts: 16895


Yeah so now I have an idea


« Reply #286 on: November 16, 2011, 03:01:08 pm »

aha thank you

now I'll hopefully start doing minor things until I get used to python
Logged



[im
nightcracker
NC
Hero Member
*****
Offline Offline

Posts: 518


PyGG2 dev


WWW
« Reply #287 on: November 19, 2011, 01:46:52 pm »

Motion blur anyone?

Logged

Lorgan
Retired Randomizer Mod Developer
2011 Haxxy Award Winner
*
Offline Offline

Posts: 2975


check my new game in new projects k thx bye


WWW
« Reply #288 on: November 19, 2011, 01:53:06 pm »

looks cool. Does the character also finally have a walking animation?

ror 11 fps
Logged

Unfortunately, turning a section into a communist oppressive regime is not against the forum rules, so there is really nothing we can do.
Quote from: steam
21:08 - Hullusorsa: lorgan, when will you buy us the keys?
21:09 - Lorgan: i'm waiting for greece to collapse so the value of the euro drops
21:09 - Lorgan: not even joking
nightcracker
NC
Hero Member
*****
Offline Offline

Posts: 518


PyGG2 dev


WWW
« Reply #289 on: November 19, 2011, 01:54:51 pm »

Yes it does. And the way motion blur is implemented ATM combined with pygame is very performance heavy, it was more of a joke.
Logged

A Shogun Named Marcus
The Real Neal
*****
Online Online

Posts: 6430



« Reply #290 on: November 19, 2011, 06:09:03 pm »

Posting here so as to remeber to test the fps thing for you.
Logged


Yes, I'm a New World Samurai, and a redneck nonetheless
Vindicator
Developer
******
Online Online

Posts: 2025



« Reply #291 on: November 20, 2011, 02:25:44 pm »

Motion blur anyone?




Holy, no. That's super confusing.
Logged

nightcracker
NC
Hero Member
*****
Offline Offline

Posts: 518


PyGG2 dev


WWW
« Reply #292 on: November 20, 2011, 02:49:32 pm »

It actually looks really good, but it was more of a joke (I was bored, so I was like - let's make motion blur).
Logged

Colgate
Full Member
***
Offline Offline

Posts: 179


Brushie.


« Reply #293 on: November 20, 2011, 03:32:31 pm »

what not ruby hehe just kidding
But i like what you are doing here.
Logged

A Shogun Named Marcus
The Real Neal
*****
Online Online

Posts: 6430



« Reply #294 on: November 20, 2011, 04:32:51 pm »

wait what's the link to the stress test thing, I can't find it z4
Logged


Yes, I'm a New World Samurai, and a redneck nonetheless
NAGN
Developer
******
Offline Offline

Posts: 16895


Yeah so now I have an idea


« Reply #295 on: November 20, 2011, 06:30:26 pm »

the latest build isn't posted, but it changes everyday
Logged



[im
NAGN
Developer
******
Offline Offline

Posts: 16895


Yeah so now I have an idea


« Reply #296 on: November 21, 2011, 12:56:31 am »

How you going to design the networking structure, it seems that the physics are already framerate independent, but is it easy to achieve framerate scalibility in pygame?
Logged



[im
Orangestar
Hero Member
*****
Offline Offline

Posts: 4814


Base names, yo.


WWW
« Reply #297 on: November 21, 2011, 01:36:09 am »

Motion blur anyone?

-snip-
>11 fps

D:>
Logged

nightcracker
NC
Hero Member
*****
Offline Offline

Posts: 518


PyGG2 dev


WWW
« Reply #298 on: November 21, 2011, 02:35:21 am »

Well, in the latest version we already split the physics from the rendering completely by splitting the whole engine. I'm not really sure what else you mean with "framerate scalibility in pygame" (note that the server won't even use pygame).
Logged

MedO
Owns this place
*****
Offline Offline

Posts: 1490



« Reply #299 on: November 21, 2011, 06:32:28 am »

Well, in the latest version we already split the physics from the rendering completely by splitting the whole engine. I'm not really sure what else you mean with "framerate scalibility in pygame" (note that the server won't even use pygame).
Hooray for modularity Smiley

I didn't check how/where you made the split so this might be totally redundand, but I always thought it would be a good idea to have a set of "gameplay domain" classes which use and manipulate a limited set of information (the essential part of the game state) and send/receive events. For example, a gameplay "Character" class would update the x and y positions and speeds in each step, react to collisions etc. but would not contain any code for drawing, sounds, particle effects or other things from the "display domain" (my am I using many quotes today), it would only be concerned with the gameplay domain. Those would be the classes used e.g. by a dedicated server to simulate the game state, and by the networking code which would have to transfer the events and keep the state data in sync.

Then, for clients, you would have an extra set of "display domain" classes which only handle the drawing, sound and eyecandy by extending / decorating the gameplay classes. For example, a display Character class could be an extension of the gameplay Character class and react to a Death event by playing a death sound (and then passing the event on to the base class of course).
Logged

Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.138 seconds with 18 queries.