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nightcracker
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« Reply #285 on: November 16, 2011, 02:57:53 pm » |
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Yes, you are missing PIL, the Python Imaging Library. Install it like this: sudo apt-get install python-imaging
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NAGN
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« Reply #286 on: November 16, 2011, 03:01:08 pm » |
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aha thank you
now I'll hopefully start doing minor things until I get used to python
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  [im
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nightcracker
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« Reply #287 on: November 19, 2011, 01:46:52 pm » |
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Motion blur anyone? 
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Lorgan
Retired Randomizer Mod Developer
2011 Haxxy Award Winner
Offline
Posts: 2975
check my new game in new projects k thx bye
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« Reply #288 on: November 19, 2011, 01:53:06 pm » |
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looks cool. Does the character also finally have a walking animation?
ror 11 fps
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Unfortunately, turning a section into a communist oppressive regime is not against the forum rules, so there is really nothing we can do. 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
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nightcracker
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« Reply #289 on: November 19, 2011, 01:54:51 pm » |
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Yes it does. And the way motion blur is implemented ATM combined with pygame is very performance heavy, it was more of a joke.
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A Shogun Named Marcus
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« Reply #290 on: November 19, 2011, 06:09:03 pm » |
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Posting here so as to remeber to test the fps thing for you.
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 Yes, I'm a New World Samurai, and a redneck nonetheless
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Vindicator
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« Reply #291 on: November 20, 2011, 02:25:44 pm » |
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Motion blur anyone?  Holy, no. That's super confusing.
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nightcracker
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« Reply #292 on: November 20, 2011, 02:49:32 pm » |
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It actually looks really good, but it was more of a joke (I was bored, so I was like - let's make motion blur).
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Colgate
Full Member
 
Offline
Posts: 179
Brushie.
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« Reply #293 on: November 20, 2011, 03:32:31 pm » |
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what not ruby  just kidding But i like what you are doing here.
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A Shogun Named Marcus
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« Reply #294 on: November 20, 2011, 04:32:51 pm » |
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wait what's the link to the stress test thing, I can't find it 
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 Yes, I'm a New World Samurai, and a redneck nonetheless
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NAGN
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« Reply #295 on: November 20, 2011, 06:30:26 pm » |
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the latest build isn't posted, but it changes everyday
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  [im
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NAGN
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« Reply #296 on: November 21, 2011, 12:56:31 am » |
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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?
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  [im
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Orangestar
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« Reply #297 on: November 21, 2011, 01:36:09 am » |
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Motion blur anyone?
-snip-
>11 fps  >
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nightcracker
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« Reply #298 on: November 21, 2011, 02:35:21 am » |
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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).
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MedO
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« Reply #299 on: November 21, 2011, 06:32:28 am » |
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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  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).
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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. [...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.
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