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Author Topic: Official PyGG2 Development thread  (Read 142821 times)

Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #375 on: January 04, 2012, 08:14:26 am »

Alright 0% would be nothing at all done. Like just thought of the idea a minute ago without any effort. 100% would be vanilla.
Vanilla isn't finished yet. Just saying.

As to what we currently have, we have a complete and working engine with built-in interpolation, a scout and a soldier class+weapons, a pretty solid concept for networking and some wip methods for (de)serializing stuff, basic input, a rendering system that's independent of the engine, and a few miscellanious things.

Basically, the biggest hurdle yet to come is to finish coding the networking, and then we can start rolling off features like map modes, more classes, sentries, teams(!), etc...

We want to have something working by summer.
« Last Edit: January 04, 2012, 11:30:36 am by Orpheon »
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MTK5012

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Re: Porting GG2 to Python - PyGG2
« Reply #376 on: January 04, 2012, 08:53:54 am »

i can't say anything...
so...
(click to show/hide)

Isumi

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Re: Porting GG2 to Python - PyGG2
« Reply #377 on: January 04, 2012, 08:30:56 pm »

cooooooooooooooooooooooooooooooooooooooooooooool :c1:

Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #378 on: January 05, 2012, 07:24:42 pm »

I'm working on a paper currently doing some basic comparisons between C/Java/Python. I've looked at two things so far (if-then-else and for loops), andI must say that Python looks amazingly appealing.
How tough would the transition from GML to Python be?

Oh, and to whoever said 'GML is a real language', I must disagree. A real coding language is one that people won't laugh you out onto the street if you show them it and ask for a job.

NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #379 on: January 05, 2012, 07:25:47 pm »

to be a good programmer you have to be able to use a large variety of programming languages
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Phantom Brave

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Re: Porting GG2 to Python - PyGG2
« Reply #380 on: January 05, 2012, 07:27:02 pm »

to be a good programmer you have to be able to use a large variety of programming languages
requoting for emphasizing the point
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #381 on: January 05, 2012, 07:35:05 pm »

Anyways, I forgot to ask if anyone could point me in the direction of a python game tutorial for beginners

Nukleus

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Re: Porting GG2 to Python - PyGG2
« Reply #382 on: January 05, 2012, 07:39:23 pm »

I found one once, but I can't remember what it was anymore.
Just google Pygame for beginners.
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #383 on: January 05, 2012, 07:41:12 pm »

Do you remember if it covered basic python use? Because I haven't touched a scrap of python.

Nukleus

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Re: Porting GG2 to Python - PyGG2
« Reply #384 on: January 05, 2012, 07:46:58 pm »

Oh for that I read a book called "a byte of python".
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #385 on: January 05, 2012, 09:34:55 pm »

Damnit.
The pygame installer is rejecting my admin password.
I know it's right, because I tried logging in as the admin.

Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #386 on: January 06, 2012, 03:26:33 am »

Pygame is the base module for programming games in python, so any game-centered tutorials will be using either it or pure OpenGl.
But they all assume a general python knowledge.

If you want some basic python information, try using the main general tutorial.
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #387 on: January 06, 2012, 07:38:17 pm »

Hm, oddly enough I really didn't get object based programming until someone used 'object' and 'instance' (as game maker does) when describing it.

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #388 on: January 06, 2012, 07:42:57 pm »

Hm, oddly enough I really didn't get object based programming until someone used 'object' and 'instance' (as game maker does) when describing it.

You mean object oriented programming? PyGG2 uses that very intensively.

We for example have an Entity, which is anything on the screen (a bullet, a player, etc), then we have a MovingObject, which is anything that moves with the moving code built-in, then we have the Character object, which is any character and finally we have the Scout class, which implements the scout-specific stuff.

This allows you to really build up your objects part by part and then assembling it into a greater whole.
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #389 on: January 06, 2012, 07:47:15 pm »

The only thing still confusing me is the creating of instances (i know you can type say shot.bullet() to create an instance of shot named bullet, but... iunno it's hard to explain my confusion), which i'm sure I'll get to in the pygame portion of learning.
Oh, and how to import pygame.
Don't know how to do that.
« Last Edit: January 06, 2012, 09:01:46 pm by BluDragon »
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