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

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #330 on: December 09, 2011, 01:25:16 am »

The current build on github isn't stable, because I uploaded it a few days ago while in the middle of something.

This version is stable I think:

https://github.com/nightcracker/PyGG2/commit/372308e752a87b8652aa4d92b09c73c1b2696053
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Nukleus

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Re: Porting GG2 to Python - PyGG2
« Reply #331 on: December 09, 2011, 06:38:35 am »

How do I intstall this on a mac? I have pygame and 2.7 installed, but when I run main.py in terminal (cmd for mac), I get back this error:
Code: [Select]
MacBook-Pro:~ fakename$ /var/folders/6_/82m86h0d5fs7swwxv0psfhkw0000gn/T/Cleanup\ At\ Startup/main-345126843.489.py.command
Traceback (most recent call last):
  File "/Users/fakename/Desktop/Downloaded Zips/nightcracker-PyGG2-a3e8c4c/client/main.py", line 17, in <module>
    import engine.game
  File "../engine/game.py", line 7, in <module>
    import map
  File "../engine/map.py", line 5, in <module>
    import function
  File "../function.py", line 6, in <module>
    import mask
  File "../mask.py", line 1, in <module>
    import mask_extension._mask
« Last Edit: February 16, 2024, 05:32:00 pm by MedO »
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #332 on: December 09, 2011, 08:04:02 am »

How do I intstall this on a mac? I have pygame and 2.7 installed, but when I run main.py in terminal (cmd for mac), I get back this error:
Code: [Select]
MacBook-Pro:~ fakename$ /var/folders/6_/82m86h0d5fs7swwxv0psfhkw0000gn/T/Cleanup\ At\ Startup/main-345126843.489.py.command
Traceback (most recent call last):
  File "/Users/fakename/Desktop/Downloaded Zips/nightcracker-PyGG2-a3e8c4c/client/main.py", line 17, in <module>
    import engine.game
  File "../engine/game.py", line 7, in <module>
    import map
  File "../engine/map.py", line 5, in <module>
    import function
  File "../function.py", line 6, in <module>
    import mask
  File "../mask.py", line 1, in <module>
    import mask_extension._mask
Ah, you need to compile the mask extension using gcc. You're on a mac, so it shouldn't be too hard to acquire, if you have XCode it may already be installed.
« Last Edit: February 16, 2024, 05:32:09 pm by MedO »
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #333 on: December 28, 2011, 05:10:58 am »

Requesting a move to Dev discussion.

EDIT: Thankee Medo.
« Last Edit: December 28, 2011, 06:05:27 am by Orpheon »
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #334 on: December 30, 2011, 03:18:51 pm »

Can people please try out this? It for my pygrafix library, a 2D Python library (perhaps to be used in PyGG2, but certainly useful on it's own).

http://nclabs.org/downloads/pygrafix.zip

You need Python 2.7 and Windows to run this. If you have windows you can install Python 2.7 from here: http://www.python.org/ftp/python/2.7/python-2.7.msi

Instructions:
Extract everything somewhere. Run dist/test.py to run the test. Please test a bit (you can scroll around by moving your mouse to the side of the screen). The console window will spit out FPS every second and also performance statistic. If you know how to copy paste them, you are very welcome to do so, but posting your average FPS is fine also.

EDIT: Sorry, I uploaded a wrong version, if you see this, you know you have the right one :)
« Last Edit: December 30, 2011, 03:25:42 pm by nightcracker »
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #335 on: January 01, 2012, 03:46:54 pm »

Well, should've know you guys were lazy  :hehe:

Download: http://nclabs.org/downloads/pygrafix.zip

So, this time I made an .exe again, no need to install anything. Just unzip somewhere and run test.exe. A sort of demo will open, move a little bit around in it by moving your mouse. Also a console window will open, this will tell you your FPS. Please post the ~FPS you get. And if you are feeling really generous, please try pressing F11 which will open fullscreen, and report if it works.

Thanks!

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Lemonade

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Re: Porting GG2 to Python - PyGG2
« Reply #336 on: January 01, 2012, 04:21:47 pm »

Min : 5. Max : 1000. Average : ~600. Dunno.
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #337 on: January 01, 2012, 04:37:57 pm »

That 5 happened while switching to fullscreen I suppose?
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Nukleus

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Re: Porting GG2 to Python - PyGG2
« Reply #338 on: January 01, 2012, 05:31:06 pm »

I'll try run this under wine when I get back :c1:
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #339 on: January 02, 2012, 04:21:55 am »

I'll try run this under wine when I get back :c1:

Oh, don't try to use fullscreen BTW. Fullscreen through Wine crashed Orpheon's computer. Now don't be sad, because pygrafix is also available natively on linux (and mac!), but I haven't made a makefile yet.
« Last Edit: January 02, 2012, 04:22:15 am by nightcracker »
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Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #340 on: January 02, 2012, 04:38:51 am »

windowed: ~1350 fps while watching the map, about 1800 while watching the void.
fullscreen: It ran smoother in fullscreen lol, constantly 2000+ (when watching the map)
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Re: Porting GG2 to Python - PyGG2
« Reply #341 on: January 02, 2012, 01:43:39 pm »

~4800 windowed, ~5500 fullscreen.
amicool?  :hehe16:

Also, when changing to fullscreen it dropped to 1800 for a sec.
« Last Edit: January 02, 2012, 01:44:27 pm by Elkondo »
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Meower

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Re: Porting GG2 to Python - PyGG2
« Reply #342 on: January 02, 2012, 07:59:54 pm »

'scuse me pals, holding the idiot ball for the night

Will python-developed versions of gg2 be compatible with the servers hosted on game maker ones, during the transition time and/or to test them?
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BassMakesPaste

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Re: Porting GG2 to Python - PyGG2
« Reply #343 on: January 02, 2012, 08:48:39 pm »

no
« Last Edit: January 02, 2012, 08:48:52 pm by BassMakesPaste »
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #344 on: January 02, 2012, 10:07:05 pm »

there's really no reason to stay with the game maker codebase anyways, as updates require a redownloading of the exe
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