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Author Topic: Official PyGG2 Development thread  (Read 140982 times)

Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #45 on: August 28, 2011, 08:37:58 am »

Look at this try to a wall-mask compiling script

This is horribly inefficient, I know, but for map compiling this isn't really important.

Also using github gist instead of [ code] because it has syntax high-lighting.


Here are the results of
(click to show/hide)

https://gist.github.com/1176735
« Last Edit: August 28, 2011, 09:31:28 am by Orpheon »
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #46 on: August 28, 2011, 10:14:16 am »

Hey guys, I am back suddenly.

I want to help with this again. And, like some others here, I want to do it with Python/Pygame. And for networking, Twisted.
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Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #47 on: August 28, 2011, 11:01:40 am »

Hey guys, I am back suddenly.

I want to help with this again. And, like some others here, I want to do it with Python/Pygame. And for networking, Twisted.
Welcome back!

Also, I think I'm going to purposefully ignore the networking until we got a running game engine with all the classes and so on.
Stuff dies at networking stage if there isn't a backbone.

And we also got to decide whether we stick to TCP or try the jump to UDP.
« Last Edit: August 28, 2011, 11:03:22 am by Orpheon »
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #48 on: August 28, 2011, 11:57:49 am »

Hey guys, I am back suddenly.

I want to help with this again. And, like some others here, I want to do it with Python/Pygame. And for networking, Twisted.
Welcome back!

Also, I think I'm going to purposefully ignore the networking until we got a running game engine with all the classes and so on.
Stuff dies at networking stage if there isn't a backbone.

And we also got to decide whether we stick to TCP or try the jump to UDP.
Actually no. Do networking and game stuff at the same time - we need a sensible client-server architecture. Or things get messy later.
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Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #49 on: August 28, 2011, 12:39:03 pm »

Hey guys, I am back suddenly.

I want to help with this again. And, like some others here, I want to do it with Python/Pygame. And for networking, Twisted.
Welcome back!

Also, I think I'm going to purposefully ignore the networking until we got a running game engine with all the classes and so on.
Stuff dies at networking stage if there isn't a backbone.

And we also got to decide whether we stick to TCP or try the jump to UDP.
Actually no. Do networking and game stuff at the same time - we need a sensible client-server architecture. Or things get messy later.
Eh..no.

The only parts where they interact are the user event 12/13 of everything. As long as we keep the current keyByte architecture and such, we should be fine.

Also, big bugs in the programs posted above. Damn it. I'll upload the whole package when it works.
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Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #50 on: August 29, 2011, 07:00:56 am »

Success!



The red outline above is a graphical rendering of the wallmask drawn at the top of the screen.

The rest is simply the fore-ground, if you want. Also, collision detection works flawlessly, as far as I can tell.
It doesn't lag at all either, but I suspect that's because I only have one object.

Some parts of the code:

Wallmask compiler
Main.py
importMapRects (don't really know why I made this into a separate script)
collision.py (I'm only using the detection function, the other one isn't tested yet.)
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Kirtan

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Re: Porting GG2 to another Language - New Thread
« Reply #51 on: August 29, 2011, 10:49:40 am »

I'll get to work on Python ASAP :)
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You better run, better run, faster than my bullet.

notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #52 on: August 29, 2011, 11:13:00 am »

Success!



The red outline above is a graphical rendering of the wallmask drawn at the top of the screen.

The rest is simply the fore-ground, if you want. Also, collision detection works flawlessly, as far as I can tell.
It doesn't lag at all either, but I suspect that's because I only have one object.

Some parts of the code:

Wallmask compiler
Main.py
importMapRects (don't really know why I made this into a separate script)
collision.py (I'm only using the detection function, the other one isn't tested yet.)
Awesome! Now GPL and GitHub this!
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Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #53 on: August 29, 2011, 12:50:12 pm »

Success!


The red outline above is a graphical rendering of the wallmask drawn at the top of the screen.

The rest is simply the fore-ground, if you want. Also, collision detection works flawlessly, as far as I can tell.
It doesn't lag at all either, but I suspect that's because I only have one object.

Some parts of the code:

Wallmask compiler
Main.py
importMapRects (don't really know why I made this into a separate script)
collision.py (I'm only using the detection function, the other one isn't tested yet.)
Awesome! Now GPL and GitHub this!
Soon. Not now though, I want to finish the odd thing before I upload it. Like cleaning my code, for example, because those scripts are an abomination, especially the collision codes.
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Liam

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Re: Porting GG2 to another Language - New Thread
« Reply #54 on: August 29, 2011, 01:47:26 pm »

I am intensely interested in this thread. If GG2 is rewritten in a common language I might be able to host 24/7 on my Dreamplug!
I think it would be a great boon to broaden GG's audience like that.
« Last Edit: August 29, 2011, 01:47:54 pm by Liam »
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #55 on: August 29, 2011, 02:25:22 pm »

I am intensely interested in this thread. If GG2 is rewritten in a common language I might be able to host 24/7 on my Dreamplug!
I think it would be a great boon to broaden GG's audience like that.
Or me on my VPS. Or anyone. That's why I'm excited about it :)
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Vindicator

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Re: Porting GG2 to another Language - New Thread
« Reply #56 on: August 29, 2011, 04:33:52 pm »

Great. Would you guys like to leave it open as a community thing, or would you like to put this somewhere and organize tasks as a team?
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Vindicator

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Re: Porting GG2 to another Language - New Thread
« Reply #57 on: August 29, 2011, 05:13:23 pm »

I am intensely interested in this thread. If GG2 is rewritten in a common language I might be able to host 24/7 on my Dreamplug!
I think it would be a great boon to broaden GG's audience like that.

Whoa, I want one. I don't even know what I'd use it for but I want it, lol.
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Liam

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Re: Porting GG2 to another Language - New Thread
« Reply #58 on: August 29, 2011, 06:41:06 pm »

Great. Would you guys like to leave it open as a community thing, or would you like to put this somewhere and organize tasks as a team?
I think it would be good to have the project open to outside review and code contributions. But there should be a motivated core team that will "get 'er done".
One could center activity around a github and use a public mailing list to talk design and distribute jobs and duties.
I have seen Redmine used to manage projects


I am intensely interested in this thread. If GG2 is rewritten in a common language I might be able to host 24/7 on my Dreamplug!
I think it would be a great boon to broaden GG's audience like that.

Whoa, I want one. I don't even know what I'd use it for but I want it, lol.

It's a pretty sweet little gadget, it works wonderfully as a webserver and network storage. And it uses a very small amount of power which makes me feel better about leaving it plugged in all the time. I was thinking I might run GG2 on it but unfortunately that's impossible because of the whole Windows dependency.

Unless there's a version of Windows running on ARM chips
« Last Edit: August 29, 2011, 06:46:19 pm by Liam »
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #59 on: August 30, 2011, 01:38:53 am »

Even if Windows ran on ARM you'd need a graphics chip
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