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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sun Aug 01, 2004 7:26 pm Post subject: |
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how come the pygame doesn't work with the new version of python? pygames won't even install, it says that python 2.3 isn't in registry.
does anyone here knows?
and by the way, if I learn python really good, I might port ohrgfx to it.
oh ye, and I will try out the game, it looks interesting.
if wheel will be made in python, I might write ohr compatibility to it. if the wheel is going to be open source. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Rpeanut Chop Chop

Joined: 16 Mar 2003 Posts: 160 Location: dunno
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Posted: Sun Aug 01, 2004 8:03 pm Post subject: |
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Question - Is this gonna be another editor like the OHRRPGCE?? _________________ ...eh? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Aug 02, 2004 5:33 pm Post subject: |
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Ysoft_Entertainment wrote: | how come the pygame doesn't work with the new version of python? pygames won't even install, it says that python 2.3 isn't in registry.
does anyone here knows?
and by the way, if I learn python really good, I might port ohrgfx to it.
oh ye, and I will try out the game, it looks interesting.
if wheel will be made in python, I might write ohr compatibility to it. if the wheel is going to be open source. |
Which version of Python did you install? 2.3.4 or the alpha of 2.4? I have tested Python 2.3.4 + Pygame 1.6 on a Windows XP computer and a Windows 98 computer, and it worked fine.
Rpeanut wrote: | Question - Is this gonna be another editor like the OHRRPGCE?? |
Not the Lemming game of course, but eventually, another editor is the plan. Editors really seem like the *right* way to make games. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Aug 02, 2004 8:21 pm Post subject: |
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Editors *are* the right way to make games. On all of my larger games, I have used custom graphics and map editors. (Mageclash, for instance, uses the RPG-ACE's graphics and map editors, though you can't tell that ingame. (The RPG-ACE, for those who don't know, is an abandoned Zelda game editor that I was working on.))
Professional gamemakers probably use editors for their games in almost all instances. Certainly all tile-based RPGs were made using such editors as the one we enjoy. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Tue Aug 03, 2004 8:15 am Post subject: |
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I installed python 2.4, which is probably why pygames doesn't work.
but, I must learn python, if I hope to understand hamsterwheel, if its going to be in python. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Tue Aug 03, 2004 8:09 pm Post subject: |
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python 2.4a1 and pygame 1.6 work fine for me. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Wed Aug 04, 2004 9:29 am Post subject: |
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not if you install 2.4 without installing 2.3 and pygames.
appearantly the installer for pygames is written in a wierd way, that checks if you have only 2.3 it doesn't chech anything else _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Wed Aug 04, 2004 9:49 am Post subject: |
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Almost all industary standered games are made with engines. FFX's monsters were created with engines, and so was Vagrant Story. If you have seen StarCraft's editor, you've got the right idea. _________________ Moogle no longer owes prizes. |
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Junair Wiare I wish I'd drawn my avatar.

Joined: 03 Jun 2004 Posts: 89 Location: "A mobile man, Mr. Wiare. Now here, now there."
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Posted: Wed Aug 04, 2004 10:59 am Post subject: |
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Booyah! Saving suicidal lemmings is fun! _________________ "I do believe your Squid exists. I really do, you know?" |
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knight_00000 Monkeez wit Gunz!

Joined: 22 Jul 2003 Posts: 21 Location: CA/USA
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Posted: Wed Aug 04, 2004 1:27 pm Post subject: |
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I wonder... is there any chance of hamster wheel being an open project? having it a gpl (or lgpl) on sourceforge would promote the editor more and perhaps allow more rapid development for any users interested. _________________ Signature |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Wed Aug 04, 2004 3:43 pm Post subject: |
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Or, at the very least, allow the possibility for users to create plugins for it. _________________
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Wed Aug 04, 2004 4:07 pm Post subject: |
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if you had read the page
you would know the answer to the OSS question. |
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knight_00000 Monkeez wit Gunz!

Joined: 22 Jul 2003 Posts: 21 Location: CA/USA
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Posted: Wed Aug 04, 2004 4:18 pm Post subject: |
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Awesome _________________ Signature |
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Wed Dec 01, 2004 6:45 am Post subject: |
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much later, i've just found the functions to convert char->int and back; they are the builtin functions chr() and ord() (for converting int->char and char->int respectively.
Try typing 'help(__builtins__)' at the prompt of the interactive Python shell. i used that partially to find out the above.
help(__builtins__) gives such a long help-page that i instead used dir(__builtins__) to get a list of the attributes of __bulitins__, found a likely one(chr) and then did help(__builtins__.chr)
also i recently wrote a chunk-reading/writing module (think of OHRRPGCE's format, or IFF-format -- it was intended as a improvement on IFF's 4-character chunk names.)
I wrote a number of IO classes for it, including an OHR one, with which i can read every lump of an OHRRPGCE .RPG file in a mere 3 lines. (see chunkv_test.py, and search for "OHRRPGCE")
if you download these files([1][2][3][4]) .
place them in the same directory along with sample.rpg,
and run "python chunkv_test.py" you can find out various things about the RPG file. the display currently shows a list of files found inside the RPG file.
The Collection() function used returns a dictionary with chunknames as keys, data as values. With some additional effort i can turn this into a full loader/saver with password support and data stored in a easily-modifiable format |
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kurlumbenus Taoist

Joined: 15 Dec 2004 Posts: 8
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Posted: Wed Dec 15, 2004 10:23 pm Post subject: |
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A little off topic, but there is a pygame-based engine for Visual Novels (dating sim-style stuff) called Renpy. I've only been messing with it a little bit, but it seems cool enough.
It is pretty simple to use, but isn't as user friendly as the OHRRPGCE... in trying to get it to do what I wanted, (admittedly quite exceeding its design specs, creating more of a simulationalist than narrative story) I found that I more or less had to learn Python anyway. _________________ ------
My art
AMV: Gloomy Fireflies |
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