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Member Since 29 Mar 2008
Offline Last Active Jul 26 2014 08:58 PM

Posts I've Made

In Topic: Beginner Python Game Issue

12 December 2012 - 08:18 PM

I use Komodo Edit by ActiveState on Windows for both Python & Pygame. Works quite well.
The only complaint I've got is the autocomplete does not always "see" the correct classes and functions when looking for pygame guidance.
My solution is the keep the pygame documentation open all the time and refer to that to see where things are located rather than rely on autocomplete.

In Topic: NOGDUS October 2009 Micro-Game Development Contest

30 October 2009 - 07:46 AM

42 people view this but no one responds nor joins in? ...how demoralizing...

In Topic: Python auto patcher

16 August 2009 - 01:02 AM

If you can execute bash scripts on your server, you can translate everything to lowercase easily with this one-liner.

for i in `find * -depth`; do (mv -fi $i `echo $i | sed 's%[^/][^/]*$%%'``echo $i | sed 's!.*/!!' | tr [:upper:] [:lower:]`); done

It will work recursively, and it will rename everything to lowercase.
So anything you have that you don't want to be translated, be sure its not anywhere within the directory tree that you run this from.

In Topic: RPGDX Summer Compo - August 2009

14 August 2009 - 11:45 PM

And it begins

In Topic: looking for a free 2D engine

09 August 2009 - 04:52 AM

Original post by Dolf
I'll clarify my needs a little bit:
I have a 2d side-scrolling puzzle game in mind, and I'm looking for doing as little "engine" work as possible. I'd preferably dive straight into the game play code.

I don't know of any off hand that you can just dive right in and build such a game without writing at least some of the foundation code.


LOVE with Lua kind of puts me off. I'd rather use C++ instead. Both SFML and ClanLib are contenders. I actually think both will do, but I'll have to pick.

Off-topic: I just looked into that LOVE thing..it looks like fun, I'm going to give it a try.

Why do you (Developer_X) think SFML is a lot nicer? ClanLib has an XML based resource management system that sounds quite interesting, collision detection and a modifiable GUI system.

Have you looked at the basic amounts of code required to get started in each?

The minimum in ClanLib to get a window up and running with ESC & the X window button to close is about 10 times the amount of code than SFML needs.

If you can't decide, then start with both simultaneously in two different project directories, and then which ever one looks like it will be easier to work with, then use that one, and scrap the other.

I think that if you run through the SFML tutorials that you will agree that its far nicer than the insane amount of code to write a ClanLib program.