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Found 44 results

  1. Hello I am trying to create a grid of images in pyglet and python and I am not sure where exactly I am going wrong. The goal is for it to be a Breakout/Arkanoid clone. The problem I am having is getting the brick images to display in a grid. Here is the code that as far as I can tell, should place the bricks in the correct position. class Brick(): def __init__(self, space): # Create the list to hold different sprite bricks and load images self.batch = pyglet.graphics.Batch() self.brick_images = ['brick1.png', 'brick2.png'] self.brick_sprites = [] # 1 out of 5 chance to drop a power pill self.chance_to_drop = 1 # Set the images anchor point to its center and create sprites for i in range(len(self.brick_images)): img = pyglet.image.load(self.brick_images[i]) img.anchor_x = img.width // 2 img.anchor_y = img.height // 2 self.brick_sprites.append(pyglet.sprite.Sprite(img)) for x in range(7): for y in range(7): self.body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) # The position where each pymunk body will be placed self.body.position = x * 100 + 75, y * 30 + 340 self.brick_type = random.randint(0, len(self.brick_sprites) - 1) if self.brick_type == 0: sprite = self.brick_sprites[0] # Set the sprite to the same position as the pymunk body sprite.set_position(self.body.position.x, self.body.position.y) sprite.batch = self.batch elif self.brick_type == 1: sprite = self.brick_sprites[1] sprite.set_position(self.body.position.x, self.body.position.y) sprite.batch = self.batch self.shape = pymunk.Segment(self.body, (0, 0), (50, 0), 6) self.shape.elasticity = 0.80 self.shape.collision_type = collision_types['brick'] space.add(self.body, self.shape) handler = space.add_collision_handler(collision_types['brick'], collision_types['ball']) handler.separate = self.remove_brick So what I am trying to accomplish is have 7 rows of 7 bricks. As far as I can see the sprites are being created in the loop, but when I run the program only 2 bricks are being displayed. I am sure there is something wrong with the way I am looping but honestly just cannot see where I am going wrong. I have spent some time, trying to see the error but simply cannot see where I am going wrong. I can see that the pyglet brick sprites are NOT being set to the correct x, y of the pymunk body, even though, using the same formula for the player paddle object lines up the sprite perfectly. #Set the sprite to pymunk object position self.image = pyglet.image.load('paddle.png') self.image.anchor_x = self.image.width // 2 self.image.anchor_y = self.image.height // 2 self.sprite = pyglet.sprite.Sprite(self.image, x=self.position.x, y=self.position.y) I am very confused with this one and I just hope I have explained everything clearly enough. Thank you for any help or assistance in any way.
  2. I'm making a multiplayer third person shooter (TPS) game using a Panda3D engine. It's in an early prototype state. A few videos from my DevLog:
  3. Hi, I have an online multiplayer RPG maze game which I built in NodeJS. It is quite simple. Uses socket.io. Single threaded application so I don't have to worry about race conditions such as two users attempting to take the same object at the same time. The client sends in messages, which are processed by the gameserver and alter the player/world state, query the MySQL database, and broadcasting messages to all the other players and also updating things in the MySQL database. In the last month I have been learning python and I would like to port my game to Python as I think it will be better suited. Doing some research I have found many suggest using Twisted Python so this is the route I am going to take. I wondered if anyone could give me some suggestions for a basic framework of how I would handle the problem of race conditions when moving to an environment where things are operating in parallel, especially with regard the querying and updating of the state in the MySQL. If at all possible I wondered if there are any open source implementations of an MMO architecture using Twisted Python that I could look through that dealt with these issues. Thank you for your time reading this
  4. I want to make some games. My question is what should my first steps be, besides learning more python and unity2d? I'm hoping I haven't asked this before. I thought my first step was conquering enough of unity and python so I can start making small games. I don't know enough python to build a text-based adventure game just yet. I haven't really started with unity 2d yet. I want to make 4 games: 1) a survival game set in a bubble in New Zealand 2) an rpg battle game about differently-shaped spaceships protecting their resources 3) a hustling game influenced by land of Illusion: starring mickey mouse graphics and hell's kitchen ds mechanics 4) an end of the world game where you play god and mutate heroes to fight the ultimate evil supervillain Other games which are major influences include: 8bitMMO, Another World, Discworld 2, Clop, Osmos, Hacker Evolution: Untold, the sims 1, close combat 1, MTGO, Limbo, Doug TenNapel games, Lemmings, Freedom Force, Gain Ground, Gynoug, Joust, Robocop Vs The Terminator, Ecco: the Dolphin, Super Meat Boy and Syphon Filter 1. Also does anyone have tips about marketing, or should I not worry until I have an early build?
  5. WinterDragon

    time in loop

    I'm trying to find/figure out where in a loop, before the loop, after the loop, the computer understands time. As I have created a loop and I need to put a time-limit on an input. lost my program, so I'll adapt the following to a guessing game from a coin flip. Then I need to insert a time counter, just need to understand where to put it? import random def variables (): heads = 0 tails = 0 coinCount = 0 againPlay = "y" def game(): heads = 0 tails = 0 againPlay = "y" coinCount = 1 while coinCount > 0: if againPlay != "y": print ("you had ", heads, "heads.") print (" and ", tails, "tails.") end = input ("You're all done now!") nmCoin = random.randrange(2) if coinCount > 100: againPlay = "n" if nmCoin == 1: heads = heads + 1 coinCount = coinCount + 1 elif nmCoin == 0: tails = tails + 1 coinCount = coinCount + 1 else: print ("you had ", heads, "heads.") print (" and ", tails, "tails.") end = input ("You're all done now!") variables () game ()
  6. I've been trying different algorithms, and just yesterday I adapted one from the Graphics Programmer's Black Book (the chapter 17), and it works... but doesn't wrap around the edges like the other algorithms do. It does vertically, but not horizontally. I'm doing the wrapping by using an extra outer border of cells all around, that each gets a copy of the opposite inner border. I've been trying for hours to figure out why it isn't wrapping around but I got nowhere so far. Meanwhile I also burned out. If someone else could take a look and see if they could figure out what's wrong, I'd appreciate it a lot. A fresh pair of eyes might see better than mine. I don't know if I should paste the code right here, as it's a little long (some 200 lines), so meanwhile it's in this repo right here. It's a simple console app, works on the windows console (don't know about the linux terminal). There's two generation algorithms there for comparison, and you can easily switch using the algo variable. The SUM works fine, the BITS is the one that doesn't. Not sure what else to say. I tried commenting the code for clarity. Well, if someone has 5 minutes to spare, I'll greatly appreciate it. Thanks in advance. ---------- EDIT: A specific symptom that I noticed (that I didn't think to mention earlier) is that when using the BITS algorithm (which uses bit manipulation, hence the name of the flag), the cells on the outter edges don't seem to be affected by this part of the code that kills a cell or the equivalent part to revive a cell (specifically the "[i-1]" and "[i+1]" lines, which should affect the cells to the sides of the cell being considered): # if it's alive if cellmaps[prev][j][i] & 0x01: # kill it if it doesn't have 2 or 3 neighbors if (n != 2) and (n != 3): cellmaps[curr][j][i] &= ~0x01 alive_cells -= 1 # inform neighbors this cell is dead cellmaps[curr][ j-1 ][ i-1 ] -= 2 cellmaps[curr][ j-1 ][ i ] -= 2 cellmaps[curr][ j-1 ][ i+1 ] -= 2 cellmaps[curr][ j ][ i-1 ] -= 2 cellmaps[curr][ j ][ i+1 ] -= 2 cellmaps[curr][ j+1 ][ i-1 ] -= 2 cellmaps[curr][ j+1 ][ i ] -= 2 cellmaps[curr][ j+1 ][ i+1 ] -= 2 The actual effect is that the leftmost and rightmost edges are always clear (actually, as depicted, the ones on the opposite side to where the actual glider is, are affected, but not the ones next to the glider). when a glider approaches the edge, for exampple, this edge should have 1 cell And the opposite side should v like this not be like this, but this V v V V | . . . . | . . . . . . . .| . . . .| | . . # . | . . # . . . . .| . . . .| | . # . . | # # . . . . . #| . . # #| | . # # . | . # # . . . . #| . . . #| | . . . . | . . . . . . . .| . . . .| | . . . . | . . . . . . . .| . . . .|
  7. So I used python 3 for ios on my ipad to do part one of this assignment. Part One: create a guess my number game: numSpecial = 0 time = 0 guesses = 0 g = 0 i = 0 import random numSpecial= random.randint(1,9) print ("guess my nmber, biatch! between 1 and 10") while g!= numSpecial: time = time + 1 if time > 5: print ("you took too long, loser") elif g > numSpecial: print ("too high, shithead") guesses = guesses + 1 elif g < numSpecial: print ("too low, asshole") guesses = guesses + 1 elif guesses > 10: print ("I have had enough of your shit") else: print ("you found an error") g = int(input("what is your guess?")) if g == numSpecial: print ("you guessed right, you are not as stupid as I thought.") i = input () Part Two: figure out where in the program the computer recognises time and place a time limit on the game. And no it doesn't have an ending because I haven't covered ending a program in the text yet.
  8. I'M interested in programming tools (For animation, UI, etc). Can anyone suggest me the resources where I can start learning or which technologies I need achive it. Thanks, Rakshit
  9. Hello! As my hobby, I’m working on an ice-hockey game, using Python (pygame). It will be based on wego-turns, with each turn representing 3 seconds of “realtime playback”. In other words: both users plan their skaters’ movements and actions for the upcoming 3 seconds while the game is paused, and then, when they both have confirmed their turn, the game takes their plans, calculates what happens and finally presents the outcome of the turn to the users as a 3 seconds-replay. All frames of the action are stored so that users can re-watch the action, using rewind, forward, play functions etc. As I'm almost totally new to programming, I’m worried about the planning phase. Although my code does achieve what I want, I’m worried that it is overly complicated and will give me lots of headaches later on. Therefore, I would be very thankful if someone more experienced in programming could take a look and/or lend me a hand and give me tips how to simplify and shorten it. I will post my code at the end of the post in the spoiler, but I fear that it might be so messed up that noone but me understands it. Here is what the code should do: IDEA Context: When a certain input is given while a skater is selected during the planning phase, planning mode is enabled.In planning mode, the user can set waypoints for the selected skater. The higher the speed of a skater, the narrower the allowed angle to set the next waypoint needs to be. E.g. if your skater goes at full speed, you cannot perform a 90° turn within just two waypoints. The number of waypoints that can be set for a skater in the planning phase depends on the skater’s speed. The greater the speed, the more waypoints can be set. The effect of speed needs to be tracked during the planning-phase itself, so that - for example - if a user sets acceleration-waypoints he will be able to set more waypoints in this very planning-phase. All information for movement (between waypoints) must be stored, as it needs to be retrievable in the replay-phase. If you have any ideas or hints how to come up with a code that achieves these things, please tell me, never mind how basic or in-depth! What follows below is my complicated attempt at it. MY ATTEMPT VIDEO
  10. Arnold // Golden Donkey Productions

    C# Where to get started in making a text based MUD?

    Where to get started in making a text based MUD? So I have been making small games for over 3 years now and I'm comfortable in the programming languages that follow: 1. Python (I need a bit of practice with this) 2. C# (I am the most comfortable in this) 3. Java (I know quite a bit but might need to do a tad of research) and I have also done a bit in: 4. JS (I know pretty much nothing here) 5. And some other stuff Anyway, so now you know all that rubbish here goes. What I wan't to do is program a text based MMORPG or a text based MUD. I have basically no clue where to begin so I what I need is some places to start. If anyone has any information on the subject, anything at all, please post it bellow. I will be really appreciated.
  11. A simple arcade game in python.I am currently in class 9th and made this game using python
  12. I've made a very simple map generator as a demo for combat encounters in my game. I plan to have the trees and rocks be cover, while the player's bandits ambush a caravan on the road in the middle. Please, let me know what you think. Criticism is welcome. """ Generates a basic map for combat """ __Author__ = "RidiculousName" __date__ = "3/21/18" import pygame as pg import copy import random def createMap(width, height, trees, rocks, roadWidth): """ creates a combat map :param width: int; 20-60 width of map in squares :param height: int; 20-60 height of map in squares :param trees: int; 0 to (width*height)//5 # of trees in map :param rocks: int; 0 to (width*height)//5 # of rocks in map :param roadWidth: int; 0-10 width of road in map (if value=0, will not have a road) :return: tuple matrix of map """ # variable declarations mapMatrix = [] rowList = [0] * width treeLocations = [] rockLocations = [] colIndex = random.randint(0, height) rowIndex = random.randint(0, width) #error checking if trees > (width * height) // 3: print("ERROR: TOO MANY TREES") return 0 elif rocks > (width * height) // 3: print("ERROR: TOO MANY ROCKS") return 0 # create a blank map full of grass for i in range(height): row = copy.copy(rowList) mapMatrix.append(row) # add trees for i in range(trees): while (rowIndex, colIndex) in treeLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 1 treeLocations.append((rowIndex, colIndex)) # add rocks for i in range(rocks): while (rowIndex, colIndex) in treeLocations \ or (rowIndex, colIndex) in rockLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 2 rockLocations.append((rowIndex, colIndex)) # add the road if roadWidth > 0: ct = int(roadWidth // 2) road = int(height // 2) while ct > 0: mapMatrix[road + ct] = [3] * width mapMatrix[road - ct] = [3] * width ct -= 1 mapMatrix[road] = [3] * width # convert to tuple for i in range(height): mapMatrix[i] = tuple(mapMatrix[i]) # return return tuple(mapMatrix) def showMap(screen, mapMatrix): """ :param screen: pygame screen object images are blitted to this :param mapMatrix: list matrix contains the map matrix :return: none """ # variable declarations height = pg.display.Info().current_h width = pg.display.Info().current_w x_pos = 0 y_pos = 0 grass = pg.image.load("grass.png").convert() tree = pg.image.load("tree.png").convert() rock = pg.image.load("rock.png").convert() road = pg.image.load("road.png").convert() for i in range(len(mapMatrix)): for j in range(len(mapMatrix[i])): if mapMatrix[i][j] == 0: screen.blit(grass, [x_pos, y_pos]) elif mapMatrix[i][j] == 1: screen.blit(tree, [x_pos, y_pos]) elif mapMatrix[i][j] == 2: screen.blit(rock, [x_pos, y_pos]) elif mapMatrix[i][j] == 3: screen.blit(road, [x_pos, y_pos]) x_pos += 16 y_pos += 16 x_pos = 0 def main(): """ calls functions to allow the game to run """ # variable declarations done = False # initialize pygame pg.init() # make screen object size = (1600, 900) screen = pg.display.set_mode(size) # set window caption pg.display.set_caption("Bandit King") #manages FPS clock = pg.time.Clock() #creates map mapMatrix = createMap(30, 30, 140, 20, 2) while not done: # --- main event loop for event in pg.event.get(): if event.type == pg.QUIT: done = True # --- game logic # --- drawing code showMap(screen, mapMatrix) # --- update screen pg.display.flip() # --- limit to 60 FPS clock.tick(60) #print("height: ", pg.display.Info().current_h, "width: ", pg.display.Info().current_w) pg.quit() if __name__ == "__main__": main()
  13. RidiculousName

    2D Random Map Generation

    I want to make a random map generator in python 3, but I have no idea how to do it. Could someone recommend me a good starting point? What I want to make is a flat 2D overworld-map with roads, rivers, settlements, farmlands, forests, and plains. I don't want to model specific buildings. This is just for a game I'm making where I'd like the player to be able to travel from point to point.
  14. Hello all, I have teamed up with TheGameCreators for them to trial a Python version of AppGameKit in the form of a PYD file that makes AppGameKit commands available to Python 3.6 and greater. Currently this PYD is compiled only for use with the Windows x86 version of Python. It is a free, unlimited version of their commercial product, but it does show the AppGameKit logo for a few seconds on game startup and AppGameKit is mentioned in the window title when in windowed mode. The PYD works with PyInstaller for easy distribution. If you haven't heard of AppGameKit, I would recommend looking over their website. They also have documentation online and an active community forum. I should point out that method names have been changed to follow PEP 8 naming conventions, so they will be similar but different from the online help. I also had to make a few changes mentioned on the project's itch.io page. There is also a PYI file there that can be used with PyCharm for easier access to the same information. As mentioned, this is a trial for them, but if there's a positive response they will extend the project and include a way of compiling an executable without the intro logo and window title text as well as support other OS. Please take a look and feel free to ask me any questions about it here or on the project's community forum on itch.io. AppGameKit for Python project page at itch.io: https://fascimania.itch.io/appgamekit-for-python Original announcement url: https://www.thegamecreators.com/post/announcing-appgamekit-for-python
  15. carPrice = input ("what is the base price of the car?") tax = int (carPrice) * .125 insurance = 250 totalcarPrice = int (carPrice) + int (insurance) + int (tax) print ("total cost of your car including: insurance $",insurance,",") print ("and tax: $",tax," comes to $",totalcarPrice) input () This is a program that figures out all your extra costs, when buying a car. The only mistake I still need to figure out, is what the escape clause is for avoiding having a space at the end of a statement inside a print function. It works fine, the user enters the base cost for the car. Program calculates the tax and adds a previously decided insurance cost. Then the program provides the user with both the individual costs, and the total all-inclusive price of the car. EDIT: After some research not in-book, it turns out that you can avoid the white spaces in between statements by using the function sep = "", which should be treated as a variable - so not inside the quotation marks of the print function, rather, naked inside the brackets. So the final program now looks like this: carPrice = input ("what is the base price of the car?") tax = int (carPrice) * .125 insurance = 250 totalcarPrice = int (carPrice) + int (insurance) + int (tax) print ("total cost of your car including: insurance $",insurance,",", sep = "") print ("and tax: $",tax," comes to $",totalcarPrice, sep = "") input ()
  16. I wrote my first program (not including the false start last time I attempted programming) in Python... and it works! after a few bug fixes it's actually quite small and some would think insignificant. But I'm getting used to the syntax and form of the language. print ("hello") print ("nwhat are your 2 favourite foods of all time?") food1 = input ("nt1.") food2 = input ("nt2.") print ("I have made ",food2+food1," for you!") input ("press a key to exit and enjoy your meal :)")
  17. tip15 = 0 tip20 = 0 price = input ("how much did your meal cost?") tip15 = int (price) * .15 tip20 = int (price) * .2 print ("A 20% tip would be ",tip20," and a 15% tip would be",tip15) input () I wrote a tipper program for an exercise. It's a simple program and it took 20mins to write including several bug fixes, where I had to go back to looking through the textbook and a few glances at my first program, before I got it running properly. I made the usual noob mistakes - since I've tackled many different languages, I had to figure out if I needed to declare variables. I also got the variable on the wrong side of the equals sign, then I forgot to include commas in my print statement for the variables. I also forgot to state that the variable was an integer. Finally, I forgot to use brackets and then incorrectly included the calculation inside the brackets. Eventually, I figured all of this out and came up with the above seemingly simple program. And it works! I'm still not using comments, but I'll fix that when I start writing longer programs.
  18. So it took one day to write and bug fix. Then another day to go through guesswork and figuring it out - to get the program to work. I haven't got up to while loops in the book, so it took a while - a few errors before I got it working. And I certainly haven't got as far as def methods, so using them was difficult and problematic. But I wanted my program to be complete with an exit option. import random def end_game(): end_message = ("game over") print (end_message) def game(): againPlay = "y" while againPlay == "y": nmCookie = random.randrange(5) begin = input ("cookie time, open your fortune cookie") if nmCookie < 1: print ("you are going to die someday") againPlay = input ("Still hungry") elif nmCookie == 1: print ("you just ate a cookie") againPlay = input ("Still hungry") elif nmCookie == 2: print ("you are going to eat another cookie") againPlay = input ("Still hungry") elif nmCookie == 3: print ("you like cookies") againPlay = input ("Still hungry") elif nmCookie == 4: print ("you will have a gargantuan legacy") againPlay = input ("Still hungry") else: end_game() game () end_game ()
  19. Hi all, I am starting to develop a tactics game and ran into a problem I had not thought of. I began by drawing a screen with a hex grid, and this is no big deal. I got that working fine. But, I realized it didn't look quite right. This is because in most strategy games, you're not looking straight down. There is a bit of a tilt. Attached is an example of what I mean. The hexagons on bottom are larger than the hexagons on top, and I'm unsure of how to go about adding this effect. Especially when you consider that some maps may be of different sizes. I'm not sure if this is the right place to post something like this, but it seems as though some sort of linear transformation would be applied? No? I don't even know where to begin in a problem like this. Thanks.
  20. Tazbird

    Projectile Dominion: Ending Screen

    From the album: MissileCommandChallenge2018

    The ending screen from my 2018 Missile Command Challenge submission
  21. Tazbird

    Projectile Dominion: Title Screen

    From the album: MissileCommandChallenge2018

    The title screen to my 2018 Missile Command Challenge submission
  22. Bob Dylan

    Applying Impulse

    I have a circle class which has the following attributes: center, radius, old position, acceleration, mass, and restitution. I then apply impulse resolution as per this link: https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331. Here is the code, implementing that, along with my velocity verlet implementation (this is necessary as it explains why I change the values of the old positions of the circles near the end of the impulseScalar method): def doVerletPosition(self): diffPos = (self.center).subtract(self.oldPos) aggregatePos = diffPos.add(self.center) ATT = (self.accel).scalarMult(dt**2) e = ATT.add(aggregatePos) return e def doVerletVelocity(self): deltaD = ((self.center).subtract(self.oldPos)) return deltaD.scalarMult(1/dt) def impulseScalar(self,other): isCollision = self.collisionDetection(other) collisionNormal = isCollision[0] if(isCollision[1] == True): relativeVelocity = (other.doVerletVelocity()).subtract(self.doVerletVelocity()) normDirecVel = relativeVelocity.dotProduct(collisionNormal) restitution = -1-(min(self.restitution,other.restitution)) numerator = restitution * normDirecVel impulseScalar = numerator/(self.invMass + other.invMass) impulse = collisionNormal.scalarMult(impulseScalar) selfVel = (self.doVerletVelocity()) otherVel = other.doVerletVelocity() selfVelDiff = impulse.scalarMult(self.invMass) otherVelDiff = impulse.scalarMult(other.invMass) selfVel = selfVel.subtract(selfVelDiff) otherVel = otherVel.subtract(otherVelDiff) self.oldPos = (self.center).subtract(selfVel) other.oldPos = (other.center).subtract(otherVel) It would help if you accepted the vector methods as correct on face value, and I think that they are named well enough to allow you to figure out what they do, however I can paste them in aswell. My main problem is that when I run this, it registers that a collision has happened, yet the values position of the second circle do not change. How would I go about fixing this, as it seems that I am implementing the calculations correctly. The values of the first and second circle is: center = Vector(0,0) radius = 3 oldPos = Vector(0,0) accel = Vector(0,0) mass = 1 restitution = 0.5 center2 = Vector(0,4.2) radius2 = 1 oldPos2 = Vector(0,4.21) accel2 = Vector(0,-1) mass2 = 1 restitution2 = 0.7 What it returns is here: (it returns the position of the centers) 0.0 0.0 0.0 4.1896 0.0 0.0 0.0 4.178800000000001 0.0 0.0 0.0 4.167600000000001 0.0 0.0 0.0 4.1560000000000015 0.0 0.0 0.0 4.144000000000002 0.0 0.0 0.0 4.131600000000002 0.0 0.0 0.0 4.118800000000003 0.0 0.0 0.0 4.1056000000000035 0.0 0.0 0.0 4.092000000000004 0.0 0.0 0.0 4.078000000000005 0.0 0.0 0.0 4.063600000000005 0.0 0.0 0.0 4.048800000000006 0.0 0.0 0.0 4.033600000000007 0.0 0.0 0.0 4.018000000000008 0.0 0.0 0.0 4.002000000000009 0.0 0.0 0.0 3.9856000000000096 INTERSECTION 0.0 0.0 0.0 3.9688000000000105 INTERSECTION 0.0 0.0 0.0 3.9516000000000115 INTERSECTION 0.0 0.0 0.0 3.9340000000000126 So when it prints INTERSECTION, surely, the stationary circle must change position, if the impulseScalar method is correct, (as it seems to be (as it follows what is said on that link). Even if I let it run for longer, the stationary circle still does not move.
  23. My first goal is to build in python a text-based (next version will have graphics) adventure game scenario where a player enters a tavern, and goes on a quest. Earns money, buys weapons and gets in a fight. So I've got four ideas for games I want to build. 1. a space simulation where a mute evolving clique is tasked with colonising planets - it's also a social network. My next goal is to build a 3rd person shooter and streets of rage style framework for a action/adventure game based on my story which is about God's mightiest heroes (with mutation sandbox) versus the devil (read pinhead meets bizarro superman). I also want to build in python, a 3d isometric rpg/sim that looks like the sims 1 but thematically is more like Bully or GTA1, but plays like Hell's Kitchen DS combined with Dofus, with environments combining elements of Phantasy Star, Sonic and art photography of convenience stores, etc. I also want to build an epic adventure story in RPGMakerMV. Any advice as to what else I should build in between to get closer to my goal projects. In a few weeks I'll have my first game, I'm not really sure how to turn it into an executable file so i can share it with people who don't have python installed.
  24. Lets say I have a character with a shooting animation that plays every time I hit the space key. I need to block input to assure that the animation finishes before another action is taken. What is a common approach to doing this? Right now, I'm using a variable that is a set to the total number of seconds the animation is. When the variable is zero player input is allowed again. Is there a better way? I'm using Python and Pygame for a 2D game.
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