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Author Topic: Official PyGG2 Development thread  (Read 161073 times)

CrazNoDale

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Re: Official PyGG2 Development thread
« Reply #1095 on: January 15, 2013, 08:24:37 pm »

Completely no progress for 6 months?

D:
It will probably start again during the summer.
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\esc144aAroundTheWorld\esca

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Re: Official PyGG2 Development thread
« Reply #1096 on: April 04, 2013, 04:11:05 am »

PyGG2 is dead, PyGG2 is dead, long live PyGG2!
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1097 on: April 04, 2013, 06:34:53 am »

NC won't work on it until GLFW releases GLFW 3 so that he can start to work on a good gfx library.
Ajf completely lost interest in this and is instead doing angl or something.
NAGN...I have no idea what he's doing, but no pygg2.
I have lost hope too and am now trying to understand enigma to get gg2 to work with it, as well as having more and more school projects that need time.


This is dead until further notice.


If anyone wishes to try to do anything with it, feel free, this is open and freely available. If you need help with pySFML 2 or the PyGG2 code itself, feel free to ask too.
But I'm officially not working on this anymore.
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GG2RBY

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Re: Official PyGG2 Development thread
« Reply #1098 on: April 04, 2013, 01:53:10 pm »

 D:
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1099 on: April 04, 2013, 02:36:05 pm »

The real problem here is that the closest language to fitting every dev's wants for starting a gg2 remake again is C#.

Yeah.
« Last Edit: April 04, 2013, 02:36:25 pm by Phantom Brave »
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

NAGN

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Re: Official PyGG2 Development thread
« Reply #1100 on: April 04, 2013, 07:30:56 pm »

 :cry:
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cmb

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Re: Official PyGG2 Development thread
« Reply #1101 on: April 04, 2013, 08:17:50 pm »

 :z7:

\esc144aAroundTheWorld\esca

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Re: Official PyGG2 Development thread
« Reply #1102 on: May 06, 2013, 05:06:07 am »

Why don't we just start again in C++! With stable libraries, like SDL!
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1103 on: May 06, 2013, 05:09:10 am »

That would be great! Let's just wait for Juicebox360 to come back online early next month so that I can talk to him about a possible way of working around C++'s most major downside.
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Orpheon

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Re: Official PyGG2 Development thread
« Reply #1104 on: May 06, 2013, 05:44:23 am »

Please do so in a different thread then.
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\esc144aAroundTheWorld\esca

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Re: Official PyGG2 Development thread
« Reply #1105 on: May 06, 2013, 09:22:41 am »

Please do so in a different thread then.
Will do ;)
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1106 on: September 12, 2013, 12:56:20 pm »

Using this thread as pygg2-related dump.

<Derpduck> https://www.dropbox.com/s/kn9jn9n16bq864s/GB-Orph.exe
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ZZZZZZZZZZ

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Re: Official PyGG2 Development thread
« Reply #1107 on: September 21, 2013, 09:50:00 am »

when you talk about udp vs tcp dont you mean combining both? why would you make the game with only one or the other, udp is faster but it is less secure and you cant control the packet flow as much, causing it to have to check the packets while tcp is slower but more reliable in handling packets in the right order. (maybe udp for players to server and a combination of both for the server software?)
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1108 on: September 21, 2013, 11:10:42 am »

You can practically reimplement (the relevant parts of) TCP within UDP so I don't know what you're talking about.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Orpheon

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Re: Official PyGG2 Development thread
« Reply #1109 on: September 21, 2013, 05:24:07 pm »

when you talk about udp vs tcp dont you mean combining both? why would you make the game with only one or the other, udp is faster but it is less secure and you cant control the packet flow as much, causing it to have to check the packets while tcp is slower but more reliable in handling packets in the right order. (maybe udp for players to server and a combination of both for the server software?)
Give me a case where order if packets is important enough to warrant a second socket per player.

In other words, there are practically no situations where TCP makes things better.
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