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Author Topic: Official PyGG2 Development thread  (Read 161202 times)

Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #210 on: October 22, 2011, 11:20:42 am »

For me, it runs perfectly at a static 83 fps (with frame limiter) with slight eventual drops to 82 at rare moments.
Same here.

notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #211 on: October 22, 2011, 12:21:45 pm »

For me, it runs perfectly at a static 83 fps (with frame limiter) with slight eventual drops to 82 at rare moments.
Same here.
Same here.
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Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #212 on: October 22, 2011, 12:26:30 pm »

It's constantly going from 77 to 78 for me  =/
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #213 on: October 22, 2011, 12:26:54 pm »

Code: [Select]
# global settings
framerate = 80

....

        # wait to get steady frame rate
        game.clock.tick(framerate)
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Flaw

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Re: Porting GG2 to Python - PyGG2
« Reply #214 on: October 22, 2011, 02:45:46 pm »

Code: [Select]
# global settings
framerate = 80

....

        # wait to get steady frame rate
        game.clock.tick(framerate)

(with frame limiter)
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #215 on: October 27, 2011, 01:34:08 pm »

All right, a new demo!

Fixed weapon rotation and changes physics code around. It should run quite a bit smoother now.

http://nclabs.org/downloads/pygg2.zip
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Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #216 on: October 27, 2011, 01:42:14 pm »

When you move left/right while in the air you tend to get a large horizontal speed increase and your gun is a bit shaky when you move around (it's also attached a bit too high)

The thing i really don't like atm is that your character slows down too fast when you stop pressing left/right.

otherwise, good job :)
« Last Edit: October 27, 2011, 01:42:27 pm by Lorgan »
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Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #217 on: October 27, 2011, 04:34:43 pm »

nightcracker for most devoted programmer 2011

Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #218 on: October 27, 2011, 04:42:48 pm »

nightcracker for most devoted programmer 2011
In the case of PyGG2, that's definately true.
In the case of GG2, that might be true.

In a more general case, that isn't true.
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la granja animale

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Re: Porting GG2 to Python - PyGG2
« Reply #219 on: October 29, 2011, 06:08:40 am »

man this is getting interesting...

and it's so smooth...
« Last Edit: October 29, 2011, 06:16:53 am by Floyd Pinkerton »
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #220 on: October 29, 2011, 06:38:51 am »

man this is getting interesting...

and it's so smooth...
Yeah, thank nightcracker for that. Interpolation's a thing o' beauty :z6:
« Last Edit: October 29, 2011, 06:39:23 am by AJF »
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #221 on: October 29, 2011, 01:16:21 pm »

So, this is actually happening? Cool!

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #222 on: November 04, 2011, 05:30:26 pm »

All right, I'm also trying out pyglet - an alternative render to pygame. Can someone report how much FPS they get with the following demo? The FPS is shown in the bottom left of the window.

Demo download
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Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #223 on: November 04, 2011, 08:47:26 pm »

I fluxuate between 110 and 160 fps.

Jowly

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Re: Porting GG2 to Python - PyGG2
« Reply #224 on: November 05, 2011, 03:24:35 am »

Up and down between 150 and 210.
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