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Author Topic: Official PyGG2 Development thread  (Read 161262 times)

Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #240 on: November 07, 2011, 04:17:43 pm »

(click to show/hide)

500-800 while shooting, 1000 otherwise.
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Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #241 on: November 07, 2011, 05:43:43 pm »

I get about 200 plain, 60-70 whilst shooting.

NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #242 on: November 07, 2011, 07:25:13 pm »

Hi i'd like to hop on the bandwagon

what ide do you guys use?
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #243 on: November 08, 2011, 01:35:03 am »

We don't really use an IDE, just a plain 'old code editor. I personally use Notepad++, but you can use whatever you want.

To get started just fork my repository on github and start coding. When you're done make a pull request and I'll look through the code and put it in.

My repo: https://github.com/nightcracker/PyGG2
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Ignis

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Re: Porting GG2 to Python - PyGG2
« Reply #244 on: November 08, 2011, 01:59:40 am »

~200 not shooting
~100 shooting

This is absolutely awesome.  I love you.
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replays suck, use demos
demos are only good for setting traps, use soldier if you want to be aggressive and still have explosions
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UNDERWATER BASKETWEAVING

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Re: Porting GG2 to Python - PyGG2
« Reply #245 on: November 08, 2011, 07:32:02 pm »

About 400 non shooting, and about 200 shooting.
It's of note that the shooting changes depending on where you are in the map, due to, of course, how far the bullets actually go.
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #246 on: November 08, 2011, 08:51:00 pm »

We don't really use an IDE, just a plain 'old code editor. I personally use Notepad++, but you can use whatever you want.

To get started just fork my repository on github and start coding. When you're done make a pull request and I'll look through the code and put it in.

My repo: https://github.com/nightcracker/PyGG2

What. Using a plain text editor sounds painful for programming. Auto completion and built in API are nice, but at very minimum is syntax highlighting...

I use Eclipse for most languages, and SciTE for anything it doesn't support.
« Last Edit: November 08, 2011, 08:51:09 pm by Vindicator »
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #247 on: November 08, 2011, 09:00:48 pm »

notepad ++ has basic syntax hilighting and most of the debugging is done through python itself (console), at least from the 20 minutes of when I set everything up today (for some reason python 64 doesn't want to work with pygame and I had to downgrade)
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #248 on: November 08, 2011, 09:10:23 pm »

notepad ++ has basic syntax hilighting and most of the debugging is done through python itself (console), at least from the 20 minutes of when I set everything up today (for some reason python 64 doesn't want to work with pygame and I had to downgrade)
Yeah I found that out after installing too... I have 4 versions of python installed, both of the 2.7 and 3.2's because I forgot pygame doesn't work with 64
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #249 on: November 09, 2011, 03:22:30 am »

I use gedit, which also a text editor. It has syntax highlighting and stuff.

Also yeah, the console is where you do everything.
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #250 on: November 09, 2011, 06:34:05 am »

Gedit and Notepad++ are both great. I use the former on Ubuntu, the latter on Windows. Vindicator, you're clearly used to Java development. Java is a static, strongly-typed language which is suited to an IDE. Python is dynamic but strongly-typed, meaning code completion or intellisense-like stuff isn't as easy. If you really want an IDE though, get python tools for Visual Studio.
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Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #251 on: November 10, 2011, 04:43:16 pm »

ewwww gedit.

notepad++ 4 lyfe

notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #252 on: November 11, 2011, 01:40:27 am »

ewwww gedit.

notepad++ 4 lyfe
But gedit has a file browser!
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #253 on: November 11, 2011, 02:47:04 am »

Hm, must've gotten the wrong version from the link. Mine's hardly a stress test.
Anyways, I know you weren't looking at this specifically yet but the game feel very 'floaty'.

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #254 on: November 11, 2011, 08:15:11 am »

Floaty as in jumping? Our gravity and acceleration numbers aren't correct yet, so it is different from GG2 yes (and might feel floaty).

And you are correct. On my webserver I just use one location, /downloads/pygg2.zip which I constantly overwrite with the newest version, which happens not to be a stress test.
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