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Author Topic: Official PyGG2 Development thread  (Read 161363 times)

Derpduck

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Re: Porting GG2 to Python - PyGG2
« Reply #270 on: November 12, 2011, 09:08:29 am »

Idle: 350-400
Shooting: 140

Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #271 on: November 12, 2011, 11:23:53 am »

idle: ~550 fps
shooting: ~220 fps
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #272 on: November 12, 2011, 12:36:22 pm »

hey so how do I add the C module to python
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Ignis

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Re: Porting GG2 to Python - PyGG2
« Reply #273 on: November 12, 2011, 03:41:30 pm »

There were small FPS improvements

Idle: switches between 1666 and 2000
shooting: ~580

that's an FPS drop of at least 500 compared to the last version :drool:
(well while shooting it improved...which is more important i would say.)
Oh man, 2000 FPS just ain't enough.
 :hehe16:
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demos are only good for setting traps, use soldier if you want to be aggressive and still have explosions
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #274 on: November 12, 2011, 03:44:11 pm »

hey so how do I add the C module to python
python make.py build

you need GCC installed an in path first
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #275 on: November 12, 2011, 06:27:12 pm »

what uh enviromental path do I need to add for make.py and build
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #276 on: November 13, 2011, 04:39:19 am »

what uh enviromental path do I need to add for make.py and build
1) download mingw32-gcc (gcc for windows) from somewhere
2) put it in path
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #277 on: November 16, 2011, 01:56:32 pm »

when I compile it says this


C:\Users****\Desktop\pygg2\Git>python make.py build
c/bitmask.c:1:0: warning: -fPIC ignored for target (all code is position independent) [enabled by default]
c/bitmask.c: In function 'bitcount':
c/bitmask.c:74:7: warning: right shift count >= width of type [enabled by default]
c/_mask.c:1:0: warning: -fPIC ignored for target (all code is position independent) [enabled by default]

Press any key to continue . . .



Attempting to run says this


C:\Users\****\Desktop\pygg2\Git>C:\Python27\python.exe main.py
Traceback (most recent call last):
  File "main.py", line 17, in <module>
    import gg2
  File "C:\Users\****\Desktop\pygg2\Git\gg2.py", line 8, in <module>
    import map
  File "C:\Users\****\Desktop\pygg2\Git\map.py", line 5, in <module>
    import function
  File "C:\Users\****n\Desktop\pygg2\Git\function.py", line 7, in <module>
    import mask
  File "C:\Users\****Desktop\pygg2\Git\mask.py", line 2, in <module>
    import Image
ImportError: No module named Image
Press any key to continue . . .

am I missing something?
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #278 on: November 16, 2011, 01:57:53 pm »

Yes, you are missing PIL, the Python Imaging Library. Install it like this:

Code: [Select]
sudo apt-get install python-imaging
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #279 on: November 16, 2011, 02:01:08 pm »

aha thank you

now I'll hopefully start doing minor things until I get used to python
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #280 on: November 19, 2011, 12:46:52 pm »

Motion blur anyone?

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Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #281 on: November 19, 2011, 12:53:06 pm »

looks cool. Does the character also finally have a walking animation?

ror 11 fps
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #282 on: November 19, 2011, 12:54:51 pm »

Yes it does. And the way motion blur is implemented ATM combined with pygame is very performance heavy, it was more of a joke.
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billymaze

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Re: Porting GG2 to Python - PyGG2
« Reply #283 on: November 19, 2011, 05:09:03 pm »

Posting here so as to remeber to test the fps thing for you.
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #284 on: November 20, 2011, 01:25:44 pm »

Motion blur anyone?



Holy, no. That's super confusing.
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