Status update: currently working on sentries
https://github.com/nagn/PyGG2/commit/0beab4bf55c6e82c234a4ced6d2c5322d6b4b8f0
one thing to note to be careful about is referencing the character object. Python automatically garbage collects if, and only if, said object has no instances pointing to it. In this original case, we've accidently passed the Character object through from the Weapon to the Sentry object, which would've caused conflicts
Wait, didn't I do that? I passed the real owner to the init code, but put self.owner_id = owner.id if I remember correctly. No? Dammit.
Also, yeah, the only person that knows how to compile this is nightcracker (this is another thing we should add, you know where), and he's missing right now.
NAGN's right saying that there really isn't much to see. The impressive stuff is the hardware accelerated drawing, the interpolation, the networking, separated server/client and the modularity of the code. About the only thing you can see as a user of them is that suddenly running around filling the map with bullets runs at 2000 FPS (and the server at ~1 million fps if you don't limit it).
Actually, if people really want, I'll make a vid, ok?
broken GUI
Wait, you can host a server and connect to it via GUI? That's new.
I don't think that pygrafix is configured to handle py2exe, and to get nightcracker to do that is a stretch
Tbh, pygame has a legacy of problems with py2exe, and will definately won't work. Cython is probably a better idea in our case, but again, NC is the only one that knows how.