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Author Topic: Official PyGG2 Development thread  (Read 161634 times)

Dusty

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Re: Official PyGG2 Development thread
« Reply #765 on: June 16, 2012, 01:57:07 pm »

oh, derp

Orpheon

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Re: Official PyGG2 Development thread
« Reply #766 on: June 16, 2012, 03:14:47 pm »

I once calculated it, a PyGG2 server would disconnect all clients after a straight 2 and a half years of hosting, but they could then join again.
And it doesn't send them at an infinite rate, only 20 times per second atm.

So no, it's not really an issue.
« Last Edit: June 16, 2012, 03:15:10 pm by Orpheon »
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NAGN

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Re: Official PyGG2 Development thread
« Reply #767 on: June 19, 2012, 10:36:13 pm »

Keep an eye out for the fact that we're essentially building this off of an unstable wrapper built on top of a currently unstable project

https://github.com/bastienleonard/pysfml2-cython/issues/38#issuecomment-6443873

I'm not so sure how we're going to bundle all these dlls in the end, at least for Linux since there's so many possible distributions. Does anyone know how the package manager works?
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #768 on: June 20, 2012, 07:16:39 am »

Keep an eye out for the fact that we're essentially building this off of an unstable wrapper built on top of a currently unstable project

https://github.com/bastienleonard/pysfml2-cython/issues/38#issuecomment-6443873

I'm not so sure how we're going to bundle all these dlls in the end, at least for Linux since there's so many possible distributions. Does anyone know how the package manager works?
No, but there aren't that many distros we have to provide for, you know. Making one .deb file already solves everything Debian, which includes Fedora, Ubuntu and Debian itself, maybe something for Arch Linux and that's it.

And yeah, I know pySFML is unstable, but it's better than pygrafix right now and probably forever will be.


Also warning, I pulled the PySfmlPort branch into master, so start pushing/pulling from that now. And wareya found a lot of broken stuff in the collision code, he's fixing that, to avoid merge conflicts avoid character.py.
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RedBluYellow

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Re: Official PyGG2 Development thread
« Reply #769 on: June 20, 2012, 09:45:58 am »

Glad to see it's still being developed :D
Gl
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #770 on: June 20, 2012, 10:55:20 am »

Also, again, I want to hear everyone's opinion on how to structure teams.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #771 on: June 20, 2012, 07:39:59 pm »

Also, again, I want to hear everyone's opinion on how to structure teams.
teams?
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #772 on: June 21, 2012, 06:14:40 am »

.team variable on everything, ShotRed/ShotBlue-RocketRed/RocketBlue-etc.. objects, or something else.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #773 on: June 21, 2012, 06:16:43 am »

Booleans

Motherfucking Booleans
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #774 on: June 21, 2012, 06:47:12 am »

Booleans

Motherfucking Booleans
Booleans are useless in this case, there are 3 teams.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #775 on: June 21, 2012, 07:45:08 am »

Booleans

Motherfucking Booleans
Booleans are useless in this case, there are 3 teams.
assign a numerical value to the team variable then

dubm
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #776 on: June 21, 2012, 07:46:15 am »

Booleans

Motherfucking Booleans
Booleans are useless in this case, there are 3 teams.
assign a numerical value to the team variable then

dubm
Yeah, of course. Thing is, not everyone agrees that making a team variable is the smartest thing in the first place.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #777 on: June 21, 2012, 07:55:07 am »

Booleans

Motherfucking Booleans
Booleans are useless in this case, there are 3 teams.
assign a numerical value to the team variable then

dubm
Yeah, of course. Thing is, not everyone agrees that making a team variable is the smartest thing in the first place.
It gives you flexibility and ease with developing and modding. Not to say people are going to actually use it, but whatever.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #778 on: June 21, 2012, 08:40:31 am »

Booleans

Motherfucking Booleans
Booleans are useless in this case, there are 3 teams.
assign a numerical value to the team variable then

dubm
Yeah, of course. Thing is, not everyone agrees that making a team variable is the smartest thing in the first place.
It gives you flexibility and ease with developing and modding. Not to say people are going to actually use it, but whatever.
So do different classes for different teams. That is a requirement, not an argument.
« Last Edit: June 21, 2012, 08:40:48 am by Orpheon »
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #779 on: June 21, 2012, 11:27:33 am »

You're gonna have to help me out with that one, because that genuinely makes no sense at all.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

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