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Re: [pygame] New GUI



On Jan 22, 2008, at 8:00 AM, Kamilche wrote:

I've looked at wxPython, PGU, Ocemp GUI, PyUI, and other GUI toolkits available for Python. Each of them had, to my eyes, severe flaws that prevented me from using them for my apps. Therefore, I've spent many months developing my own GUI and event system.

The GUI has windowing, translucency, buttons, menus, slider bars, frames, and more. It has a drag n drop GUI builder. The controls can be 'anchored', meaning when you resize the window, the controls resize automatically as well. It has an easy event handling system similar to VB6, but also the capability for controls to handle 'global' events.

I'm using it for a couple of commercial apps I'm making. I'm considering making the GUI itself available commercially, as well. I'm writing this email to gauge the level of interest in it.

If you're interested, respond in this thread. Pricing is an unknown - if you have thoughts in that area, I'd appreciate hearing them.

My own pygame dev being at the hobby-level, I can't say that I would have much interest in a commercial add-on to pygame myself. However, I would be interested in a high-level overview of what you found wrong with the existing guis and how your solution does not suffer from these perceived problems.

From a business standpoint, you might have trouble marketing such a thing in the face of the incumbent free solutions, regardless of how superior it might be. The dual-pricing scheme that Laura mentioned could help encourage adoption. Another option might be two versions, a bare-bones open source library that is functional but has few bells and whistles (perhaps lacking the gui builder), and a commercial upgrade that has everything anyone could want.

-Casey