In terms of getting the build bots building,
For windows, all dependencies the build bot uses need to be included
in pygame's prebuilt dependencies package for both visual c runtimes,
and when there is an updated prebuilt dependencies package, I'll copy
it over so the windows buildbots will use it.
For Mac OS X, dependencies need to be hand installed on the build bot,
so I need to know what packages those are (if there are no packages,
it's fine just to know what place the python build script will look
for them)
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For some background and pygame Mac OS X and windows packages...
good software deployment on OS X and windows is not like good software
deployment on ubuntu or any other linux flavor.
On windows there is no package management whatsover, and on Mac OS X
there is no package management which is practical for anything but a
minority of users. So when it comes to pygame's binary (i.e. not
python) dependencies, those things need to be either statically linked
(as portmidi, jpeglib and some others are on mac) or need to be
bundled with the distribution package (as SDL is on both platforms and
most other dll's are on windows)
Also, it can be very difficult and error prone to try and find or
build the windows dependencies with pygame, and traditionally getting
together the prebuilts was a major obstacle for windows users to build
pygame themselves (building the dependencies is way way more
complicated than building pygame), which is why there has almost
always been official packages of the prebuilt dependencies for
windows. I personally consider having such a package put together for
the new pygame version to be something that has to happen before a new
version can be released.
Finally, when it comes to developing the build scripts, pygame
developers should take special care to make sure neither the os x nor
the windows setup.py scripts ever put together an install package that
requires any runtime dependencies that aren't a standard part of the
OS distribution to be separately installed.