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Re: [pygame] Game idea revised



On Wed, 28 Feb 2007 10:55:30 -0800
"Bob Ippolito" <bob@xxxxxxxxxx> wrote:

> On 2/28/07, Kordova <kordova@xxxxxxxxx> wrote:
> >
> > On Feb 28, 2007, at 8:27 AM, Charles Christie wrote:
> >
> > > This idea seems more and more feasible, and better for pygame,
> > > every time I think about it, and my previous idea of making a
> > > danmaku shoot-em-up game out of this typing thing gets less savory
> > > due to the speed and accuracy limitations of python (which isn't
> > > exactly a bad thing, it's easy to program in for a newbie like
> > > me).
> >
> > I do not know what danmaku is (actually thanks to google I think I
> > now do), but I have had success at work and at home with intensive
> > 3d applications written primarily in Python. If you feel you are
> > able to develop this and are interested in doing so, you should try
> > it. In my experience most complaints against Python tend to be
> > based on poor design and/or implementation of algorithms rather
> > than the language running dog slow. (And you can make the plunge
> > into C extensions or whatever if it really becomes an issue.)
> >
> 
> Python having "accuracy limitations" seems very suspect as well. Where
> the heck did that assertion come from?
> 
> -bob

A tutorial on the pygame website says that you shouldn't try to get
pixel perfect hitrect detection. Wouldn't that mess with the game's
accuracy?

And the speed limitations thing comes from the fact that, well, I suck
at coding. :P

I read one tutorial that if you're making a fast paced game you
shouldn't even bother with Python. Of course, I considered this BS, but
I know that Python isn't as fast as C. That doesn't mean it's _slow_,
though.

Didn't know you could use C extensions in Python. Is that like saying,
if I have a library I like to use in C (in this case, Kenta
Cho's awesome bulletml library) I can use it in python? How much
hacking would that take?

Other reasons I wanted to change the idea of my game is because...

1. Time limitations. It'd probably be easier to come up with a grid
instead of 20 bullet patterns and program them all, but if I could use
bulletml this wouldn't be nearly as much of a problem.

2. I never thought of doing it this way and someone else said it would
be a good idea, and I agree with him now.

3. No need to change the game code for every keyboard layout. My
typing danmaku game idea assumed everyone has a QWERTY keyboard.

4. I've never seen anyone else do this, while I've seen multiple
shoot-em-up typing tutors (but none of them were danmaku and none of
them were based on the Touhou games).

5. Well... uh... my typing danmaku game would make a good sequel. ;P

I didn't mean to make it sound as if it's impossible to make a danmaku
typing game in Python, but rather a newbie like myself would end up
making code that is slow and inaccurate due to lack of information and
(moreover) time.