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Re: [pygame] pygame for commercial use



Python and Pygame have no browser plug-ins, but it has an
easy-to-install run-time library and can be compiled with the disutils
to run on virtually any imaginable platform.  However, disutils (such
as the implementation py2exe) are sometimes tricky.  I, for one, can't
get them to work at all ;)

I'm also interested in getting into $$$ downloadable games, but I'm
still working on an ideal distribution package.  Perhaps you can take
a look at the proposed pygame launcher development.


On Sat, 30 Oct 2004 23:21:25 +0000, pygame@slippypeople.com
<pygame@slippypeople.com> wrote:
> Hello, I am hoping that some experienced pygame users/developers might be able
> to suggest some of the ramifications of using pygame in a commercial setting.
> I'd really like to know what the barriers are. For instance, a particular
> component has an overly restrictive license, a necessary feature is lacking,
> etc.
> 
> I've only just begun dabbling with pygame at home, but I have been making
> games professionally for five years. I'd really like to push my company to
> use Pygame, if it's feasible.
> 
> Background: we've only been using Flash and Director, thus far, and we are
> almost exclusively focused on 2D. Recently, we moved from web-only games to
> downloadables($$$), and thereby removed the restriction of browser plug-in
> based platforms. Speaking of which, how feasible is a browser plug-in for
> Pygame? I believe there is an abundance of Flash'ers that would love to
> expand, but there's really no where to go (Java doesn't count ;)).
> 
> BTW, I'm having a blast with Pygame, so far.
> 
> Thanks
> 
> -austin
> 


-- 
Andrew Ulysses Baker
"failrate"