As some of you may recall, I started early on my 7DRL project this year, and so so my 168 hours just run out. I managed to upload a tarball of the (Python) source in time, so I'm going to count this as a win.
This being Python (specifically Python 2) and SDL (through pygame), ideally the code should run as-is for anyone who has the Python interpreter and pygame installed; just run enginerl.py. For the benefit of Windows users who find this awkward, I'll be putting up something like a Py2Exe executable as well, but I might not get around to that before tomorrow(access to Windows is somewhat awkward for me).
I'll also have more time tomorrow to make a better posting explaining the game; there is a possibility that the learning curve might be a bit steep.
The very basics: there is only one melee weapon in the game, and it's a wrench. It's a surprisingly effective weapon for a wrench, but you're still going to want to use other weapons. These, you're going to have to build yourself, which is more or less the point of the game.
Before you can build anything, you need to discover components; this is done by destroying robots and looking through their innards ("technology cores"). Once you think you have enough components to design something interesting or useful, you can bring up the design dialog with "D". (This is a large menu system; "View plans" should be useful in documenting roughly what the components are for.) Once you've finished one or more designs, you can start building stuff by pressing "T", as long as you have enough resources and materials. (If you don't, you'll have to destroy and recycle more robots.)
There is basically no documentation yet; I will be writing a more comprehensive post when I have a bit of time (which probably means tomorrow). Both vi keys and numpad work for movement; space generally means cancel. For those of you who can read Python, erlmaininput.py should give you a fairly good overview of the entire control set.
-kaw
(PS: I actually discovered a serious bug _while_ writing this newsgroup post, so any purists who insist on downloading the 7DRL release should be aware that there is a potential infinite loop in that version, which is fixed in 1.01.)
On Mar 4, 1:32 pm, kaw <tqneiq...@sneakemail.com> wrote:
> As some of you may recall, I started early on my 7DRL project > this year, and so so my 168 hours just run out. I managed to upload > a tarball of the (Python) source in time, so I'm going to count > this as a win.
At Wed, 4 Mar 2009 04:32:13 -0800 (PST), kaw wrote:
> As some of you may recall, I started early on my 7DRL project > this year, and so so my 168 hours just run out. I managed to upload > a tarball of the (Python) source in time, so I'm going to count > this as a win.
Where to? Where? Give me the link! Puh-leeeeeseeeee! /me cries.
On Mar 5, 1:31 am, Radomir Dopieralski <n...@sheep.art.pl> wrote:
> At Wed, 4 Mar 2009 04:32:13 -0800 (PST), kaw wrote:
> > As some of you may recall, I started early on my 7DRL project > > this year, and so so my 168 hours just run out. I managed to upload > > a tarball of the (Python) source in time, so I'm going to count > > this as a win.
> Where to? Where? Give me the link! Puh-leeeeeseeeee! > /me cries.
Kaw, I'm excited about this game so I'll probably play it eventually...
but...
Since I have to install and upgrade a bunch of python crap to get this pygame lib to work I don't know how soon that will be, and there is a high probability I will get frustrated and lose interest. Of course, if you were able to get some people to compile this python into an executable it would be far more likely. OSX plox?
On Mar 4, 1:32 pm, kaw <tqneiq...@sneakemail.com> wrote:
> As some of you may recall, I started early on my 7DRL project > this year, and so so my 168 hours just run out. I managed to upload > a tarball of the (Python) source in time, so I'm going to count > this as a win.
Congratulations!
I have XP and pretty new pygame and python, and the game faults with:
Font is not being ideally rendered. Traceback (most recent call last): File "C:\Documents and Settings\Filip\Programs \eengine-7drl-101\enginerl.py", line 217, in <module> screen.waitForInput() File "C:\Documents and Settings\Filip\Programs \eengine-7drl-101\rlinterface.py ", line 223, in waitForInput event = self.getInput() File "C:\Documents and Settings\Filip\Programs \eengine-7drl-101\rlsdl.py", lin e 405, in getInput self.update() AttributeError: SdlInterface instance has no attribute 'update'
> On Mar 4, 1:32 pm, kaw <tqneiq...@sneakemail.com> wrote:
> > As some of you may recall, I started early on my 7DRL project > > this year, and so so my 168 hours just run out. I managed to upload > > a tarball of the (Python) source in time, so I'm going to count > > this as a win.
> Congratulations!
> I have XP and pretty new pygame and python, and the game faults with:
> Font is not being ideally rendered. > Traceback (most recent call last): > File "C:\Documents and Settings\Filip\Programs > \eengine-7drl-101\enginerl.py", > line 217, in <module> > screen.waitForInput() > File "C:\Documents and Settings\Filip\Programs > \eengine-7drl-101\rlinterface.py > ", line 223, in waitForInput > event = self.getInput() > File "C:\Documents and Settings\Filip\Programs > \eengine-7drl-101\rlsdl.py", lin > e 405, in getInput > self.update() > AttributeError: SdlInterface instance has no attribute 'update'
> any chances for a fix in 1.0.2?
I was going to submit a patch tonight for the original author. But since it seems to affect somebody else:
Line 405 in rlsdl.py should be
self.sdl.update()
Then it runs fine. I'll post more of a review/guide tonight when I can play it.
After a dusting off my copy of fink, I managed to get python updated to 2.3 and install the pygame and objc libraries. Naturally, my path wasn't set up right, but after a while with the man pages and `find / sw/lib -name xxx`, I got it working. After resolving all the missing module errors, I had was left with an import error.... /sw/lib/ python2.4/os.py was calling import with ()s, which I guess is not ok anymore. So I hacked it, and now I am bailing in sre_compile.py with the intimidating: assert _sre.MAGIC == MAGIC, "SRE module mismatch".
So... unless you get a compiled OSX version, I am going to have to miss out on a game I am quite excited about :(
My opinion on these sorts of libraries was never that high... if you can't include them in the source package, they are usually far to much effort and are too unreliable to install. If you want people to play your game, I think sticking with C, C++, Java (with standard libraries), or compiled binaries is the way to go.
This game looks great! Is that directional illumination coming from the @'s flashlight??? I do wish there were a command list somewhere though, without having to look at the source code!
P.S. - How come when I built a handheld device, I can't wield it to use it against anything? I made an "incinerator ray" out of a beam projector component... is something missing?
> P.S. - How come when I built a handheld device, I can't wield it to > use it against anything? I made an "incinerator ray" out of a beam > projector component... is something missing?
I'm about to make a post including a bit of documentation, but since that's going to be an awfully long post, I'll address this specifically: you need a trigger. (Hook it up to the projector.)
You also need other components -- a beam projector needs something to project, the something that produces _that_ something needs power, and an engine that produce power needs fuel.
(You really ought to start with some of these components known; the fact that you don't means that the game is a bit needlessly hard in the beginning.) -kaw
> After a dusting off my copy of fink, I managed to get python updated > to 2.3 and install the pygame and objc libraries. Naturally, my path > wasn't set up right, but after a while with the man pages and `find / > sw/lib -name xxx`, I got it working. After resolving all the missing > module errors, I had was left with an import error.... /sw/lib/ > python2.4/os.py was calling import with ()s, which I guess is not ok > anymore. So I hacked it, and now I am bailing in sre_compile.py with > the intimidating: assert _sre.MAGIC == MAGIC, "SRE module mismatch".
> So... unless you get a compiled OSX version, I am going to have to > miss out on a game I am quite excited about :(
> My opinion on these sorts of libraries was never that high... if you > can't include them in the source package, they are usually far to much > effort and are too unreliable to install. If you want people to play > your game, I think sticking with C, C++, Java (with standard > libraries), or compiled binaries is the way to go.
Python 2.3? That's old but not really a problem. Now, the mismatch between versions of the Python you "installed" and the path the game is looking for some of the standard modules : "python2.4/os.py" for example, is bad news. The assert _sre.MAGIC == MAGIC is IMHO just the proof you are using a mismatched python interpreter and standard modules.
On Mar 6, 4:21 am, Christophe <chris.cavala...@free.fr> wrote:
> Python 2.3? That's old but not really a problem. Now, the mismatch > between versions of the Python you "installed" and the path the game is > looking for some of the standard modules : "python2.4/os.py" for > example, is bad news. The assert _sre.MAGIC == MAGIC is IMHO just the > proof you are using a mismatched python interpreter and standard modules.
Doh! Duh.
Oh, wait. I was wrong about versions. I'm running 2.4... I think I was confused cause I upgraded from 2.3. I'm going to dig around a bit. I little quick googling suggest I might have to be attentive to the fact that I'm using PPC.
On Mar 6, 9:19 am, Matthew Allen <msal...@gmail.com> wrote:
> Oh, wait. I was wrong about versions. I'm running 2.4... I think I was > confused cause I upgraded from 2.3. I'm going to dig around a bit. I > little quick googling suggest I might have to be attentive to the fact > that I'm using PPC.
Oh, I meant to add... a magic number, in this context, I think refers to an integer that is tucked into the beginning of a binary that indicates the OS/arch/protocol that the binary was built for. In this case, I think its telling me that its trying to use a binary build for another OS (intel?).
> After a dusting off my copy of fink, I managed to get python updated > to 2.3 and install the pygame and objc libraries. Naturally, my path > wasn't set up right, but after a while with the man pages and `find / > sw/lib -name xxx`, I got it working. After resolving all the missing > module errors, I had was left with an import error.... /sw/lib/ > python2.4/os.py was calling import with ()s, which I guess is not ok > anymore. So I hacked it, and now I am bailing in sre_compile.py with > the intimidating: assert _sre.MAGIC == MAGIC, "SRE module mismatch".
> So... unless you get a compiled OSX version, I am going to have to > miss out on a game I am quite excited about :(
> My opinion on these sorts of libraries was never that high... if you > can't include them in the source package, they are usually far to much > effort and are too unreliable to install. If you want people to play > your game, I think sticking with C, C++, Java (with standard > libraries), or compiled binaries is the way to go.
Are you still having these problems?
Python and pygame(which contains the standard Python bindings for SDL) really not obscure languages/libraries at all, IMHO no more than the Java runtimes. Both are packaged for OS X, so if you're editing source files to get this working, there's almost certainly an easier way to do what you're trying to do. (On both Windows and Linux this is a two-click / one-line process.)
I don't use OS X, but from the #pygame channel on freenode I got the following two packages recommended:
It's probably a good idea to uninstall any previous installations of Python 2 that you've done before installing these; _especially_ if your comment about "hacking it" should be interpreted to mean that you've edited source files that are part of the standard library.
I hope you get it working; I'll be happy to try to assist, but my knowledge of OS X is limited. -kaw
At Thu, 5 Mar 2009 14:08:02 -0800 (PST), Matthew Allen wrote:
> My opinion on these sorts of libraries was never that high... if you > can't include them in the source package, they are usually far to much > effort and are too unreliable to install. If you want people to play > your game, I think sticking with C, C++, Java (with standard > libraries), or compiled binaries is the way to go.
As far as I know OSX comes with python installed.
Will C width SDL compiled to a linux binary work better on your OSX?
On Mar 8, 8:12 am, Radomir Dopieralski <n...@sheep.art.pl> wrote:
> As far as I know OSX comes with python installed.
It turned out this was the root of my previous problem. I opted to install using fink because I am comfortable with the apt-like interface. But even though 'which' lists /sw/bin/python as the executable, the system python is what is actually run. I ended up dead- ending because fink only installs 2.4, but emperor seems to depend on a lot of 2.5 stuff.
I'll try to install python and all the libraries from their OSX mpkgs if I get some energy again. I'll let you know when I make another pass at it.
How do i detonate a bomb? I've designed the device containing bomb and trigger and hardwired trigger destination to bomb. I've tried to use the device just like i use the medikits, then I've tried to wield it and send 's'ignal to it, but neither solution was succesful.
On Mar 22, 7:46 am, jerzy.chalup...@gmail.com wrote:
> How do i detonate a bomb? I've designed the device containing bomb and > trigger and hardwired trigger destination to bomb. I've tried to use > the device just like i use the medikits, then I've tried to wield it > and send 's'ignal to it, but neither solution was succesful.
trigger -> signal delay -> bomb
(w)eild it, then (f)ire it, then either (d)rop or (t)hrow it.