kmvegas's Recent Forum Activity

  • Honestly, I think it has something to do with how Pygame references it's files, after looking at some of it's .py files.

  • Pretty simple additions to the platforming behavior:

    IsStandingOn(object) would check whether or not the calling object was standing on the object in parenthesis.

    GetObjectUnder() would check exactly what object was being stood upon by the calling object. If player wasn't on the ground, this would return 'none'.

  • Ah... I think I might know what the issue was. I was attempting to include the py/pyc files within the executable but leave the pyd files outside in the directory / subdirectory. Maybe that's the difference between your method and R0J0's, since his worked for me and yours didn't. In any case, your example does work just fine so I have kind of a template now to experiment with. Thanks much!

  • tulamide, I don't mean to be a bother but is there any way you could show me a working example, both *.cap and compiled? I feel really stupid but for some reason, I just can't get your method to work

  • O_O where's that option?

    Where's what option? Run Layout is under the projects tab at the top, if that's what you mean... as far as toggling events on and off, he would just find the event where he set it to go to a different layout and right click on it, and hit "toggle event".

  • If my understanding is correct, "Run Layout" means basically "start on this layout", so being able to change layouts during runtime should still be normal behavior. If you wanted to disable individual layout changes, say, for debugging purposes, you could just toggle off the layout change in the event sheet.

  • Thanks for the help guys! First of all, R0J0hound's method of using a subdirectory worked. I then threw a blank __init__.py into the folder and changed the script to tulamide's, and it failed. As far as including the files with the exe, I haven't gotten that to work at all.

    The files to be included are:

      pygame.base.pyd pygame.bufferproxy.pyd pygame.color.pyd pygame.constants.pyd pygame.display.pyd pygame.event.pyd pygame.joystick.pyd pygame.rect.pyd pygame.rwobject.pyd pygame.surface.pyd pygame.surflock.pyd

    The pygame. prefix was added by cxfreeze when I used it to figure out which files I needed.

    Also, the error I get when it can't find the files is:

    <img src="http://kmvegas.com/gamedev/error1.png">

  • In version 0.99.94 of Construct, I'm having the problem where the object using platform behavior won't stick to the vertical moving platforms... I was under the impression that this was fixed as of a previous version, and I've loaded at least one other persons *.cap file that doesn't have the issue. I've compared their setup to mine, to no avail. I don't know what I'm missing, but here's my *.cap file... maybe somebody else can figure out what i've got screwed up lol

    Use the arrow keys to move. Up is jump. Go left to find the vertical platform. The object with the platform behavior is "Player". The other sprite, "Billy", is just the animated sprite that's displayed. It has no relevant behavior.

    NOTE: This uses Pygame for joystick support and I've only removed the include for the "eJoy" script, but the script is still in the file so if the *.cap won't run, just delete the whole eJoy event sheet.

    http://kmvegas.com/gamedev/platform(099994).zip

  • Including the *.pyd files within the executable doesn't work. Rojohound? Where ya at? lol

  • I've seen this mentioned here and there, but nobody has concluded one way or another... is there a way to put *.pyd files into a subfolder instead of in base directory with the exe? I'm using pygames for joystick support, causing me to have 11 *.pyd files uglying up the folder.

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  • EDIT: Nevermind i just needed to init the display module as well, since the "event queue" is used. Trial and error, a part of learning lol

    This works for me but it looks like it inits the entire Pygame library... it's my understanding that this isn't necessary, but i can't seem to make it just init the joystick module. I checked the pygame documentation, but the methods they provide to import and init pygame and it's modules don't work...

    for example, you did this to import:

    from pygame import*; 
    [/code:1atoszdw]
    but the documentation says to do this, and also says for some reason that the first line is the only necessary one.
    [code:1atoszdw]
    import pygame
    from pygame.locals import *
    [/code:1atoszdw]
    which throws an error.  And replacing your init() with joystick.init() doesn't work, but shouldn't it?  The inconsistencies are confusing me, help please?
  • 0.99.91 is the version I'm using, since it's the latest stable release... but thanks, I'll go ahead and download the latest build.

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kmvegas

Member since 6 Sep, 2010

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