Pygame RPG Development

Pygame RPG Development

Postby ChristianCareaga » Wed Jun 26, 2013 5:56 am

Hey guys, Me and my friend are currently making a RPG (mostly him until i get a little more practice)

its a pretty big project and we are trying to get a small following before we release it

the basic game-play (controls, map editor, etc) are finished and playable so if you wanna check it out here is the repo:
https://github.com/linkey11/Necromonster

if you like it or think its looks good star it please and if you'd like give some feedback that would be awesome to!

Thanks!
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Re: Pygame RPG Development

Postby metulburr » Wed Jun 26, 2013 11:48 am

Because the paths are hard coded with windows seps:
Code: Select all
metulburr@ubuntu:~/Downloads/Necromonster-master$ python Necromonster.py
Traceback (most recent call last):
  File "Necromonster.py", line 115, in <module>
    Necro()
  File "Necromonster.py", line 16, in __init__
    pygame.display.set_icon(pygame.image.load('rec\\misc\\icon.png'))
pygame.error: Couldn't open rec\misc\icon.png
metulburr@ubuntu:~/Downloads/Necromonster-master$
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Re: Pygame RPG Development

Postby Mekire » Wed Jun 26, 2013 1:07 pm

This is actually a really nice start. As Metul said here, and said in other threads, start using os.path.join for your paths. Also you need to use sprite sheets. You shouldn't save individual frames each as separate files; put all related frames on a sheet and write a function to cut it up. Using individual files for each frame really will cause unnecessary program bloat as well as increased loading times. Also look into mask collision (pixel perfect) to make your player better interact with solid tiles (you can't get too close to the bottom of the house even when you aren't colliding with the house for instance).

Oh yeah... the most important thing:
Stop doing this now.
Code: Select all
from globals import *
and
Code: Select all
from pygame.locals import *
Not to mention the fact that globals is a keyword that you shouldn't be using as a module name, you are also flooding your namespaces relentlessly. I know you will see the latter one in many peoples code (including some of my old stuff) but it should not be used.

Anyway, this will be really nice if you guys keep at it. You guys really should try to test in both a windows and a linux environment though (ideally also on python 2.x and 3.x). If you lose compatibility with linux more than half of the python/coder community will just ignore you (or worse).
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Re: Pygame RPG Development

Postby DrakeMagi » Wed Jun 26, 2013 4:50 pm

It nice. goop image looks good.

I don't think i could get use to main class being reference to all other classes.
I don't see a sleep method. Never need to max cpu out.
wasting cpu cycle with pygame.mouse.get_pos(). When event.pos is mouse position with any mouse event.
plus what already been said.

should also have a to do list.
to show what needs to be done.
and to show who doing what.
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Re: Pygame RPG Development

Postby ChristianCareaga » Wed Jun 26, 2013 8:05 pm

I read all the replies thanks so much i will link my partner so he can see them too

we will try to change all the stuff you guys pointed out

but so far i think its good for 2 15 year old

thanks so much guys!
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Re: Pygame RPG Development

Postby metulburr » Wed Jun 26, 2013 9:03 pm

i made a pull request on his for a quick fix of the hardcoded paths. Not the best method on some, but the process was tiring. There was some other stuff in there i saw that I would of changed but i was trying to get it to work in linux.
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Re: Pygame RPG Development

Postby ChristianCareaga » Wed Jun 26, 2013 9:18 pm

metulburr wrote:i made a pull request on his for a quick fix of the hardcoded paths. Not the best method on some, but the process was tiring. There was some other stuff in there i saw that I would of changed but i was trying to get it to work in linux.



he said i fixed it so it should work on Linux?
he just needs to commit it we might just use yours thought

Thanks!
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