SHMUpy General Production Thread

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Re: SHMUpy General Production Thread

Postby SnipeHeart » Thu Jul 24, 2014 4:10 am

How about a built in folder which contains a plethora of files which can act as a tutorial? Within the folder, each file will only highlight one thing, but will do so extensively and in a simple-to-understand manner. Perhaps they could come with a .txt file to explain what's happening, too. The files should start out simple and progressively get more and more complex, but should never be too hard for someone with a basic grasp of the engine to understand. Maybe also include stuff such as their applications and how they may be used with previous "tutorial" files to demonstrate the relationship between parts/variables/etc also, to not only help cement what they learned in previous "tutorials", but to also provide as something to spark ideas and curiosity on how the behaviors of everything interact.

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Re: SHMUpy General Production Thread

Postby The Phantom » Thu Jul 24, 2014 4:38 am

Another suggestion, the ability to just open a file with the program to immediately load and fight the boss or stage or w/e, straight from the folder.
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Re: SHMUpy General Production Thread

Postby NightKev » Sun Jul 27, 2014 12:55 am

XML, blech, gotta stop that before it infects the program too deeply.

Is there a Github repo yet?

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Re: SHMUpy General Production Thread

Postby Ex-Rumia » Mon Jul 28, 2014 2:13 am

Actually fraxy can already do that with try files, unsure about bosses.
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Re: SHMUpy General Production Thread

Postby TheBlueEcho » Mon Jul 28, 2014 6:38 pm

NightKev wrote:XML, blech, gotta stop that before it infects the program too deeply.

Is there a Github repo yet?
Well then what do you propose he do instead?

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Re: SHMUpy General Production Thread

Postby Garoslaw » Mon Jul 28, 2014 8:52 pm

I was pondering on what kind of script to devise that would be both easy enough to understand as well as parse. If there's anything to suggest/propose, then please do so while I'm still very early with this project. It would both prevent from stuff getting complicated as well as give me an incentive

I haven't put up a repository of sorts yet as I don't feel it's been quite built out yet, as well as I'm still learning on how PyOpenGL works. I did recently manage to make it a tad more object oriented, and sort out some of the code to different scripts (the engine, xml, etc.) so there would be more room to find yourself in the more this progresses.

No really, I took a look at the Fraxy source code.
It has over 65k lines of code.

EDIT: As I mentioned about OpenGL before, Pygame helps out a lot with it's cookbook.
Take a look, I could probably study that and modify it.
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Re: SHMUpy General Production Thread

Postby NightKev » Tue Jul 29, 2014 8:39 pm

TheBlueEcho wrote:
NightKev wrote:XML, blech, gotta stop that before it infects the program too deeply.

Is there a Github repo yet?
Well then what do you propose he do instead?

JSON or YAML.

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Re: SHMUpy General Production Thread

Postby NightKev » Fri Aug 01, 2014 8:19 am

In fact, I'd probably recommend YAML over JSON; iirc it has some useful features that would be really good for this.

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Re: SHMUpy General Production Thread

Postby Scionox » Sat Aug 16, 2014 3:03 pm

Have there been any progress?
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Re: SHMUpy General Production Thread

Postby Garoslaw » Sat Aug 16, 2014 6:27 pm

It's been slow, due to other things, however I'm making good progress in making a configuration app for SHMUpy.
WXpython is an excellent tool for something like that, and given it can also manage pygame sounds, make windows within windows, and draw an OpenGL canvas in one of them, this is also excellent for the making of the editor. Definitely worth the check.
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