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October Challenge 2011

illume's Trophies

Ludum Dare First Donor Award
Awarded by PoV
on May 23, 2008
The Pumpkin Pillow Prize
Awarded by Hamumu
on December 3, 2007

illume's Archive

pip install pygame

Posted by
Monday, March 6th, 2017 4:49 pm

A little update for the Ludumdare community about pygame.

Over the last many months a bunch of us has slowly been toiling away at pygame. Remember pygame? It’s an SDL for python, but with a pythonic API.

Seven years or so worth of changes in this little release. What’s changed? Even I don’t know really. Sort of lots, and sort of not much. I’ve been meaning to write a series of blog posts describing things, and will eventually.

But one thing is that it integrates nicely with the python package manager. Meaning games can be distributed to tens of millions of python users with a `pip install yourgame`.

We’ve also been experimenting, and working on other packaging tools. Like windows installers, linux installers, and zero configuration packaging amongst other topics. Alongside this work has been trying to raise awareness within the python community, that yes, game developers and artists actually exist who use python. We’re still here. Plus there’s a new website (well, it’s still in beta testing, but probably will replace the old one any day now). Well, it’s more a continuation of the old websites. It’s been an act of slowly migrating old content (the earliest files are from the year 2000). Like all the cool kids, we’re moving to github.com/pygame (fashionably late as usual).

As someone once said Punk’s not dead(and neither is pygame).

pygamezine launch

Posted by
Monday, November 21st, 2011 3:24 am

PyGameZine has been launched. For more details see the http://www.pygame.org/ website.

Vintage in Paris

Posted by
Friday, November 11th, 2011 2:14 am

Our app has been published on the Nokia app store.

Vintage in Paris

I’ve written a little blog post about our Vintage in Paris app here.

List of places to announce our games.

Posted by
Sunday, October 23rd, 2011 7:38 am

Does anyone have a list of places where we can announce our games?

What game websites can we announce on?

How about blogs?  Are there any game blogs that take submissions?

Are there any forums that like to hear about new games being released?

How about PAD file distribution?  I remember this was something useful to do years ago(2003 or so), but is it still worth doing?

Are press releases worth doing?

Places to announce games in the comments.  <– Please leave places to announce in the comments.

getting into samsung store

Posted by
Friday, October 21st, 2011 5:36 am

Android Market problem. Then no problem.

Posted by
Thursday, October 20th, 2011 8:17 am

Notes on chrome and android.

Posted by
Monday, October 17th, 2011 7:44 am
Well, I clicked the publish button, and it seems the ‘Halloween Juggling Pumpkin‘ app has been published to the chrome web store.  I’m quite happy that it is up!

Here is a screen shot of the menu screen.

Well, that wasn’t too hard to do after all.

Here is a screenshot of some game play.

Here is the lovely store URL it gave me for the store: https://chrome.google.com/webstore/detail/ndnpdjgfifincamlnbidkagoljbiagcb

This was way less work compared to the intel appup store, which I’m still having issues publishing it. To be fair, their store is still in beta for html5 apps.

Chrome Audio sucks

Posted by
Thursday, October 13th, 2011 11:38 pm

export scripts for apps…

Posted by
Thursday, October 13th, 2011 6:45 am

Signed my app with certificate, and submitted for validation again.

Posted by
Wednesday, October 12th, 2011 10:02 am

So, I managed to sign my app and submit it for validation on the appup store.

It took at bit of messing around, converting certificates, and installing lots of microsoft software, but eventually got my msi signed, and submitted to the store.

That made me happy.  Now I’m off to drink wine!

Well, some good news on the intel appup front.

I finally managed to get my certificate, so I should be able to now sign my apps to upload.  Unfortunately I used firefox to download the certificate, which means that I need to convert files in order to get into the microsoft fomat needed for code signing.  So I’d recommend anyone else use IE8 to save that hassle.

As well, I’ve been reporting my problems with the webkit they use in their forums.  They just gotten back to me, and say they hope to use the latest webkit (which should include a year of webkit bug fixes and feature additions).

So now, I’m going back to trying to submit my app again.  I hope that it gets through!

chrome web store

Posted by
Tuesday, October 11th, 2011 2:34 am

We’ve started to look into distributing our app via the chrome web store.

I’ve signed up for a developer account, and started reading the documentation on how to publish apps.  So far it has been easy.  All of their forms have worked, and so far the documentation is easy.  This time I’m trying to do as much of the administration up front.  Things like validating my account and setting up payments.  Only after that works will I actually attempt to publish my app.

Let’s hope it’s easier than the intel appup program, which I’m still not able to publish my app through.

Applied for certificate, thinking about what to do next?

Posted by
Monday, October 10th, 2011 9:30 am

I got an email back from Comodo about the code signing certificate, and now their form works.  Then I had to submit my company certificate, and then have to wait for up to 2 days to get the certificate.

I probably should have realised I needed this certificate before, and applied earlier.  Oh well.  For some reason I didn’t remember this was needed.

Next I’ll begin packaging it up for the google web chrome store, so maybe we can sell some on there too.  I don’t think that will take all that long to do.

Finishing the iOS port might be hard since I’ve noticed the performance of JavaScript and canvas on old iOS devices is terrible.  I could just make it available for iOS 5, and the latest iphone 4 phones though… they might be fast enough.  I’ve been exploring possible optimizations for it too.  So I’ll see how that goes.

I’m in the same situation with the android port.  The current web browsers on there are fairly garbage for canvas performance, so I’d need to do some performance work before it would work on there.  Making it available on the latest versions of Android is also one possibility.  I know an android application is likely to be accepted faster than an iOS one, so that might sway me to release there first.

A Mac application is also possible I guess.  For that I’d need to figure out if there is a UIWebKit wrapper that is easy to use, and quick to integrate.

The other option is to finish the other intel appup app I have in development.  But porting this game to other platforms seems easier I think.  Once the whole process is done I’ll have an idea of how long the other app would take to do for the appup platform.

Battling Intel Appup submission

Posted by
Saturday, October 8th, 2011 8:37 am

Well, I managed to prepare my app for submission to the intel appup store.

I first had to figure out bugs: Sound doesn’t work. Also fonts don’t work. This was very disappointing considering that I’ve been working with a musician on sound effects and music. So we’re not able to use any of that work we did until they fix sound. I even tried to use a flash based sound player, and use the embed tag. None of it worked.

Also the lovely font we selected does not work. Trying to use a font-face crashed the browser completely. So instead I had to use ‘Arial’. arg.

I’m not sure what sort of html5 games and apps they expect if fonts and sounds aren’t working?

It seems they are using a 1 year old webkit implementation, so I hope they will upgrade their encapsulator soon. One year in web browser years is about 70 human years.

Anyway, we decided to submit the app anyway. The font makes it look a bit ugly, and without sounds it looses a lot – but at least the game play works.

Then I filled out a few pages of forms, prepared images, wrote copy, and did all sorts of guff so that I could upload the app. For some reason they required silverlight or google gears to upload the file (weird). Not sure why they couldn’t use a normal html upload form, or even a flash upload form.

Anyway… all that got done until I had to apply for a security certificate to sign the files. I fill out another form of my personal details, press submit and I’m greeted with a great error message: “An error has occurred. -1”

Oh well. Sent off an email for support, and now I wait.

Finally blocked after a couple of long days and nights – stopped by the error “-1”.

EULA we can use? (End User License Agreement)

Posted by
Friday, October 7th, 2011 6:33 am

Hi,

got my app up to the packaging stage now…

Does anyone know of a decent (End User License Agreement) EULA we can use for our games?  If you know of ones we can use please leave a comment.

cheers,

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