coppolaemilio / stellar Goto Github PK
View Code? Open in Web Editor NEW๐ An open-source IDE for game development.
๐ An open-source IDE for game development.
After trying to clone the repository and run Stellar.py, I'm immediately met with the following error:
Traceback (most recent call last):
File "Stellar.py", line 162, in <module>
mainWin.open()
File "Stellar.py", line 80, in open
decoded_data = json.loads(open(self.fname,'r').read())
IOError: [Errno 2] No such file or directory: 'Example/Example.JSON'
It looks like this file might not have been added to the repository properly.
I can't figure out how to remove a gap on the sprite layout
the gap appears after adding:
self.originlayout.addWidget(self.LblX,7,0)
self.originlayout.addWidget(self.EdirXorig,7,1)
self.originlayout.addWidget(self.LblY,7,2)
self.originlayout.addWidget(self.EdirYorig,7,3)
self.originlayout.addWidget(self.BtnCenter,8,1,2,2)
I can't figure out how to correct it, can anyone help?
Since i can't install PyQT4 on my linux mint packpage not found i suspect that this is an Obsolte API.
Also, it will be nice to port this project to render with Pygame itself...
I am thinking about making a port to my Framework made with pygame...
The font displayed on the scripts window on linux is very thin and difficult to read. Is there any way to change the default font so it looks the same on all OS?
When I open script window, I can't close it. There is no button for it.
There's QLineEdit with sprite's name. When you click on 'OK' button it should rename the sprite (if it's modified), however it says that this image is used by another proces and can't rename it (WindowsError: [Error 32])
Can't open project with utf8 character in path to project
Essentially, the "OK" button performs two functions, it saves the settings the user has just set, and then it closes the dialog.
I think that many users would like the ability to save their sound's new properties without closing the dialog - perhaps for playing back the sound with the changes they just made (volume, pan, via the sound editor for example).
The solution is easy, just split the button into two buttons side by side, "Save" and "Close". Save would update the soundconfig with the new settings and now the play button can play the sound/music with those changes.
Whether the close button would still save all the new settings, or just cancel them I'm not sure.
What do you think? I'll be happy to implement the changes if it sounds like a good idea.
This is a minor issue.
The last word is incorrectly spelled in the Launcher error message displayed when the buildUpdates server cannot be reached.
It should read "Error retrieving information from http://adventuros.evelend.com/include/buildupdates.txt Are you connected to the internet?"
I think the system should check if there are any unsaved changes before prompting the users to save on exit. If the project is saved and up to date, the message shouldn't appear.
To implement this could be slightly complex, I think.
On Save Project, the temporary directory gets saved to the project directory. If that's how it works, then we could just check if the temp directory matches the project directory exactly. If it is, then don't trigger the prompt.
Show splashscreen as modal.
The title bar for the SoundGUI dialog reads "Soun properties" when it should probably say Sound properties.
The window title is set in tree.py, line 179. It sets the title by truncating the last letter (usually an 's') of the directory name for each directory.
This is good because it means we don't have to set the name manually, but in this case the directory name is not plural. We could tweak this line of code to account for the singular "Sound", but I think the real solution is to rename "Sound" to "Sounds". This would also be consistent with the other directories in a project. I can make the changes, but I wanted to make sure there wouldn't be any far reaching consequences first.
What license is the Stellar developed?
The docstring in Stellar.pyw is not a docstring; docstrings can only be preceded by comments and are otherwise not treated as docstrings.
Geometry is bugged on linux.
Saving all the projects into stellar folder is really annoying. We should allow him to save the project wherever he wants.
I found this article and I felt that many of the things here are all over the place in the project.
http://mtayseer.net/2014/11/06/your-python-smells-like-java/
Hello, I would like to collaborate with the Spanish translation, is it done?
When you add a sprite and then you replace the image from stellar with another sprite with different extension it loads both images.
Example:
I add "sprite.png" and name it "example" then, from the SpriteGUI, Load Sprite "othersprite.jpg" and on the sprite folder of the project there are 2 "example" sprites. One with the jpg extension and the other with the png extension.
I did a very buggy close button for tabs, can someone help me with this?
Currently sge is not in /Data/SGE . I suggest adding it as a submodule and we don't have to copy & paste it when something updates, just simply run git submodule update and it updates sge from git repository.
There is something like this in the Example project sprite code
# Limit the circles to inside the room.
if self.bbox_left < 0:
self.bbox_left = 0
elif self.bbox_right >= sge.game.current_room.width:
self.bbox_right = sge.game.current_room.width - 1
if self.bbox_top < 0:
self.bbox_top = 0
elif self.bbox_bottom >= sge.game.current_room.height:
self.bbox_bottom = sge.game.current_room.height - 1
I think it would make sense to add a function like keep_in()
which would do precisely the same thing but would simplify the code significantly.
Maybe it could be added to the StellarGameEngine?
Every time I open the "scripts" window it gives me this error:
Traceback (most recent call last):
File "src\tree.py", line 140, in DoEvent
openWindow(name)
File "src\tree.py", line 133, in openWindow
self.main.qmdiarea.activeSubWindow().setWindowIcon(QtGui.QIcon(os.path.join('Data', self.ImageName[directory + 's'])))
AttributeError: 'NoneType' object has no attribute 'setWindowIcon'
No idea how to fix it!! D:
The "About" section of the top-level Readme says: "You are free to distribute the games you create with Stellar in any way you like. You can even sell them. This of course assumes that the sprites, images, and sounds you use can be distributed or sold as well."
However the license (in the LICENSE file) is GPLv3. GPLv3 isn't well suited for libraries; a better GPL-like alternative would be the LGPL. But even the LGPL isn't that great a license, because, say I want to add my own hacks and twists to this library and bundle it along with my commercial game; I'd have open-source the library. This isn't too big an issue for me, but might be for others.
I suggest going for a more lassez-faire license such as the Apache license or one of the BSD/MIT/ISC licenses. Apache would be ideal because it comes with clear legal language and also provides a software patent waiver to its users. (This is one of the reaons why Apache is the default on Google Code, and is generally preferred by large companies.)
I'm trying to run Stellar on Windows 7. On creating a new project the following error spits out on the command line.
For some reason, the code is trying to copy a directory that doesn't exist, specifically \Data\SGE\sge\
. The directory that is trying to be copied doesn't exist in the repo. I imagine it's the game engine itself. Following the Traceback, I wasn't able to see where the game engine gets downloaded or otherwise put into \Data\SGE\sge\
.
Traceback (most recent call last): File "src\splashscreen.py", line 176, in CreateProject self.main.createProject(dirname, name) File "Stellar.pyw", line 339, in createProject shutil.copytree(self.sge_folder, dirname) File "C:\Python27\lib\shutil.py", line 171, in copytree names = os.listdir(src) WindowsError: [Error 3] The system cannot find the path specified: u'C:\\Users\\ username\\Stellar\\Data\\SGE\\sge\\*.*'
The readme really should list the dependencies of Stellar. Dependencies I'm aware of are:
Pygame
PyQt4
PIL
Can someone place all the dialogs from the main folder to a subfolder? so we don't have so many python files mixed.
Thanks!
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