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Found 7 results

  1. I downloaded the latest blender exporter for Babylon (currently 5.6.2), but I noticed that when I try to export there are no options for the exporter. See here: I tried with blender versions 2.79 and 2.80, and while the exporter does work in 2.79 I can only export with the default options. I've always hated Python so I'm not clear exactly what's happening, but I did notice that if I combine the contents of the JsonMain and ExportSettingsPanel classes I do see the options panel as intended. Does anyone know what's going wrong here?
  2. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a Senior Game Engine Developer to join our team in leading the architecture and development of browser-based video game engine technology. You will be the driving force in the design and development of our studio’s game engine infrastructure. You should be comfortable diving deep into technical architectures and requirements, able to quickly identify solutions to challenges discovered during development, and ready to direct and mentor other developers in creating a robust and scalable code base. Prior experience building browser-based multiplayer game technology is preferred. We are looking for someone to be a key participant in the creation of a collaborative environment that leverages agile development and rapid prototyping; rewards creative solutions and intelligent risk taking; fosters a culture of excellence, respect, and fun; and makes great games. RESPONSIBILITIES: Are you ready to make a contribution to our team? Lead the design, implementation, and growth of a browser-based HTML5 multiplayer game engine. Manage and mentor a team of software developers through the interactive development process. Set company-wide code development standards and best practices. Work with game designers and artists in the development of game features, art pipelines, and tools. Partner with producers, PMs, and other leads on schedules and plans. Identify technical and production issues/risks and propose solutions. QUALIFICATIONS: Do you have what it takes? Degree in Computer Science and/or relevant professional experience. 5+ years experience in professional software development. 3+ years of experience in the development of game engines. Very good knowledge of existing game engines (e.g. Unity, GameMaker, Phaser, Pixi, Turbulenz, etc.) and server side technologies. Deep knowledge of modular programming, API design, and game architectural patterns. Extensive experience with frontend and backend technologies such as HTML5, Javascript, CSS/CSS3, jQuery, PHP, Python, Node.js, MySQL, etc. Source revision control experience (Github preferred). Professional experience in agile software development. Experience working effectively in cross-functional game teams. Excellent oral and written English communication skills. Experience developing MMO city builder games is a PLUS Experience developing casual MMO .io games is a PLUS Experience with Apache Ant, iOS WebKit, Android Webkit / Chrome is a PLUS Knowledge of video platforms including YouTube, Dailymotion and Twitch is PLUS COMPENSATION: Competitive Salary Flexible work hours Flexible work locations (home, office, etc.) Are you intrigued? Here are a few more reasons to make MGN Studios your daytime/anytime home: Work remotely - Did we already mention you get to work remotely? Yes, it’s true! Leadership - Do you like working with veteran Studio Head who will give you clear direction, honesty and guidance, and believes people are the pillars to success. He’s the opposite of an evil villian with a curly moustache. Build something new - Play a role in building a game development studio that can’t stop and won’t stop growing. Career growth - Make an impact by leading projects and driving the direction of the studio. Develop initiatives and solutions that drive your career and boost the studio’s growth. For Freedom! Does this sound like you? Please apply asap as we are interviewing immediately for this permanent, full time position. PM and we can arrange a time to speak over the phone!
  3. I need remote developers to develop a mobile application based on Android. I consider the option of hiring offshore specialists, but I doubt the choice of the country? Any recommendations?
  4. Does anyone have experience using the Tower of Babel exporter with the Mac version of Blender? My test scenes fail with the following log error (in both Bforartists and the "mainline" Blender app). Is there perhaps a file-writing peculiarity under OS-X? I'm too weak at Python to dig any deeper before reaching out, I'm afraid... [snip] ========= Writing of files started ========= ========= An error was encountered ========= File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/js_exporter.py", line 177, in execute self.to_script_file() File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/js_exporter.py", line 217, in to_script_file self.world.initScene_script(file_handler, typescript_file_handler, self.needPhysics, self) File "/Users/me/Library/Application Support/Bforartists/2.79/scripts/addons/tower-of-babel/world.py", line 84, in initScene_script file_handler.write(indent + 'scene.fogMode = ' + self.fogMode + ';\n') ERROR: Can't convert 'int' object to str implicitly ========= end of processing ========= elapsed time: 0 min, .0047 secs test_scene.blend
  5. I've toyed with JavaScript based HTML5 game development for a while. It's pretty cool, but I always found myself yearning for a game library I fell in love with at one point, and that was pygame. But you can't write/run python in the browser you say... au contraire my little one, there is Brython (http://brython.info/) which is a Python 3 interpreter in JavaScript that integrates with JavaScript! So I was poking around the internet and found this neat game engine in JavaScript called GameJS (http://gamejs.org/) which is, remarkably, like pygame. An idea started brewing. What if I wrote a python Pygame wrapper that translated into GameJS functionality that ran in the browser? Then I could run python in the browser, import pygame, and run MOST of pygame in the browser as well! So that's what I did! It's in rough draft, this is the first draft, and I had to modify some libraries to do it (which is documented on my github account). It's not bullet proof or heavily tested, but it works (at least I got it to work on my nodewebkit installation). Here's a more detailed journey of my thoughts and motivations for this library: http://wunk.me/announcing-pygjs-pygame-in-your-browsernodewebkit/ The github repository is here: https://github.com/asherwunk/pygjs I thought this might be of interest to you HTML5 guys cause it uses HTML5 and the browser in the end, you just get to Pythonize it up! Fun! Anyways, I hope you guys find this useful in any way, even for a kick, Asher P.S. I can use all the encouragement I can get, being a self-taught programmer, so there's two links that you can help me if you like what I've done here to continue development: https://ko-fi.com/A18224XC and my patreon at https://www.patreon.com/asherwolfstein Anyways! HAPPY PYGAMING!
  6. Cyborg_Ean

    Phaser & Backend Questions

    Hey everyone, I spectate these forums all of the time so this a very late intro. I'm very excited to begin making games with Phaser but since I'm new to Web Development technologies (especially the backend) I'm certainly in need of some direction. I have a few beginner questions so please excuse my rudimentary knowledge of Web Dev. Aside from learning Phaser I'm picking up Flask to develop knowledge of the backend, that also means learning template rendering. I'm struggling with Hello Phaser, and I believe it has something to do with the distinction of loading Phaser assets and loading Flask assets. The problem is I'm not sure how to use Jinja to access the Phaser api (or rather 'game.load.Image' atm)? I also tried this setup with little luck. Any help here would be greatly appreciated! I've spent the last couple days reading tons about jinja, flask, phaser, html, and even found myself looking through the pixi api, but I just don't know enough about web dev or these apis in general to pinpoint exactly what I'm looking for at this point in time. Also, can someone point me in a good direction towards quality learning material for server side programming for gamedev. Advice on how to approach the topic would be very useful! I'm focusing on Flask at the moment, but soon after I'll try my hand at Django and other Web frameworks as soon as I develop a comfort zone and a project or two. Or there more convenient routes for learning the back-end that I can take? I accept that I have tons to learn but I'm so excited for Phaser that I'm willing to learn as much as it would take to do it right! (I have some experience with Python, Js, and Java. Also GameMaker, for what it's worth)
  7. dirkk0

    Python and Pixi.js

    Hi, just a short notice that it is possible to use the programming language Python with Pixi.js (and other libraries including Three.js, Howler,js and so forth) by using Brython, a Python implementation for the browser. Here's a minimal example: http://jsfiddle.net/dirkk0/s7butdL1/show/ (code http://jsfiddle.net/dirkk0/s7butdL1) Best, Dirk