Bob Ippolito | 1 Feb 2006 04:26
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Re: Install Pygame on a Mac?


On Jan 31, 2006, at 1:22 PM, HandyGM wrote:

> I'd like to install Pygame on a Mac, but I have no idea how to do  
> it. I'm running Macintosh 10.4.4, and 'Package Manager' won't run.
>
> Any idea what I'm supposed to do?

Don't use Package Manager for anything.  At all.

There is a pygame installer at http://pythonmac.org/packages/

You will need PyObjC, and you may also want PIL, PyOpenGL, and  
Numeric.  PyOpenGL might need numarray, I don't recall.

-bob

HandyGM | 1 Feb 2006 16:42
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Re: Install Pygame on a Mac?

Bob Ippolito wrote:
> 
> On Jan 31, 2006, at 1:22 PM, HandyGM wrote:
> 
>> I'd like to install Pygame on a Mac, but I have no idea how to do  it. 
>> I'm running Macintosh 10.4.4, and 'Package Manager' won't run.
>>
>> Any idea what I'm supposed to do?
> 
> 
> Don't use Package Manager for anything.  At all.
> 
> There is a pygame installer at http://pythonmac.org/packages/
> 
> You will need PyObjC, and you may also want PIL, PyOpenGL, and  
> Numeric.  PyOpenGL might need numarray, I don't recall.
> 
> -bob
> 
> 
Thanks, I'll check it out!

Kamilche | 1 Feb 2006 19:53
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Mac Observations

Bob Ippolito wrote:

 > There is a pygame installer at http://pythonmac.org/packages/
 >
 > You will need PyObjC, and you may also want PIL, PyOpenGL, and
 > Numeric.  PyOpenGL might need numarray, I don't recall.
 >

I DID get it running, but boy, is it a pain to install on Macintosh 
machines! I needed the developer tools from Apple to compile from 
source, but my Mac had been updated to 10.4, and the 10.3 tools weren't 
compatible. I would have had to download over 800 megs to get the latest 
tools! I tried and failed, but it was soon a moot point because the Mac 
blue screened and wouldn't even boot. I decided then to reformat it.

So, I reinstalled 10.3 from the DVD, and didn't update it. I also 
installed the Apple developer tools, so I could install Python 2.4.2 
from source. But it failed - I had to do a 'framework install' to get it 
to run. Then, it ran, but typing 'python' in Terminal still brought up 
the old version. That's apparently a known issue in Mac Python. What was 
more serious, is I had no PythonIDE for the new version. The PythonIDE 
was still using the old Python 2.3 binary, instead.

So, I found a binary package installer for Mac OSX Python 2.4.1, which 
was faintly older than the 2.4.2 I was aiming for, but closer than 2.3. 
After installing that, there were weird bugs where I would go to click 
on an icon, and it would disappear out from under me. One folder, the 
'bin' folder, had every icon disappear! But I was able to run PythonIDE 
with a version of 2.4.1, so all was well despite the interface weirdness.

(Continue reading)

Kevin J. MacKenzie | 1 Feb 2006 20:13
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Favicon

Re: [pygmy] Mac Observations


On 2/1/06 1:53 PM, "Kamilche" <klachemin@...> wrote:

> 
> Does anyone have experience with cross platform games in Pygame? How
> much of a problem have you had with it?
> 

The funny thing (to me anyways) is that my code will work Mac-Windows-Linux.
I had the hardest time getting things to go from 10.3 - 10.4 for the mac.
Just make sure you stick with python specific libraries, and not OS specific
libraries (i.e. Using pygame, pyopengl etc. and avoiding direct X stuff or
windows weirdness).

The whole issue with Macs is that  apple altered the location of the python
site-packages directory - for no apparently logical reason.  There is a
"hack fix" workaround which basically adds a simlink into your site-packages
directory to be consistent with 10.3 things.  But, this is far from ideal or
fully functional.  The package managers don't always work 100 %, so some
things are a pain.

Using py2app should though allow you to distribute to Mac users and will be
fairly OS version agnostic - once you get your code working.

Kamilche | 1 Feb 2006 20:32
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Re: Re: [pygmy] Mac Observations


> Using py2app should though allow you to distribute to Mac users and will be
> fairly OS version agnostic - once you get your code working.
> 

Have you used it before? Does it work as advertised? I know py2exe on 
the Windows platform is useful, but has some issues.

Thanks for the response!

Bob the Hamster | 1 Feb 2006 20:52
Favicon

Re: Re: [pygmy] Mac Observations

On Wed, Feb 01, 2006 at 11:32:09AM -0800, Kamilche wrote:
> 
> >Using py2app should though allow you to distribute to Mac users and will be
> >fairly OS version agnostic - once you get your code working.
> >
> 
> Have you used it before? Does it work as advertised? I know py2exe on 
> the Windows platform is useful, but has some issues.
> 
> Thanks for the response!

I have used py2app. It has worked just fine for me. It is similar to 
py2exe, but in my experience a little bit easier.

The only frustrating thing is the inability to set an icon for the 
generated app. Mac Icons in general bother me. There is a serious 
shortage of good documentation on how they actually work. So far I have 
not been able to find any clean way of doing it without using 
proprietary third-party tools (unless you don't mind an ugly icon with 
no transparency, which is as easy as copying-and-pasting into the "Get 
Info" window)

---
Bob the Hamster

Kevin J. MacKenzie | 1 Feb 2006 22:38
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Favicon

Re: Re: [pygmy] Mac Observations

Hi there,

I have used it to a limited extent to get stand alone things running in my
lab.  But, I have the flexibility to ensure that the machines are all
identical (in terms of OS version, available libraries etc).  The tutorial
code here:

http://undefined.org/python/py2app.html

Is what got me going with it.

The important code bits are located here:

http://undefined.org/python/py2app.html#py2app-documentation

I have been lucky with it, in that the only error messages have been through
my own coding problems.  However, I did pick up the theory behind it.

If you wish to try "experimenting" with it, I would be more than happy to
try out any .app bundles you get going and helping you bug hunt.

Cheers,

Kev

On 2/1/06 2:32 PM, "Kamilche" <klachemin@...> wrote:

> 
>> Using py2app should though allow you to distribute to Mac users and will be
>> fairly OS version agnostic - once you get your code working.
(Continue reading)

Bob Ippolito | 1 Feb 2006 22:53
Gravatar

Re: Mac Observations


On Feb 1, 2006, at 10:53 AM, Kamilche wrote:

> Bob Ippolito wrote:
>
> > There is a pygame installer at http://pythonmac.org/packages/
> >
> > You will need PyObjC, and you may also want PIL, PyOpenGL, and
> > Numeric.  PyOpenGL might need numarray, I don't recall.
> >
>
> I DID get it running, but boy, is it a pain to install on Macintosh  
> machines! I needed the developer tools from Apple to compile from  
> source, but my Mac had been updated to 10.4, and the 10.3 tools  
> weren't compatible. I would have had to download over 800 megs to  
> get the latest tools! I tried and failed, but it was soon a moot  
> point because the Mac blue screened and wouldn't even boot. I  
> decided then to reformat it.

The installation DVD for Mac OS X 10.4 has the developer tools on  
it.  I don't know what you did to cause the booting issue, but I've  
certainly never seen that happen.

> So, I reinstalled 10.3 from the DVD, and didn't update it. I also  
> installed the Apple developer tools, so I could install Python  
> 2.4.2 from source. But it failed - I had to do a 'framework  
> install' to get it to run. Then, it ran, but typing 'python' in  
> Terminal still brought up the old version. That's apparently a  
> known issue in Mac Python. What was more serious, is I had no  
> PythonIDE for the new version. The PythonIDE was still using the  
(Continue reading)

Bob Ippolito | 1 Feb 2006 22:55
Gravatar

Re: Re: [pygmy] Mac Observations


On Feb 1, 2006, at 11:13 AM, Kevin J. MacKenzie wrote:

> On 2/1/06 1:53 PM, "Kamilche" <klachemin@...> wrote:
>
>>
>> Does anyone have experience with cross platform games in Pygame? How
>> much of a problem have you had with it?
>>
>
> The funny thing (to me anyways) is that my code will work Mac- 
> Windows-Linux.
> I had the hardest time getting things to go from 10.3 - 10.4 for  
> the mac.
> Just make sure you stick with python specific libraries, and not OS  
> specific
> libraries (i.e. Using pygame, pyopengl etc. and avoiding direct X  
> stuff or
> windows weirdness).
>
> The whole issue with Macs is that  apple altered the location of  
> the python
> site-packages directory - for no apparently logical reason.  There  
> is a
> "hack fix" workaround which basically adds a simlink into your site- 
> packages
> directory to be consistent with 10.3 things.  But, this is far from  
> ideal or
> fully functional.  The package managers don't always work 100 %, so  
> some
(Continue reading)

Bob Ippolito | 1 Feb 2006 23:00
Gravatar

Re: Re: [pygmy] Mac Observations


On Feb 1, 2006, at 11:52 AM, Bob the Hamster wrote:

> On Wed, Feb 01, 2006 at 11:32:09AM -0800, Kamilche wrote:
>>
>>> Using py2app should though allow you to distribute to Mac users  
>>> and will be
>>> fairly OS version agnostic - once you get your code working.
>>>
>>
>> Have you used it before? Does it work as advertised? I know py2exe on
>> the Windows platform is useful, but has some issues.
>>
>> Thanks for the response!
>
> I have used py2app. It has worked just fine for me. It is similar to
> py2exe, but in my experience a little bit easier.
>
> The only frustrating thing is the inability to set an icon for the
> generated app. Mac Icons in general bother me. There is a serious
> shortage of good documentation on how they actually work. So far I  
> have
> not been able to find any clean way of doing it without using
> proprietary third-party tools (unless you don't mind an ugly icon with
> no transparency, which is as easy as copying-and-pasting into the "Get
> Info" window)

"the inability to set an icon" ???  py2app has *always* had an option  
to set the icon.

(Continue reading)


Gmane