Developers' Diary

June, 2006


Wednesday, June 21st, 2006

As I’ve mentioned before, SL’s level editor is not a specialized tool; it’s [OmniGraffle]( Rather than implement every feature ourselves, we’re taking advantage of software that’s had years to develop those features. We just build the level as a graffle file, then a special Python script translates that into our level format. I think truly […]


Thursday, June 15th, 2006

Indeed. For a while I was stuck between a Universal Binary installation of Python and a PPC installation of Pygame. Since the Universal versions of Pygame and PyOpenGL don’t seem forthcoming any time soon, I blew away my Python installation and started over with an old PPC binary. On the MacBook, it actually runs perfectly […]

Back in motion.

Thursday, June 15th, 2006

A quick entry to let you know that we’re both (mainly) free of the “real-life” that has been bogging us down over the last few whiles. Expect progress and soon. On a lighter note, I have started a journal /weblog of my own (for various reasons), called Grappa Pixel Tea, it’s going to be really […]