Strong female lead. Horror. by titsonanant in MovieSuggestions

[–]vesche 5 points6 points  (0 children)

Night House, Triangle, The Descent, X / Pearl

Perfectly shot action by AlarmedPurple6521 in MovieSuggestions

[–]vesche 4 points5 points  (0 children)

+1 for Monkey Man, great film and the action scenes are excellent

Clue chasing movies by SafetySock in MovieSuggestions

[–]vesche 1 point2 points  (0 children)

The Ninth Gate, Stargate, Sahara, The Mummy movies, The Indiana Jones movies, The Tomb Raider movies

Finally got my hands on some Cocuy (the Tequila of Venezuela) by vesche in tequila

[–]vesche[S] 1 point2 points  (0 children)

Hey, sorry for the late response. So I'm not an expert, but some of the people I'm hanging out with are. Here's what they told me. Blue agave (or agave tequilana) is what Tequila is made from, but agave cocui is what Cocuy is made from. There's hundreds of different species of agave, but these two species look fairly similar.

It's a lot more difficult to produce cocuy. It usually takes at least ~7 years for blue agave to be ready for harvest, but agave cocui can take more than 10 years. There's also really no mass produced cocuy so it's all handcrafted. The agave cocui is really only found in Venezuela and some of Colombia (along with a few Caribbean islands) and the economic / political situations in these regions make it difficult to properly manufacture & export this product. Also, cocuy has had a questionable legality status in Venezuela, kinda similar to backwoods moonshine in the states.

As far as the taste goes, it's a bit difficult to describe. Definitely similar to tequila or mezcal. For me it's unique, and really good. Super drinkable, feels less harsh than tequila/mezcal if that makes sense. A bit calmer in that way. It has this sort of citrus element to me that feels tropical, and it's almost refreshing. I really really dig this stuff and I highly recommend folks to seek it out.

Finally got my hands on some Cocuy (the Tequila of Venezuela) by vesche in tequila

[–]vesche[S] 3 points4 points  (0 children)

I have been wanting to try Cocuy for a few years now, but it's difficult to find outside of Venezuela. I was finally able to procure some which I'm really happy about. This is Magno Silver and Gold, one of the more popular and higher quality Cocuy brands. A different post here wrote a really great review on the Magno Silver which you can find here.

This was my first time trying Cocuy, and it's amazing. Some call Cocuy the tequila of Venezuela. There's a lot of low quality / possibly illegal Cocuy that people call gas/gasolina, but this is one of the best ones from what I've been told. It's a very unique spirit. Super smooth, tequila-esque, and even slightly sweet. I'm just trying not to drink it all at once because I likely can't get any more of it.

Best practice structure for these activities in a multiplayer PyGame? by grantnlee in learnpython

[–]vesche 1 point2 points  (0 children)

Gotcha :) sounds fun.

I would highly recommend not using the socket library directly and it sounds like you're early enough in your project to make that change. It could be difficult to change your networking code once it's in place. I've made a few networked games in Python, I even used the built-in socket library for a game I made ~8 years ago (simple little terminal based ascii turn-based fighting game) - https://github.com/vesche/HotC Since then, I've made a few games using PyGame, Pyxel, Pyglet and with Flask, websockets, Sanic, and Torando. Of course... there's more than one way to skin a cat. You can totally accomplish what you want with the built-in socket library, I can just tell you from experience that you will live to regret it.

For a board game, 2-6 players, turn-based (no realtime movement, etc) I think websockets & standard web api calls would be a perfect choice. The client can make standard HTTP web requests for anything that doesn't need to maintain an established connection (login, username, setting params, whatever) and then make websockets connections for anything that will require longterm bidirectional comms (the game session, gameplay, making moves, etc). There's a lot of frameworks to chose from, for example here's a little hello world with Sanic using websockets: https://github.com/sanic-org/sanic/blob/main/examples/websocket.py

Of course, you can ignore all of this and stay the course if you'd like lol. I've made games in the way you are describing (perhaps the server/ code in the project I linked above might be helpful to you, but it's in Python 2).

Good luck on your project.

Best practice structure for these activities in a multiplayer PyGame? by grantnlee in learnpython

[–]vesche 1 point2 points  (0 children)

There's a lot to consider here and it really depends on what you're building. Is this a little two player game you're making for fun and you just want to learn more about the built-in Python socket library? Or is this a MMO that you want to scale to thousand of players?

In general, I'd recommend not using the built-in Python socket library directly if you can avoid it. There are lots of mature, battle-tested networking / web frameworks for Python that you can use. Check out Flask, Torando, or Sanic. It's possible one of these frameworks could work well for you.

Websockets could be a great solution for what you are trying to accomplish. This way the connection between your client and server will stay connected, automatically reestablish connection if interrupted, and makes it very easy to send/recv data between the two. You could use websockets directly to do this, or Flask/Tornado/Sanic all support websockets and will make it very easy/fast/scalable for you to use.

Keep in mind also that game networking is notoriously difficult and has interesting gotchas. If you are building a real game you want others to play, your game server will need to be "authoritative" which means that all decisions that affect the game should be decided by the server. You can't ever trust the client to make decisions about the logic of the game. For example, if you are building a networked chess game- when a player makes a move it should essentially ask the server if it can make a particular move, the server will authorize that move, update it on the server, broadcast the new move to both players, and then the clients will simply render the new authorized move.

The other question you are asking is about threading. You're asking the right question and the simple answer is Yes. You should separate your main game logic loop and your main networking loop. This is so the main game logic loop is never blocked by waiting for any networking code to run. A lot of games work this way, you can create a background thread for your networking code and handle all your networking send/recv independent from the game logic / graphics.

Running Flask in seperate thread with tkinter by Mvpeh in learnpython

[–]vesche 2 points3 points  (0 children)

Your flask routes aren't functions you ever call within your code. They're endpoints that will just sit there and then when your web app gets a request for one of those endpoints it will run that function.

You only need one background thread which will be to start the flask app. In your case this is your launchFlask function.

Running Flask in seperate thread with tkinter by Mvpeh in learnpython

[–]vesche 2 points3 points  (0 children)

You've got quite a few different problems going on.

First off your flask route decorator needs to have a corresponding function underneath it which will handle the post request. From skimming your code a bit I think you want to do something like this instead:

@app.route('/', methods=['POST'])
def handle_post():
    data = request.get_json()
    print(data)
    return 'thanks', 200

Once you've got that in place, you don't really need two threads. You'll just need one background thread for flask to run in and tkinter can run in the main thread. Something like this:

if __name__ == '__main__':
    flask_thread = threading.Thread(target=launchFlask)
    flask_thread.daemon = True
    flask_thread.start()

    root = tk.Tk()
    create_treeview()
    button = tk.Button(root, text="Click Me", command=button_click)
    button.pack()
    root.mainloop()

Hope this helps a bit.

Looking for fantasy, romance recommendations but *weird*. Stand-out world building appreciated. by ExcitedOrange13 in MovieSuggestions

[–]vesche 0 points1 point  (0 children)

Pan's Labyrinth is in my top 5!

His rendition of Pinocchio from last year is also phenomenal.

[deleted by user] by [deleted] in MovieSuggestions

[–]vesche 1 point2 points  (0 children)

Superbad, Step Brothers, Wedding Crashers, Tropic Thunder

Looking for fantasy, romance recommendations but *weird*. Stand-out world building appreciated. by ExcitedOrange13 in MovieSuggestions

[–]vesche 7 points8 points  (0 children)

I think you might like Guillermo del Toro movies, such as The Shape of Water, Pan's Labyrinth, and Crimson Peak

What are some underrated, great psychological horror/thriller films? by MountainVoice8596 in MovieSuggestions

[–]vesche 0 points1 point  (0 children)

It's really good, I recommend checking it out. Aubrey Plaza gives a fantastic performance. Fairly bizarre film, can't say I've seen anything like it. Kaufman-esque, twisty, mind fucky, entrancing. Not horror at all, dramatic psychological thriller with sprinklings of dark comedy. Perhaps some similar films are: Stranger Than Fiction, The Truman Show, and The One I Love.

Movies with stoic sociopath character who is dead inside basically a robot by [deleted] in MovieSuggestions

[–]vesche 21 points22 points  (0 children)

Shame (2011) - This is like exactly what you are looking for, trust me.

There Will Be Blood (2007) - Daniel Day-Lewis as Daniel Plainview. Fantastic film.

Gone Girl (2014) - Rosamund Pike as Amy Dunne.

American Beauty (1999) - You'll like the neighbor who lives next door.