Quoted from reltham:
Things have probably changed, but when I got my PROC stuff, it took half a day just to get everything installed and built, and I could not get starter.py to work (that's probably because I don't know or like python).
I believe you now have a single install "package" setup that makes it all smoother to get everything installed, and I guess you also have starter.py working better now? (or like I said I just fail at python because I hate it) Also, perhaps the state of the documentation was my issue?
Looks like starter.py hasn't changed in 4 years. If you search it for "Game specific item", you'll find 4 things you might need to rename with your game configuration naming. Aside from those, it should just work.
Yeah, the pain of installing the low level libraries for development is an interesting topic of discussion. There are (and always have been) two types of users of the P-ROC.
1) Developers who want to program in low level languages or build their own frameworks
2) Developers who want to program their games on pyprocgame
Well, now there's a 3rd type:
3) Users who want to install and play games developed by others.
Back in the early days of software development on the P-ROC (the board is over 5 years old now - wow time flies), we made it easy for people to just install and run pyprocgame. By that I mean we made a Window's installer that installed the libpinproc and pypinproc binaries so group #2 could get up and running quickly, and it worked great for them.
We didn't spend much time streamlining the installation of the low level source and dependencies because we figured low level developers (group #1) would be able to wade through the dependencies fairly well on their own.
In those early days, Adam and I built out the entire development chain in our spare time in nights & weekends. It was a labor of love, and we did what we could. Neither of us were well versed in Windows development and installation packages, and we did what we thought was best for the majority of users (group #2). It wasn't until much later that Compy helped out by building the automated installer for Windows so that all of the source code and dependencies got installed and compiled automatically.
That people like you, Brian, and Gabe are offering your time and skills to help develop frameworks and tools for various hardware platforms is fantastic. The custom pinball development landscape would look much different (and mostly non-existent) if Adam hadn't volunteered to create to foundation of pyprocgame for the P-ROC. Much of what's transpired in the pinball community in the last few year is due to the existence of the P-ROC and the efforts of people like Adam.
It's fun (and very emotionally rewarding) for us to see that the custom pinball market has become what it is today. That other people are entering the market now suggests we were successful in many of our original goals. Mind you, it's still a labor of love. The custom pinball market is way too small to make any money supporting individual hobby projects, but that's ok. It started as a hobby project for me too, and I continue to develop products and support custom game designers because of the passion everybody has for creating new pinball machines.
I have a lot of respect for people like Adam and Compy and folks like you, Brian, and Gabe for volunteering to help make tools and frameworks for the budding pinball designer/programmer to use. My bread and butter is still hardware design. My software development and architecture skills have significantly improved over the past couple of years, but I still defer to people like Adam when I need help or advice.
Hopefully you guys can deliver on most of your stated goals. I think the goal of making custom pinball development something that's simple to do for non-programmers is a bit of a pipe-dream, but each step takes us closer to making that dream a reality, and it'll be fun to watch your progress.
As always, I'm happy to support you in any way I can.