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Pyxel: A retro game development environment in Python

github.com

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Re: Pyxel: A retro game development environment in Python

#2
This is acutally pretty cool. I'll take a look later and check your Jump + Run example, seems to me like there's not as much code required as I thought. I'm still intrigued by game development, just didn't really have the time to delve deep into it the last few months. Really cool project!

Re: Pyxel: A retro game development environment in Python

#3
Cool for learning to program games.

Development environments in the 80's and 90's were so simple that you had to program down to every pixel shown on the screen (well, maybe calling some line and sprite primitives for speed), so you only needed to learn a small mental model for programming, and everything above it was designed by you. Also, the primitive hardware and no expectations of portability meant that you only had to care about one or two combinations of platforms (maybe supporting a small range of graphics and sound cards).

This can help teach younger developers to understand the basic principles, and get a glimpse of how things are done below the surface of those modern do-it-all gaming engines.

Re: Pyxel: A retro game development environment in Python

#4

This is acutally pretty cool. I'll take a look later and check your Jump + Run example, seems to me like there's not as much code required as I thought. I'm still intrigued by game development, just didn't really have the time to delve deep into it the last few months. Really cool project!

[deleted]

Re: Pyxel: A retro game development environment in Python

#5

This is acutally pretty cool. I'll take a look later and check your Jump + Run example, seems to me like there's not as much code required as I thought. I'm still intrigued by game development, just didn't really have the time to delve deep into it the last few months. Really cool project!

I thought the same things from the code examples. FYI other readers, to get to the example click on the image in the README!

Re: Pyxel: A retro game development environment in Python

#8
Awesome stuff. Just spent 20 minutes with my 4 year old tweaking settings in the platformer example to see what the results would be. He loved it. Way more fun (for him) than the other day when he asked what the modulo operator was.

It bums me out that the economics of indie games are so awful. The kid in me wants, so badly, to make a gigantic, sprawling version of Zelda or a dungeon crawler. But there's no way I can justify the time investment.

Still, seeing an API this simple is inspiring. Props to kitao.

Re: Pyxel: A retro game development environment in Python

#9

Cool for learning to program games. Development environments in the 80's and 90's were so simple that you had to program down to every pixel shown on the screen (well, maybe calling some line and sprite primitives for speed), so you only needed to learn a small mental model for programming, and everything above it was designed by you. Also, the primitive hardware and no expectations of portability meant that you only…

Sure, flat bitmap modes existed, but no game I ever worked on used them. Plus they weren't conceptually simple, either.

On PC there was Mode X, which was so convoluted that I'm grateful to have forgotten how it works.

Before that, on C64, you'd generally build the game background out of a redefined character set, but some of the color bits would be read from a different part of memory.

Setting a pixel in bitmap mode wasn't a walk in the park, either, due to the way the memory was laid out (8x8 blocks). Plus you'd have to write to screen memory this time to set the colors in each 8x8 block.

It was convoluted, is what I'm saying

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