Since it seems that many people here are unaware, so let me introduce Pico-8, the "Fantasy Video Game console" that is referenced in Pyxel's README as an inspiration: https://www.lexaloffle.com/pico-8.php Pico-8 is (AFAIK) the program that kicked off a trend of simple game engines, and it is by far the most popular. A popular game that came out this year, Celeste, was originally a Pico-8 game that proved popular enou…
I wanted to play around with LUA so I used pico-8 as an excuse to dabble. I made this after a few days: https://www.lexaloffle.com/bbs/?tid=28402 At launch screen, use arrow keys for level up/down, lives up/down (q to enable "rapid fire" cheat) ... start game with either "z" or "x" key. Pico-8 uses 2 buttons primarily -- keys are mapped to "z" and "x" ... when playing, z will do fastest-sampling fire and x will do re…
Pyxel: A retro game development environment in Python
51–60 of 65 posts
Re: Pyxel: A retro game development environment in Python
#52I have been learning Go lately and would be interested in an engine like Pyxel but for Go. Does one exist?
I was thinking the same since I have more experience with Go than Python. I guess one could duplicate this in Go using the SDL library.
Maybe I will try replicating it when I have more free time!
Re: Pyxel: A retro game development environment in Python
#53Re: Pyxel: A retro game development environment in Python
#54Since it seems that many people here are unaware, so let me introduce Pico-8, the "Fantasy Video Game console" that is referenced in Pyxel's README as an inspiration: https://www.lexaloffle.com/pico-8.php Pico-8 is (AFAIK) the program that kicked off a trend of simple game engines, and it is by far the most popular. A popular game that came out this year, Celeste, was originally a Pico-8 game that proved popular enou…
Re: Pyxel: A retro game development environment in Python
#55Where can learn about general game physics? How are the games designed? How do we make the games tough so as to make sure it doesn't bore players? Basically on "how" I should go about building my game.
Re: Pyxel: A retro game development environment in Python
#56Since it seems that many people here are unaware, so let me introduce Pico-8, the "Fantasy Video Game console" that is referenced in Pyxel's README as an inspiration: https://www.lexaloffle.com/pico-8.php Pico-8 is (AFAIK) the program that kicked off a trend of simple game engines, and it is by far the most popular. A popular game that came out this year, Celeste, was originally a Pico-8 game that proved popular enou…
Re: Pyxel: A retro game development environment in Python
#57Earlier quoted context omitted.
I wanted to play around with LUA so I used pico-8 as an excuse to dabble. I made this after a few days: https://www.lexaloffle.com/bbs/?tid=28402 At launch screen, use arrow keys for level up/down, lives up/down (q to enable "rapid fire" cheat) ... start game with either "z" or "x" key. Pico-8 uses 2 buttons primarily -- keys are mapped to "z" and "x" ... when playing, z will do fastest-sampling fire and x will do re…
This is so amazing. Please write a tutorial!
Re: Pyxel: A retro game development environment in Python
#58What is the Python packaging story like today? The last time I tried to distribute something that depended on platform specific libraries it was a real pain to get a package that users could just download and run. Would it be difficult to package a game written with this library in some form of installer?
I've had much worse experiences with py2exe and cx_freeze.
Re: Pyxel: A retro game development environment in Python
#59This looks really nice. It's a shame the name is so similar to an existing app though (Pyxel Edit, https://pyxeledit.com/ ) My favourite 2D framework right now is is LOVE (love2d.org) - I'm using that to build stuff with/for my kids and it's just a joy to use. I'll probably write up some parent/child friendly tutorials at some point. I also like Monkey-2 ( http://monkeycoder.co.nz/ ), but I only really use that when…
Re: Pyxel: A retro game development environment in Python
#60This is fantastic. I always loved retro arcade gaming, and I'm sad that there are not a lot of games out there that interest me. So these days I came to a conclusion that I have to build my own games. Where can learn about general game physics? How are the games designed? How do we make the games tough so as to make sure it doesn't bore players? Basically on "how" I should go about building my game.