#game-development
1 messages · Page 11 of 1
you said hopefully these mechanics will be useful for games in the future, will you make them yourself or get others to help you?
Both. I'm a coder and somewhat of a writer, but I'll definitely need help from artists.
like 3D models, pixel art, or 2D sprites?
Depends on the project.
that's true
I know casting call and deviantart are places to look
but that's for the future XD
I think most of all I need people who battle-test my projects in their own games.
yeahhhhhhh
wanna make sure what you made works first XD
that's gonna be my main problem is finding play testers for my game :/
Well, panda3d-keybindings works pretty well for single-player games, if using Panda3D is your jam.
If you have use for behavior trees, try https://github.com/TheCheapestPixels/pychology
I'm new to all this, so what is panda3d exactly?
3D engine. C++ core, Python wrappers for everything, easy access to the innards of rendering, but next to no tooling.
Ohhhh!
https://www.panda3d.org/ and pip install panda3d
0o0 ooh!
I think I'd tackle 3D when I'm more experienced in modelling XD I've only tinkered around with it a little bit in blender.
I was thinking if I was going to make a single player game I'd do a 2D fighter, with like a chibi art style
Yeah, knowing people who can use Blender really helps; Too bad I'm too busy to become someone like that myself.
same I can only do one thing at a time with my schedule T-T
Your game doesn't have to be 3D to use Panda3D for it, BTW; You can just as well make your camera orthogonal (even that is optional), and leave all objects at y=0.
afraid of embarrassing myself Aha! I see ;v; very good to know.
I guess having a beefy program able to render chunks would do me good when it came time for anything involving platforming.
I think the collision detection is an even more helpful tool with that.
I could never imagine making something complex like a platformer or even a 2D fighter by myself though XDD just the idea makes my head spin
it's exhausting enough imagining all the artwork I'm gonna have to draw for the VN on top of the programming
Teamwork makes the dream work.
If I had someone to help me program the game then teamwork would make the dreamwork ;v;
Your game may not even be defined yet, but I am already working on its AI. 🙂
?? wdym?
Do you know how a chess AI works?
I feel there was a sarcastic joke in there I missed
I do not
treat me like an invalid who knows nothing and is just barely scratching the surface of computer stuff
Okay, that makes things a bit more difficult to describe... But game AI is a topic with surprisingly not that many fundamental techniques, most of them building upon one another. And that is a mountain I'm currently tackling. I've written the Tic Tac Toe rules yesterday in a rather abstract fashion, and I'm now starting to write a search engine that will search for the best move for a player to make. I know a whole bunch of techniques to help with that, and so when I am done, I should have an AI engine that can find sensible moves for any game that can be described as a certain set of functions (which should be pretty much every game).
oh yeah I understand what you mean by that
it's just building off of each other
I'm pretty sure I saw a few people in the programming hell reddit actually have issues with their tic tac toe AI code, gosh if you're gonna be doing that with CHESS I can't imagine the nightmares you must be having XDDD
One technique I want to bolt onto that is Monte Carlo Tree Search. That's an evaluation function that has the interesting property of not needing to know anything about what makes for a good move to play a game. So if you can define your game as state = initial_state(), moves = legal_moves(state), winner = game_winner(state), and new_state = make_move(state, move), the AI should immediately be able to play the game somewhat sensibly.
Err, why? To me a game is just the set of those aforementioned functions (and probably a few more to encapsulate some game-specific knowledge), and I don't need to care about the specifics of those.
ohhhh, actually when you put it like that it does seem a lot simpler ^^; I guess I figured since there are more rules and a lot more moves the AI would have to counter for against a live player it would have more problems
but with the other code you just laid out I guess it wouldn't be much more complicated than what you already mentioned
what are you trying to code
It's a more complex games, and LOTS of techniques exist to improve any given game's AIs, but those are questions I can leave to people implementing a given specific game.
me or him?
you
because I had a whole question
Who, me? Right now, search. Tree expansion, node evaluation, minimax, that kind of stuff, leading eventually into bidirectional A* search for a GOAP planner.
yeah but looks like you're talking of smth else now
^ @fallow finch
...because in the end, chess and The Sims are not that unrelated. 😆
^^; I'm new ok?...
why is that accurate though?
i don't get the point at all
how can it lag
i don't really know visual novels but i made some games with dialogues and choice, i just had an array of booleans with "states" and each part of dialogue was a label, some choice can lead to different labels
Both have entities that use search trees to find plans to take actions which lead to future game states that they desire.
So when you click a choice it opens up another path in the game because of that choice, great, you get your new dialogue, but NOW you're stuck in a folder where you have to copy and paste the rest of the basic dialogue and keep building and building and making new folders to adhere to the choices.
I know I was being sarcastic XD
well I wasn't I was agreeing with you in a sarcastic way
you have real folders on your disk for choices ?
why would you do this
_<;; I haven't done anything YET I have like two more endings to write I was asking because I saw it somewhere else when I was learning about coding!
when i make a game with dialogs i use a boolean array with a lot of conditions in the game
I just thought I'd get early clarification since the choices come pretty early in the game
and dialogue parts can have conditions based on the states
how do you do that???
well the array is in the save
like, i made a game with 300 conditions + 200 conditions involving items
and dialogue/text can change depending on these booleans
Last time I was using a Finite State Machine that used a state, and the nodes of which were functions taking that state to generate the node's representations and connectivity for that visit, but I doubt that such a jargony explanation is helpful. 🙂
just don't use real folders for choices lol
If I squint I can understand intellectually what you're saying but applying it to coding knowledge is not my level yet XD maybe I joined this community prematurely eh?
~v~; eheh, I'll be sure to figure it out in the next week or so when I start coding
this person is talking of things that look way more advanced than a visual novel game
Wat I can recommend, however, to forego the visual aspect for now, and use print and input as your frontend. That frees you up to think about how you want to implement stories practically immediately.
he is
now THAT I do understand
i think python and the engine isnt the main thing to think of
just think of how to implement your string files
like, each dialogue part can have a label
1 - blah blah blah ; yes = goto 5, no = goto 2
Hardcoded dict. De-/serialization is a problem for later.
no for a game with a lot of text its bad
use a json file, they can be modified manually super easily
Yeah. But for a prototype it's not.
its better to have the right tools
The right tools usually are available anyways. It's also important to know how to architecture things, and for that it is helpful to have a few failed prototypes.
I mean I was gonna do like a test run with one route before I just dumped the whole text into the engine
you can load everything in memory for your first thing yea
and even your whole game may not be that big
it's just text, bitmaps take a LOT more space for example
so far we're at 252 pages
I mean, JSON is a right answer here, but its question is "How do I load/save the game?", and the question before that should be "Do I need to do that already?"
yes. I'm prewriting it in docs obviously
that's gonna be hell to rewrite
NOPE because I found a tool that will CONVERT the text into proper dialogue code :DDD
What is your story's underlying structure? Pure tree? Something like Choose-your-own-adventure books?
visual novel is just about choices afaik
so its a tree but different things can lead to same thing
well, the text is properly converted to where it's formatted correctly, I still have to manually code the actual CHOICES
you make the good choices you get the good ending, basically
for me tree means every choice leads to different choices but i'm maybe wrong
in a game with decisions a lot of things can lead to the same thing
but you can just make labels like this, don't think of a tree
Nope, that's right. A tree is when each node has zero or more children, but only one parent (and the root has 0).
yeah that was gonna be the structure of the game
May I interest you in Directed Acyclic Graphs, in case that different sequences of action still lead to the same game state?
i mean with simple labels its not a problem
a lot of decisions can goto to the same label
its where the magic happens
you mean like I make a bunch of choices that string you everywhere but then at the end direct your code back to the main line of the story?
thinking of a graph is probably not a good thing to do for beginners who want to have fun making a game
yes please keep in mind I am very new to all this OVO;;;
Yup, that's a possible and popular way to use DAGs.
also lol, your graph is visual representation of spaghetti code
and what you just described doesn't sound like it's what I want for the game since this game is very linear, you get 2 options each choice you make that leads you closer to a bad ending or a good ending
see that's my nightmare
Good point. That's for after your first class on Data Structures and Algorithms 101.
A connected acyclic graph is a tree, a disconnected one is a forest (multiple trees). You may be familiar with a decision tree in story focused games. Each choice causes a branching. The leaf nodes are the different endings to the game.
...................wait now that I'm looking at it that might actually be what my game is
._.;;
how did I get here from just giving two choices to the player? o~o;;
However, most of these games have decisions that don't actually matter, they rejoin with another decision down the line. This would imply a cycle in a normal undirected graph. But since we can't go backwards in time we use a directed graph (one way edges), so there are no cycles.
You came upon people with too much knowledge? 🙂
everything can be a graph
So I either have to significantly cut down what choices matter or I have to acrylic graph it?
T-T
you know you don't have to make a graph representation of your game ?
I think like each route has 3-4 choices that can give you a good or bad ending
All this math talk just boils down to something like this:
No I don't know this I'm just a fish swimming in a violent sea rn T~T
You have some scenes, and your choices move you to different scenes.
visual representation is much appreciated
but not for a complete game maybe
or it can be good to have
but you don't need it to make the game
Oh wait it just clicked
OH
ok I get it, a bit, I mean
Computers are very fast, if you have some search algorithm that needs to go through a graph like this for AI or something else, it will be really fast and can handle a lot of branches and depth (but not too much either, which is more advanced techniques come in, but they build on the same thing).
search algorithm ?
for a game when you choose something in a dialogue ?
they're not going to check folders in folders in folders to find what file is the right thing...
No, this was in reference to what Schwarzbaer brought up.
Yeah, it's really not applicable to a visual novel.
Well, it is, for automated tests, and cycles in the story would make those... problematic.
If you have a dialog game, you could have billions of branches and it would be fine, you have a lot of memory. I thought the discussion was still about game AI, game AI looks at a graph of choices like one would find in a dialog game (except WAY bigger) and searches through it to find the winning moves (predicts the future).
@quartz fossil was talking about game AI :3 I had a different question but we delved into a whole different thing XDDD lol
I have question about typical architecture for game object. I have a gameobject class in my engine that handles objects in the game world. I want objects to have certaint traits (Damagable, Destructable, Movable, Triggers, etc) and interact with other objects. I also want to give traits to objects based on a json definition at runtime. My current route is to have several member 'trigger' functions that are always called (update, move, damage) and have trait objects that register as a callback whenever a relevant trigger function is called. The problem I run into here is that game objects do not know which traits other objects will have so I will have to do alot of checking and it doesn't feel very clean.
An alternate route that i've thought of is to have subclasses of game objects and create new class objects dynamically using multiple inhertance. But this also feels overly complicated. Is there some obvious solution to this that I'm overlooking?
Or does anyone know of an existing engine that has a good solution that I can draw inspiration from?
Hey, I'm trying to make collisions in my game, I have everything done that should work, but I have this error and that don't make sense
If I create "tiles" without being and attribute it say it doesn't exist, even if I import it, and when I create it as an attribute it says it's an object
My goal is just to create collisions where in my list (where each number represent a tile of 32x32), there is a 1
But I have these errors
Have a base class that has a list of flags / traits and the object type as an Enum.
anyone free to help me with a code?
I would have to see the way you use tiles. Its complaining that the object isn't an iterable object and for some reason has the type "type"
братва
помогите по братски
как слышно
але
але
але
не могу справится
с жестким аналом
проблема большая
не могу держаься
помогите мне
пожавлуйста
я даже не знаю что делать
просто помогите
пожалуйста
помогит
епомогиет
помогитеэ
помогите
is %appdata% used for configs?
you can have configs in the app folder or appdata generaly
i just said that
if you're making a game i'd recommend having the config just be in the game folder
no ?
it depends on how you set it up
its fine for simple games but if you need more than one file appdata >>>>>
i mean, afaik it's just a folder, no?
wdym
like it's the same as any other folder, you could just store it wherever
also unless you expect your users to manually set config, it shouldn't matter if it's in appdata because you'd want to modify it in-game anyway
UsEr-SpEcIfIC cOnFiGuRaTiOnS
oh if it's user-specific, then sure
i mean you generaly don't care
but i think 90% of apps do this for that exact reason
also one concern i would have is that other OSes don't have an appdata folder afaik
there's a similar thing ?
idk but i'm pretty sure mac has an appdata-like thing
also, updates. noooo you DON'T want to erase user configs 😂
simple apps don't have updates but well
yeah that's true
ah yea and if you uninstall
the configs will stay
i think i found all reasons lol
maybe some configs are relative to different apps at the same time too
Hello guys, I am currently mking a video game coded with Pygame, but I have a question : does convert() makes the images at the right size for every screen ?
hey, I need to make a game in python that teaches people the basic concepts of programming in python, such as data types and variables, using and defining functions, loops (while and for), and the stuff like inputs and outputs. I need to use the pygame import and the game needs to be fun and educational with a decent amount of interaction and a simple looking UI and it needs to be beginner friendly, I plan to create a small quiz after each programming concept level.
Each concept will have its own level so right now i have level 1 for printing text, and i have a final level (level 5) which is a bonus level.
I need some ideas for:
- datatypes and/or varibles (for my level 2)
- while and for loops (for my level 3)
- Arithmetic operators and comparison operators (for my level 4)
Does anyone have any ideas on what game I could make for these levels or if you have any other ideas for the level topics. Any ideas or suggestions is appreciated.
when you say nice looking ui you want to make something where you have to write code ?
or something like the weird rayman games to learn spanish
Yea I'd want the user to write some form of code
so no, convert doesn't change the size based off the screen
nope
it converts to the pixel format of the display surface
you have to do this pretty much all the time, otherwise blitting is slow
Card Memory Game: https://paste.pythondiscord.com/aseyabutuh
why it cannot access the lives variables
def main():
run = True
FPS = 60
level = 0
lives = 3
player_vel = 6
main_font = pygame.font.SysFont("bitmap", 40)
enemies = []
wave_length = 0
enemy_vel = 1
player = Player(240, 500)
clock = pygame.time.Clock()
def redraw_window():
WIN.blit(BACKGROUND, (0, 0))
level_label = main_font.render(f"Level : {level}", 1, (255, 255, 255))
live_label = main_font.render(f"Lives : {lives}", 1, (255, 255, 255))
WIN.blit(level_label, (10, 590))
WIN.blit(live_label, (WIDTH - live_label.get_width() - 10, 590))
for enemy in enemies[:]:
enemy.draw(WIN)
if enemy.y + enemy.get_height() > HEIGHT - 50:
lives -= 1
enemies.remove(enemy)
player.draw(WIN)
pygame.display.update()```
Because it is not defined in redraw_window at the moment when your code is doing lives-=1
You should add nonlocal lives into inner function
nonlocal lives?
look into scope and the global keyword. if you have the variables in an object instead, it can save you a lot of trouble
hallo guys
dont structure games like this
try to use oop
you can also use a class for it which i plan on doing
using globals isn’t the worst thing ever but try not to use them too much
basically how scope works in a nutshell is that unless you declare a variable global, you can read that variable but not write to it
and yeah as denball said there’s ‘nonlocal’ (which to be honest, i hadn’t known about until they mentioned it) which is used in nested functions apparently
as an example:
value = 1
def function_1():
value = 3
function_1() #value is still 1
def function_2():
global value
value = 3
function_2() #value becomes 3
what i'd recommend instead of having a global lives variable is instead have lives be a attribute of a player class
it's a lot simpler that way because you can just handle that with something like player.update()
I'm struggling to open a python game I want to mod into my IDE could someone link a tutorial or give some instructions
hello guys i know it dosent have anything to do with python but what should i use for game developpment C++ or Rust? (2D or 3D)
C++
there's bevy for rust but that's all
still, C++ is so much more used, its the best thing to use
More depends on the game engine you want to use. Rust isn't supported in many engines, so between the two, c++ would be more applicable since it can be used in Unreal engine. You should also consider Unity or Godot, which use C# or gdsceipt
unreal is superior to everything but is mostly made for realistic 3d games
for a 2d game or a simpler 3d game unity is better
And use godot if you don't want to deal with licensing stuff or you like foss
If you want to still be able to use Python, Panda3D is C++ and Python
Help, cannot use external modules on Linux . I have the same problem with matplotlib
can u make it so it displays in text in the channel
to be more readable
Hi guys I am currently making classe for my video game and i am totally stuck on a problem, i would like that a bullet follows a path in the direction of the player, i have the player pos, the shooter pos and its angle. Please help !
Its not about the text, pygame cannot install
https://pastebin.com/kkW1mSTK
How do I go back the games menu on line 283
(games menu on line 143)
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
💀
if you can, just use c# but of those two c++ is less of a cult so
do you have multiple installations of python?
you can't name the script pygame.py, it will think it's pygame
wow, great eye 
Everyone who helped me, thank you so much. You really helped me.
Welcome on their behalf
what is the point of def main(): here?
you dont do that unless its a class
i have a game that asks randomly if im still online. I would like to write a program that recognizes the image below and clicks on it.
Im pretty sure that it is against rules of that game
You might be mixing it up with __init__ but they are probably just using the
if __name__ == "__main__":
main()```
i hate def main() in python
what for?
d
because you have to call the first function, if you oop everything
it's not java, there's no reason to make a function called main
just so it looks like c or java
I agree that it looks worse, but as long as it's faster when the code is in a function, people will keep doing it
the problem isnt the function
the problem is calling it main
when i make an oop project, i use an object for the root class and i call the start method run
who wants to see a line calling main() 🤮
lol
Write two lines of code
IDE: You have just broken all rules of language
yup yup
if you ever want to add a script to your package that runs it, you basically need a main function.
what
idk whats wrong with the if name = main thing
Hi guys! I would like to share my first project, it's a text-based football manager game that simulates the 2022 World Cup. If you have any ideas or feedback, I would greatly appreciate it! The game is currently in portuguese, but I plan on doing a translation in the future. The game is very simple, and I think you should be able to play it without many problems if you give it a try.
https://github.com/wesleyfuchs/worldcup-manager-game
how many lines between that line and the line with something on it (which may be a part of some class)
does it have py bindings?
👍
are you using shaders in pygame?
yes
Awesome 👍
any reccs for good yt tutorials/youtubers to watch for when youre new to pygame
DaFluffyPotato is pretty great ngl
I'd start by watching clear code to get the basics
But I can tell ya once you got the basics, go and watch DaFluffyPotato. He's pretty experienced knows his stuff well
any clear code videos specifically or is it his pygame tutorial series
cause i was following along with those and i got to around ep 6 until i realized i didn’t actually rly completely understand what was going on, i was just sorta copying everything
The question is do you not understand the functions? As in that you don't know how the inner workings of let's say the pygame.draw.circle function work or do you struggle with the Logic?
Does anyone know any good places to get game assets?
I’ve tried itch.io but it doesnt seem to have alot of “full game kits”
I’m looking for asset packs that include the player, the enemies, overworld etc… all in one
you could... draw all of that yourself
otherwise someone recently suggested a place, lemme find it rq
given they're following tutorials I don't think they'd be much concerned with inner workings of those functions
well, have you made pong yet? it's a pretty simple game and covers the concept of collisions somewhat but you can actually add game state stuff to pong and what's great about that is that you don't need tons of code for game logic which lets you explore these other areas of game dev more easily, for example, states, like game state, pause state, menu state and so on (you could call them scenes too)
and it's fine if you copy some code, like, if you wanted to go and now create your own project, you could copy some code from tutorials that you're really struggling with, but try to come up with the rest yourself and that might let you escape le tutorial hell more easily, but in general the idea is that you just try to create a project independently, the tutorial should've at least introduced you to some capabilities of the library and you can then use that to work on your own project
it has tho
and you're not going to get 100% the assets for a game at the exact same link
opengameart exists but you'll get even smaller spritesheets
What would you suggest? Should i mix and match similar assets from different creators??
and do you know what game you want to do ? if you want to grab everything from one thing that means you don't really care of artistic part of your game
find things that you like, edit them to make them fit together...
Makes sense. Cool i see what i can do
especially if you use 16x16 or 32x32 art
there's so much on the internet
higher resolution stuff is harder to modify when you know nothing
I think there are some all on ones there
But definitely good assets either way
Hey guys, I'm currently a student in software eng. and I am a novice in programming. I wanted to know if there is any websites with some kind of bootcamps/projects you recommend to a beginner so I can continue learning by myself by creating in the summertime? Would love to learn how to develop games eventually although I am not sure it's the best way to start. Much appreciated!
I really recommend you to look at freecodecamp on youtube
Link to my latest Pygame tutorial video: Image Rotations Around a Pivot Point: https://youtu.be/-a4XPffa8Xg
In this video I show you how to rotate images around a pivot point using two examples. In the first example we create a rotating spikeball common to many side scroller games. In the second example we rotate a weapon image around the center of the screen to point in the direction of the mouse, another common feature in sidescroller and topdown ga...
id say the logic and knowing what to string together to create my program ig if that makes sense, and also what functions and syntax to use
this is my goal ! however, im completely new to pygame rn so im just hoping to understand how it works first, i will check out pong tho! do you have any specific tutorials or youtubers to watch to learn pygame or pong?
As for the functions I suggest just looking them up in the pygame documentation. The logic part is in my opinion just mapping out your ideas before you begin coding. I recommend using pseudo code(I am not really using pygame for creating games but rather for creating short animations so take everything I say with a grain of salt)
Hello i a currnetly trying to install pygame and it is telling me distutils.errors.DistutilsPlatformError: Microsoft Visual C++ 14.2 or greater is required. Get it with "Microsoft C++ Build Tools": https://visualstudio.microsoft.com/visual-cpp-build-tools/ yet when i check i have Visual Studio Community 2022 17.5.5what can i do to fix it?
@hushed haven try installing the latest version of pygame-ce
pip install pygame-ce
perhaps Clear Code has a pong tutorial? I'm not sure, you can also check out DaFluffyPotato, he has great tutorials too
Anyone want to help me develop an open-source project on github?
https://github.com/ApaxPhoenix/PyCraft
is the point to make something based on the original code of java mc ?
Well yeah, I want encourage python game development over java, and display the possibilities of python.
yea i think we need a project like that
I have the block rendering
that would push python to its limits or at least make something finished
not just a demo
something similarly like this made, in c
https://github.com/fogleman/Craft
there's 2-3 pros on making games in python that are very underrated, only known python games are stupid stuff like DDLC
There is a list of pros and cons, and the majority are pros.
i don't think so but the pros are really pros
like, modding in python
since it's interpreted its easy to use the language as a modding language, and python is easy
an other pro imo is cheating, cheat engine and other cheat software can't really interact with python
perfomance might be an issue, but we can compile it with pyinstaller
even a delta time based on the default time module breaks the speedhack
pyinstaller doesnt make python faster
oh yeah, thats right
there might be a limit to it
therefore, we can use cpython
yea you can't make the biggest games in python
but you can do some parts in cython
or c, or use numba
at least for calculation stuff
I am making a top down game and i was wondering how i would make it so that when the player enters the house they would be in the house and when they leave they would be back outside from the entrance?
Kinda like pokemon green/red
well you can just put the house at a different place
do you think that shaders will be a problem in the long run?
and the door will "teleport" the player
in the mc project ?
yes
well i think idk what shaders you're talking about
glsl shaders for the mc project
will it have a big impact on its perfomance
yes
it will be slow for sure if you implement this
but well i don't think you should think of shader packs now :p
thats true, it affects computers perfomance
ive seen the reports of fps slowing down because of ticks in minecraft
shader packs arent even a feature of the base game
Wait, they are mods?
only glsl shader in minecraft is the main menu
Should I use pyglet or pygame for this mc project?
pyglet is kinda the equivalent of lwjgl in java, the thing used in minecraft
but using a raw opengl implementation like moderngl can maybe be faster than pyglet, i'm not sure
whats the difference of moderngl and opengl?
moderngl is an implementation of opengl for python
or maybe you mean moderngl vs pyopengl
ive been using the opengl api of python
pyopengl feels like python bindings for the c implementation of opengl so it forces c-like code, while moderngl is more pythonic
ive been using raw code this whole time
imgur i think
it's pyopengl in a pygame.display window ?
i was programming in a raspberry pi
it didn't support pyglet
so i chose pygame
made that in a airplane imao
wait wait, let me edit the code so its only for pyglet
strange right?
what is strange
it's not rendered by pygame
it's a feature of sdl (the thing used in pygame) to allow renderer to be opengl instead of sdl itself
ohhh, i'm new to game development, i used moved from full-stack web development
i might commit more mistakes on the long run
some people like DaFluffyPotato use their game screen made in surfaces in their opengl textures
so they can add shaders to their games, without really using opengl for rendering
is it possible to use opengl for rendering?
well using the pygame.OPENGL flag on the display switches the renderer to opengl
you can use moderngl too, it's better than pyopengl imo
Shaders in graphics typically refer to programs that run on the GPU. If that is what you are referring to, it's one of the things that is the same regardless of language used (C/Python/etc), because none of those run on the GPU.
Everything a game is displaying (unless CPU rendered) is going through a shader.
That depends on the shaders, not the language used on the CPU (C/Python/etc).
No, this is one thing that will work the same as with C/Java (and the same regardless of game engine, they can only make the process a bit more nice for you).
you're right, shaderpacks slowness just depends on the gpu used
or like 95% i guess
The biggest issue is that Python does not have the CPU speed needed for many tasks in an open world game like Minecraft. So many parts would have to be C/Cython/Mypyc.
(e.g. world generation and AI)
yea, the parts like chunk loading can't be made in vanilla python
i think the game would also have to use multiprocessing, which is not easy to implement and will not be the same code than concurrent in java
What Python can totally handle is a non-open-world game. The standard linear game type. One with only a few AIs in a scene with a lot of static geometry / elements.
(Which is a large chunk of all possible games)
minecraft can't really be compared to all open world games
an open world game can be light but minecraft isnt
Open world game's selling point is scale, lots of things at the same time, which (usually) requires more CPU compute. There is also open world in a different sense. It does depend what is meant with that tag. For example one could consider Dark Souls open world. One can go off in whatever direction. But at any given time there is not that many non-static elements happening (and in areas where there was, it lagged (and still does)).
ais in minecraft is one of the most performance eating parts
Once the meshes have been generated and are not being edited, they are effectively static, just like in a non-world-editable game. In that case AI takes up a lot just like in other games, because other than something like physics, not much else is happening on the CPU in terms of amount of crunching (there is a lot conceptually happening).
Which is why many games in the past never had many AI units at any given time, or if they did, it was their specialty (a lot of effort into it).
(Or make each unit really basic / dumb (e.g. a zombie hoard, just run towards the player))
no
well, one of the rules of it is "2: Posts to this subreddit must be requests for help learning python.", so makes sense to me.
3d pygame?
Hey, sorry to disturb, I was wondering if there is a way to make a sprite look the other way without having to create a mirror version of my spritesheet
you want to flip a sprite in pygame ?
I have a characher and I want him to be able to look in both directions
But I think I found something
if you use the gpu mode (not a lot of people use it) you can flip, rotate and resize on the go
otherwise you need to create an other surface with pygame.transform.flip
Yes, and I have to recreate my whole animation system, so I will put the inversed sprites in the same spritesheet so it will be simple
yea that's what you want to do most likely
you can make the surfaces in the game too and have only one side in your spritesheet image
okay, thank you for the answer !
that's not a viable solution for most people... most people don't even know it exists
(hopefully it gets more popular when it gets ported to C and stops being "experimental")
How rough of a time am I in for if I were to try and make a fighting game as a way of relearning python?
For clarity’s sake, by fighting game I mean Super Turbo.
How do I code a game on vscode python
well like in any other ide using python
What ide
any
python is a language
idle python, vsc python and pycharm python is the same language
some ides like pycharm can make a virtual environment for you but that's still python
Ah OK so how do I code a game
you use a library
Ye py
pygame is pretty popular, there's also arcade for 2d games and ursina3d for 3d games
the other ones are lower level
K what the first steps i need to put in to code it in pygame
K then what
then you can do import pygame in your code to use its functionalities
its like the default libs but its third party (not installed by default)
How do I make a game like gta 5
In pygame
pygame is a wrapper of sdl which is made for 2d games mostly
you can use opengl to render in it and have 3d
but a game like gta5 can't be done in opengl from scratch
you need unreal engine 5
How do I do that
there's nothing else available that can make a game like gta5, and even with it you need a large team
ue5 is free and you have to pay only i your game makes more than $100k
but you'll not make the next gta
I have a big dev team
probably not big enough to make a gta-like game
I have 40
K I'll get them to learn it
each person should make a specific thing
but you'll need a lot of years to make a game like gta
How long if I did it all on my own
ue5 can really make impressive games even for a small team, but not a game like gta
well you don't have the skill to do everything
How long would it take me
making the models, optimizing the code, the game design...
5-10 years of learning and 15-30 years to make the thing
maybe
you can make impressive games alone with ue5 already, but you should know what you can do and what you can't
K
if i make a ue5 game alone it would be a puzzle game with white blocks
because idk how to make good looking models
Damn
I will look on fiver
aaa games use real actors for the characters too
Oh
you can't really make them from scratch
maybe in 5 years ai will do it
but right now you can't
you don't
or maybe fortnite singleplayer
but it's still very big for you and your "team"
How do I do fortnite single player
fortnite is years of game design, it's not a game made with ass
True
well you start some ue5 tutorial
but you'll never make assets and game design like what you can find in fortnite
True
looks like you don't know anything about game design, here's a list of things you and your "team" will never make :
- any aaa game
- mmo, any multiplayer game with big public servers
- open world (at least like what you can find in aaa games)
- human-looking characters
- game design of large game with no real issue (even aaa games have some generaly)
- thousands of 3d models
- game with regular updates, even one per month is most likely too much
you can still have fun with ue5 and make great games in it

i will use pyglet in the future, I just wanted to demonstrate in pygame
so using opengl api?
or pyglet
I'm combining the opengl api with pyglet, because of its c like low-level api.
I'm not going to use pyglet.gl, because it has less features, and can be a hazard on the long run.
so you're gonna stay with pygame + moderngl ?
or pyopengl
i found this guy making a python mc game on youtube but it's infinished
Episode 13: unavailable
Introduction episode: https://youtu.be/YgvNuY8Iq6Q
Episode 12a: https://youtu.be/cWu-4ohrU1A
GitHub link: https://github.com/obiwac/python-minecraft-clone/tree/master/episode-12
Discord server (if you need help, don't hesitate to ask!): https://discord.gg/Rd5cKzn
Further reading:
Full lecture on linear differential equ...
it's the best recreation i can find actually
mby start w/ sth simpler like pong
Fair enough
Harmony Honey Discord - https://discord.gg/qGKzEykNyA
ROTA on Steam - https://store.steampowered.com/app/1993830/ROTA/
ROTA on itch.io - https://harmonyhoney.itch.io/rota
ROTA on GitHub - https://github.com/HarmonyHoney/ROTA
Tweets - https://twitter.com/harmony_hunnie
My site - http://hhoney.net
Contributors this update:
Guy Unger - https://tw...
I updated ROTA with a Day/Night Cycle and Weather System! (:
very interesting
Thanks a lot, I'm switching my code to pyglet
I'm going to use OpenGL API and not morderngl because the lack of low level control
i think they're the same feature-wise
moderngl just allows more python-friendly code
also why
I'm new in game development 😔
No, its just that i mess up the names of the packages
its been like that for a while
you generaly don't use the full name especially when they're "sub-packages"
like, import pygame as pg
or import numpy as np, nobody in the world doesnt import numpy like this
Yo
ahh i see, a tradition
it's just better to use small names
Anyone has a game suggestion pls I don't need snake game or doraemon
and you can import an other package / other version of a package as the same name
Haven't used numpy in a while, might need that to define the vertex of the block
doraemon ?
you're saying it's too recommended but idk that game
OpenGL errors are quite interesting
Doraemon
see one example:
OpenGL.error.GLError: GLError(
err = 1282,
description = b'invalid operation',
baseOperation = glGenTextures,
pyArgs = (
1,
<object object at 0x000001979EE36D30>,
),
cArgs = (1, array([0], dtype=uint32)),
cArguments = (1, array([0], dtype=uint32))
)
Process finished with exit code 1
I have even the code of doraemon but it's too long
i dont know where to look
500 lines 
that's why moderngl is better
nice, im up to 400 lines of code, and can't display a single block
pyopengl forces c-like code and doesnt use the python objects
Rip but at least you did your best , your considered a legend
:(, i should of known better
ima post the code on github, if anyone wants to help me
you're using pyglet or pygame ?
if you use pyopengl for rendering is there a reason you want to switch to pyglet btw ?
switching from pygame to pyglet
thats my main goal
^
there's pyglet.gl but looks like you're not going to use it
its there any benefit of using pyglet gl?
it's easier
if i only had money for copilot 😔
moderngl or pyopengl are probably better options to make a really optimized thing
but aside rendering, pyglet is written in python while pygame is based on SDL which is written in C
should i use moderngl or pyopengl 🤔
does it have other benefits?
the point of it is to be pythonic instead of requiring C-like code like pyopengl
Moderngl does some extra work for you that you would be doing in PyOpengl anyhow.
But it will be OpenGL 3.3+.
3.3 is so old already
Maybe you want OpenGL ES or something, up to you.
i don't remember having issues with old/new games and opengl versions
OpenGL 3.3 will be available on pretty much every PC.
unlike directx games
OpenGL ES is you want Mobile / Web too.
Limitations using ModernGL over PyOpenGL?
All the necessary calls are (or can be) implemented in ModernGL. However you can interact with the ModernGL objects from PyOpenGL. If something is missing write an issue or raise a PR.```
imagine using pyglet, moderngl and pyopengl at the same time
Usually, one implements a layer on top of OpenGL that ends up looking like ModernGL.
(So if you go with PyOpenGL, you can expect to end up with something that looks like ModernGL, maybe more specific to the task, but basically the same)
(ModernGL may be slighty faster since it moves a bunch of OpenGL function calls to C++ (your issue for speed in a MInecraft clone will be chunk generation (both the contents and mesh), not that))
😢
might take me days to change from pyopengl to morderngl
it has 410 lines of code, and i can't even display a block 😭
I shall buy my way out of this with copilot 🫡
There is a bunch of boilerplate in raw OpenGL. Which is why ModernGL is a thing.
I highly recommend not using Copilot as a beginner.
could anyone give me a hand then 😟
i really hate using the docs, but its my only option
i should of stick with full-stack
but there is no backing now
thank u! (=
that's a lot of times the best option, he he
turtle how do i make collision ive been trying for ages i cant get it to work
you may want to consider not using turtle
otherwise what collisions are you struggling with exactly?
if u have an rpg game, and u have different skills, how would u make it: a character recieving the skill class and dmg himself, or the skill recieving the target and dmging him?
the latter makes the most sense to me
I've made a rpg battle system with complex interactions, and then I did something like spell.cast(caster, target)
mmm
but shouldnt the spell belong to the character?
like, if ur player wanna use attack on someone else
the main class is the character itself, who has his available skills
so something like character.cast('spell', target) or similar
no?
and then inside cast, u handle the logic
make sense having the spells as classes too, so they can have their atk power, element, precision, description, etc
In my game the players and enemies can have the same kind of spells
if your system is simple, try to keep the code as simple as possible too
yeah, and?
u have the class spell
and each character has its own kit
of spells
I'm looking for a library to visualize some 3D shapes, plot them in space, and assign them colors. I'm just wondering what the easiest library is to use for this is? I have a tiny bit of experience with Babylon.js but not much else.
Another solution is that spells belong to no characters, they are just marked with the emitter and target. A separate system then manages spells. spell_system.cast(from, to)
Knowing which class to put such a method on is a common problem in OOP. The correct solution is often a third.
Inside either the character or the enemies you can now cast spells, by having them have a reference to the spell system.
Show me ur game
I got a question regarding 8 directional rendering of a moving npc. I do know for a static sprite you need to calculate the angle between the sprite and the player and round it to determine the octant. But for dynamic sprites (enemies/npc's) there are some extra steps and i don't find them
Determine the angle between the sprite's current position and the player's position using atan2.
Convert the angle to degrees.
Add 360 to the angle if it is negative.
Divide the angle by 45 to get the octant number.
Round the octant number to the nearest whole number.
After getting the octant number, you can use it to select the appropriate sprite or animation for the NPC's movement in that particular direction.
where would i start trying to learn game development with python?
is there any good videos
Clear Code has good tutorials with Pygame
and Dafluffypotato has more advanced ones
with turtle how do i clone the turtle while keeping all stuff for it?
like i have a turtle which is a target. i shoot it, and stuff happens. but if i do turtle.clone, the clone doesnt have anything done
srsly, you shouldn't be making a shooter in turtle, use a proper game library
what library are you using for this?
i am using no pygame its for a task for uni. Most of the game works, i am 100% sure that the coordinate system is right. I just have a problem wtih calculating the right angle i think. The library i use to calculate the angle are numpy(some arrays are done in numpy but numpy isn't used for the calculations) and math. Once it has the angle it needs to assign a octant. That octant can be determined in 2 ways i don't know which one is the best, one is by looking between which limits of the 2d octant and the other is by dividing the angle and then rounding to a number from 0-7
@brisk yew
the y faces to the left in my coordinate system and the x faces down
wait, so you have a way to determine that? I mean, if it works in all cases it's good enough
I personally would probably use pygame vectors for that but yeah
well we're not allowed to use pygame
Its annoying but we actually have a working game. Only the npc does the wrong walk animation. It moonwalks through the level instead of playing the animation for the direction it is running in
its hella weird cause i've tried so many things
and none work
its as if its cursed or something
maybe the sprites themselves for that NPC are in the wrong order?
why are you making a game in turtle
a crappy little shooter i need to do for a school assignment
but why you decided to use turtle
Guys, Does anyone knows pygame? like Experts? or a middle class?
it would be great to help me out
in my project
say the problem you have
not say that you have a problem
I clearly said, I'm recruiting new people.
what is the project
it's a game where you have die and healers are your enemy, this is a simple base game idea it might evolve soon as we progress
you started working on this already, and you're alone for now ?
coz teacher said
well your teacher is meh
turtle can't make games, or at least it was never made for this purpose
even tkinter the thing used for turtle is really bad for games
the class is learning python as starters
the aim of it is to teach us how to code via turtle
yes but you can use pygame
yea but its not
turtle can teach some coding basics but it can't make games
so
yea half the class can hardly do a while loop
what's the pay?
but since turtle isnt made for games it will be hard for them
it's easier to make a simple game with pygame
i think your teacher is new to python and doesnt really know the good libs to use
because you can't make a game in turtle
well i have to, so u gonna help me or not
coz i asked for help, so why respond if no help
well i can't help you, turtle is drawing shapes and lines very slowly, i don't see how you can make a game with this
never say never
but I can't be bothered to put in the effort to do it in turtle
and i can't help anyway
all i need. is. to duplicate a fucking turtle
thats all i need
duplicate a turtle
turtle.clone wont work right
you weren't taught that in class?
maybe the teacher just told them to use turtle and thats all
a good python teacher should ask to make a GAME with turtle
bro stop worrying about my teacher, if ur not gonna help then dont waste my time pinging me about my teacher
don't make a game in tkinter, it's as terrible a choice for game dev as turtle
unless idk you're making tic tac toe
well, you could use pygame-ce
or for pop cat ig tkinter would be fine too
import tkinter as tk
root = tk.Tk()
image = tk.PhotoImage(file="image.png")
label = tk.Label(root, image=image, borderwidth=0)
label.pack()
root.mainloop()
it's very similar to pygame
alr, I mean, again, you could use tkinter for this since it's just a clicking game
well, again that'd be tkinter cuz you don't have to interact with the event loop as much and given the simplicity of the game it would be fine, but otherwise I'd go for pygame-ce
is that image located in the same directory from which you run the python file?
in the same directory as what?
it has to be in the same directory as where you run the python file from which is not necessarily the same directory as the python file
tho for sth like this you probably want those directories to match
!pban 468400922100367370
:incoming_envelope: :ok_hand: applied ban to @safe crow permanently.
is this easier than pygame?
in a way it literally is pygame and pygame ain't that hard in the first place
you can read more about it in the announcement: #python-community message
would anyone know where to learn how to make games in pygame, or specifically make 3d games?
by any chance?
thanks
pygame isnt created for 3d games
it can be used with opengl to make 3d but it's not the best thing to use
you can use ursina3d or pyglet, a higher level opengl wrapper
Thanks for the info. do you know anyone who teaches it in full online?
pygame ?
there's a lot of videos about pygame, i recommend clear code, coder space and maybe dafluffypotato
oh ok thanks
clear code has really the best videos for beginners
bruh, they asked about 3d games, you suggested 3d libs and you ask if they want to watch a tutorial for a 2d lib?
i don't get if they still want to use pygame or not
why? when u define a class, u add the spells u want that class to have. If then u wanna add more, u add them
depends on your situation tbh
that doesn't sound extensible? how would this spell adding work exactly?
If you add a spell to the spell system class, all entities have access to that now. So depending on your game, and if you want to experiment with different spells on all entities, this can help by centralizing the spell adding effort.
Otherwise you may end up with duplicate code on each entity.
how do i play sound on python
each class has a list with the spells it can cast (?)
wow
how not extensible?
well yeah, if u have archer and sniper, they could share skills, but i dont see the problem
a class has its own skill set
furthermore, if a class can change to a different class, and u wanna track the skills learnt from other classes, u need to do it the way i say
U will end up having somewhere a variable with the available skills
so better than ifs checking if the actual class can cast certain spell, have the spells that class can cast as attributes
what do you use for your game
there's winsound for windows but you may want to use something else, like, pygame has a sound/music module
how could I create an energy system? for example, casting one spell requires 3 energy, while another requires 5, you only get 6 energy per turn?
Set initial energy value to 6
energy = 6
Define spell energy costs
spell1_cost = 3
spell2_cost = 5
Prompt user to select a spell
spell_choice = input("Select a spell (1 or 2): ")
Check if user's choice is valid
if spell_choice == "1":
# Check if user has enough energy for spell 1
if energy >= spell1_cost:
print("Casting spell 1...")
energy -= spell1_cost
else:
print("Not enough energy for spell 1.")
elif spell_choice == "2":
# Check if user has enough energy for spell 2
if energy >= spell2_cost:
print("Casting spell 2...")
energy -= spell2_cost
else:
print("Not enough energy for spell 2.")
else:
print("Invalid spell choice.")
I tried something chatgpt gave me for fun but I don’t know if theres a better alternative
guys how can i make enemies disappear after collision
hey guys, im new to python and im wondering what type of games can be made with it?
anything
oh wow okay, thank you
anything 3d 2d platformers fps
basically if you have the time and effort and skill you can remake any game you see on the internet in python
Latest Big Chungus devlog, now called Isometria, made entirely with Python and Pygame: https://youtu.be/7oEtu0_VmCw Check it out and be sure to subscribe.
In this week's devlog we've rebranded to the name Isometria, added tile animations, updated various graphics, introduced gray blobs and fungo enemies, and show some new wands.
#indiegamedev #devlog #gamedev #gamedevelopment #indiedev #python #pygame #pygame-ce #pythongaming
big chungus was better
the dev is shadow banned from reddit because of a promotion for the game btw
probably because of a "big chungus" flair
perhaps and it will always be the code name of the game, but going to stick to Isometria from now on
thats probably the best thing to do
and fyi I don't think I ever had an flair or whatever on reddit, the account never worked at all. The first post I made to the pygame subreddit linking my devlog just never got posted, the account literally never worked and was shadowbanned from the start
@fallow finch , have you heard of the new superset of python called mojo?
well yea like everyone
do you think it will affect metaprogramming 🤔
well idk why you're thinking of metaprogramming
yeah, your right. I got another project in my hand 😅
anyways
how fast is mojo compared to cpython?
supposedly is 100x faster right?
45000x for the example that we don't know
in general idk lol
i thought it was a compiled language but i learnt recently it will be or AOT or JIT or both (?)
remember the mc project we where discussing, do you think its a great time to move the default python content to mojo
or just leave it to cython
if mojo is really what we're expecting then we should go for it
being able to use the python libs with the python code and with ability to add low level control code, it looks like the dream of some python devs
but some people aren't really expecting it will be like intended, especially for the python libs support part
with the low level control stuff and ability to use packages like moderngl we'll maybe even be able to make game engines, who knows
@fallow finch i imagine that mojo is open-source right?
it's not
but it will be at some point
maybe when it will be rewritten in mojo itself
that "will be at some point" sounds like matlab
well matlab is not even free
that's terrible
imagine having to pay for a programming language
Sounds like their plan
@fallow finch, does it say that i can use default python libraries like numpy?
i heard it's intended to support everything yea
the standard libraries of mojo look disappointing tho
but that's okay if we can still use the python ones
you cant really compare
cython is mostly used for a part of a library
you can't compile a whole project using libraries like pygame or moderngl with it afaik
(when i say compile i mean convert to c)
mojo is intended to allow this but some people are saying AOT/JIT on all the python third party libs would be impossible
mojo will also allow making distributables so it should be good for games, but games isnt the reason the language exists at all, at least for now
not interested enterily about game-dev but, is ursina much better than pygame?
they're different things
pygame is a wrapper of the SDL library which is made for 2d games and multimedia apps
it can use opengl to display 3d but that's generaly not how its used
ursina is kinda like a 3d engine
well the different is ursine is for 3dd and pygame is for 2d
well ursina isnt to 3d what pygame is to 2d
aight i think you are confusing, stop it
but yea, ursina makes 3d games and pygame makes 2d games and multimedia apps
by what metric?
Is there any link or source where i can download lets us python book for free?
i don't believe there are any free books besides documentation, websites, YouTube videos, and pdf tutorials.
I've heard that Nuitka is an option when you are trying to compile python code in c
yea its for making a exe
but it will not give you an equivalent c source of your code
will it make a difference in performance though?
nuitka is a bit slower sometimes
slower are compiling, or simply executing it?
it compiles the things like the python interpreter does, it doesnt change your code
a bit slower at execution sometimes
it's intended to be the same speed but idk why this happens
cython changes your code and can use the hints to use real types instead of emulating python's dynamicness
nuitka isnt this
I dont want it to be a freeware
Hey, I'm using Tiled and Pytmx to create my maps, but in my game it does that, (the black color is due to the background color not being the same as the transparency color of the tiles), but the problem is the strange decoloration and the objet's color spraying around it.
you could just simply get the background color of the image and setting it as the window background color
the tileset is in png, and the map is in tmx
well nothing can be 100% protected
but nuitka is a good thing to prevent 99% of people to steal your code
yes, but that's not the problem
Stealing code is not a priority, because its going to be open-source on github anyways
game cheats might be an issue though
so what do you want to protect
what cheats
when I tried running cheat engine in my python program, I could simply edit some values, and abracadabra; my player was faster than normal.
well cheat engine is (or at least can be) useless against python
python uses a stack, not just values in addresses like C/C++
cheat engine doesnt have support for it, so the values you modify will move in seconds
cheat engine is useless against my python games, aside for the "memory view" part
even a delta time implemented with python's standard time module makes the speedhack dll useless, while every game in the world can be speedhacked
can code injection in my pyglet game, be a subject that i have to worry about
well if you use pickle objects in some files or exec() somewhere where users can interact with, yes
there's probably more obscure ways to do it but these are 2 things that are pretty unsafe in python
does pyglet execute its default window with exec?
no ? and i don't really get the thing
exec() executes code in a string
if there's some way the user can interact with something passed in exec() its a problem
is there any ways to prevent it?
not using exec() or using it for stuff where the user doesnt interact with
that's not like if we use exec() for everything...
I'm new with Tiled and I don't really know how to use it properly in this case, but I think the formats are okay
90% of people never use it, and exec() is a super high level thing we have because of how python uses an interpreter
other compiled languages don't have it
is there any difference of exec_() and exec()?
your issue really looks like when i save a transparent image into non-transparent format like BMP, at least in some image software
ohh thats true
idk why you're even talking of exec()
i forgot that was imported from qt
are you using it actually ?
no just got confused with some stuff
try to save a png as jpeg or bmp in photofiltre (or maybe even photoshop), you'll have this
there's a problem with transparence somewhere
if you don't need transparence don't use png maybe
so what do you want to protect actually
if source isnt a problem and the assets are from mojang
mhh, that could be something like that, but it's very strange knowing that the platforms are in the same format (tsx) as the decorations.
i don't get what the decorations are
but nothing is transparent in your screenshot
the furnitures like trees, bush...
yes but how some shapes in the plaforms can be ?
wheres the rendering code ?
i never used pyscroll so idk if the transparence issues comes from this
can you send one of those spritesheets over?
they said its png
but its maybe png saved with mspaint
if pyscroll doesnt cause this, it's a problem with the image yes
It's a png, saved as a Tmx
tmx isnt an image format
tsx* sorry
i used tiled to make my maps but i don't use their formats
so idk what tsx is
its a tileset hm
it's the format that I used to save the spritesheet, and then the tmx filed use the different tsx to create the map
yes of course, here it is :
the server doesn't allow me to send it
I have sent it in pm
@fallow finch , do you know how to lock user mouse into pyglet window?
i don't really use pyglet
if your rendering is 100% moderngl i would say pygame is more solid tho
it's based on the sdl library which is made in C and has most of the features you'll need for a multimedia app
pyglet is lighter but so it has less features aside rendering
@fallow finch what about performance
pyglet is entirely written in python
so pygame is probably faster for everything aside rendering
i would say pyglet is better to make an other library/framework upon of it
perfect for me then
@fallow finch do you know the cam sensitivity and player speed in minecraft?
i never made a minecraft recreation in an other language actually
but you should really consider trying to port or make something similar to the code of the real game
are you sure you have to implement this before world generation and all that stuff too
yep, i made a prototype in javascript using three.js
i know the concept
implementing in python might be my struglle though
@fallow finch, do you know how i can lock the camera inside my pyglet window?
you mean lock the mouse ?
yes
best regards
interesting
there's also the same thing for keyboard
so its set_exclusive_mouse, and set_exclusive_keyboard?
yea
it hides the mouse, but i can't interact with the block @fallow finch
wdym by interact with the block
when i set exclusive, the cursor is gone; when i move the mouse too, i can't go anywhere
well thats not helpful, you're talking of your game logic
just debug to see if mouse detection works as you want ?
tried it, but at no eval
what im trying to say there is no results on how to solve it
two words describe that whole sentence
^^^^
use print()
not your engine
idk what you're talking about
just use print() to see if mouse detection workd
you can even make a new project to test
i was wondering what's a good place for 2d game assets that are free to use? Just to use for learning, i would like to make my own at some point but trying to learn a only handful of things at a time
opengameart, itch.io, random google search, ais, stealing
browsing through the first one, thanks
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thanks I went to stealing.gov
Hey, I was wondering if it's possible to make a parallax background like this a layer with pyscroll, I'm using pyscroll to render my map, and I make a function of parralax background but it blit over the map, because my map is created with pyscroll and the layer is 1.
I need a graphics guy for my pygame team
looks like its a wrapper for the c thing
so it will force c-like code and you need something else for the sound part and probably a lot more stuff
pyglet is limited to certain things
i was intrigued to find out you can lock the mouse at a certain position
.set_exclusive is not a great handler in simply words
