you get away with just loading the current room you're in with the help of state system. I've made a library just for that https://github.com/Jiggly-Balls/game-state
#game-development
1 messages · Page 46 of 1
You can program each room independantly (or dependantly) as a separate (state) class which can dynamically switch to other states (rooms)
Dm
My entire level is loaded at once from a dict. I have Room objects, each with sprite groups for the various types of sprites and parse the dict to populate the groups
I'm not happy with some of that process either
Making scrolling levels would be difficult in some aspects. Like some parts of some levels don't layout in a 2d map
Here's a sample room https://paste.pythondiscord.com/42EQ
Well, a sample dict describing a room
Worked on Staffs, Bows and Arrows. https://reqxel.itch.io/item-16
What should I pixel next? ping me.
daym, cool stuff
Thank you!
Does anyone have a file for networking so I can make a game so I can make a game that's multiplayer that's multiplayer I tried falling into tutorial never worked I tried calling a tutorial....
never worked
OSError: libGL.so: cannot open shared object file: No such file or directory
```is there any way to fix this?
im on fedora 43
already installed `mesa-libGL`
-# moderngl, moderngl-window, pygame-ce
@wise shale A Zweihänder
Added to my list. Thanks!
guys where can i learn pygame effectively
Vids and websites
But which is the best
Does anyone know how to show ur progress of your game with pictures
what does that mean, are you looking for a way to post images in this channel ?
No I mean in the terminal how do I add images and see the progress to my game btw I'm new to python
you can't add images to the terminal, and I really don't know what you call the "progress" of your game
you may want to look into UI libraries, like pygame or tkinter
to have an interface, and not a text-based game
Worked on Zweihander and some more weapons. Suggested by @lucid kiln . https://reqxel.itch.io/item-16
What should I pixel next? ping me.
@wise shale food items
Potions
I made food items here. https://reqxel.itch.io/food-16 Specifically which ones that is not made there would you like?
Already made potions included in that asset pack if you check the link.
That's a lot, nice job
What about mobs
I made monsters here. https://reqxel.itch.io/monster-iso-64 Specifically which ones that is not made there would you like?
Bosses
I would appreciate if you can be more specific.
That’s sick dude
clearcode has some nice follow alongs
S.W.A.T characters
Cant work on copyrighted materials, Sorry.
First time posting. I admit to being a vibe-coder with about 60% of the code being written by me with autocomplete help. I've been messing around with a Metroid-Vania world generation engine. I still need to work on tilemap generation, but the room-shapes are starting to look more organic. Once I have it working the way I want in python, I plan on porting over to C# for Unity before converting the generated data to ECS/DOTS workflow. This has been fun and frustrating but totally worth it for me.
Are they copyrighted?
I believe so.
I dont think so lemme search up
Normally the uniform itself is allowed as long as you dont draw the character looking like a film character its fine
what's up guys? (hoping this is not considered self promo since it's open source)
i created an open source python app that allows you to play any games with subtitles in any language. Right now it only works with WASAPI and im looking to expand it to other platforms, if think the project is cool and you want to become a contributor here's a link
https://github.com/VicPitic/gamecap
Ogre
Added to my list. Thanks!
Worked on some more Guns! 🔫 https://reqxel.itch.io/item-16
What should I pixel next? ping me.
Can I use these models pls ?
Finally finished with lighting / fluids
You need to own it, then you can use it, yes.
Worked on Isometric Chairs and modular Tables. https://reqxel.itch.io/object-iso-32
What should I pixel next? ping me.
What u guys doing..??
how do you do this! wow so awesome
Just draw. XD
Which app do you use to make it?
Pixel Studio
How can I add a real time day and night cycle
Ex:
20 minute is 1 day
Every ten minutes change the sky or something
It depends on how realistic you want it to transition
I could maybe build it in for you
Depends what u want rlly
Been looking for something like this
You should add lava/water blocks
Maybe with 2-3 varients for animating fluids
blocks? like a tileset?
Yeah, terraria/Minecraft style
Just something for a nice multiplayer game I just need one that can be used across two different types of platforms for the game 3D or 2D so I don't have to figure out what has to get done for both the 2D and 3D parts
anyone here uses godot?
hello
hey there
same as you but going to turn 14 soon. Spent quite a few months in python too
good to see ya
where are you from
India!
ohh
you mastered css too?
do you use any framework ?
no
any js framework?
!code
pygame.init()
SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
radius = 40
circle_surf = pygame.Surface((radius * 2, radius * 2), pygame.SRCALPHA)
pygame.draw.circle(circle_surf, (120, 0, 0), (radius, radius), radius)
friction = 0.7
coefficient_of_restitution = 0.9
gravity = 0.5
velocity_x = 5 # horizontal velocity
velocity_y = 0 # vertical velocity
circle_x = 0
circle_y = 0
running = True
clock = pygame.time.Clock()
while running == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Apply gravity only to vertical velocity
velocity_y += gravity
# Update positions
circle_y += velocity_y
circle_x += velocity_x
# Ground collision (bottom)
if circle_y >= SCREEN_HEIGHT - (radius * 2):
velocity_y = -velocity_y * coefficient_of_restitution
velocity_x = velocity_x * friction
circle_y = SCREEN_HEIGHT - (radius * 2)
if abs(velocity_x) < 0.1:
velocity_x = 0
# Wall collision (right)
if circle_x >= SCREEN_WIDTH - (radius * 2):
velocity_x = -velocity_x * coefficient_of_restitution
circle_x = SCREEN_WIDTH - (radius * 2)
# Wall collision (left)
if circle_x <= 0:
velocity_x = -velocity_x * coefficient_of_restitution
circle_x = 0
screen.fill((255, 255, 255))
screen.blit(circle_surf, (circle_x, circle_y))
pygame.display.update()
clock.tick(60)
pygame.quit()```
this is sim of physics
im planning to make it work on slpes and stuff maybe
minetraria
#===[import]===#
import pygame as pg
#==============#
#===[inits]===#
pg.init()
#=============#
#===[logict]===#
class Comonents:
def __init__():
pass
def conveyor_belt(x,y, size, color, cost):
pass
def convaer_belt_spliter(x,y, size, color, cost):
pass
def filling_station(x,y, size, color, cost):
pass
def scale_stop(x,y, size, color, cost):
pass
#==============#
I remade buckshot roulette into a 1980's style command line game using python
(last time i posted it here there was a bug making it unplayable but its fixed now)
https://github.com/IBDPool/pythonshot-roulette
GitHub
Original Game "Buckshot Roulette" is by Mike Klubnika available on Steam and Itch.io. - IBDPool/pythonshot-roulette
hey , how can i set music speed in pygame?
I think you would need to use either the pygame.mixer.init(frequency=new_speed) or use an extra library like librosa pydub etc
I think pydub would be the easiest
just finished making a snake io game who wanna see it should i release
Guys idk if I should switch from learning python to c++ I wanna make a good game
As a complete beginner
Worked on a commission featuring an Isometric Panda with Balloon. 🎈 🐼 https://reqxel.itch.io/reqxel-commission
Hey, anyone here from milwaukee or lived in milwaukee for a while? Im devving a game, a retro text adventure where you play as a non profit social services style caseworker worker fighting red tape and the stupid. The game is about milwaukee and absurd satire. I need people to help me with the things to make fun of, the eccentric characters to include, the milwaukee places, the legends, etc to include or poke fun at. And coding help is a plus
Hey how can I upload my game code to itch io and add money to it
Specs, config file and code
Program running the "Cube" scene, Details in top left corner.
Program running the "Untitled" scene, example of two loaded OBJ files.
Weak perspective projection with X, Y and Z rotation mats, OBJ Parse, Coordinate system, simple physics.
What's with this game? did you make it in python? I never expected python to be able to be so good with 3d.
If this truly Python, I must tip my hat to you - this must've taken ages of hard work, dedication, and skill
Python is the scripting language, so that's not limiting the games you can make, as the actual engine is written in something else.
Panda3D and Armor3D are good Python based engines.
so you mean that the actual game was made in some proprietary engine? and only python was used for scripting?
Panda3D nor Armory3D are proprietary game engines, they are open source. In this specific case I believe the game made by Potato is written in Python (so not just as a scripting language on top of an engine), using some libraries to open a window, get inputs, and rendering (graphics API) (And also some VR stuff).
(Probably Pygame, ModernGL, and OpenXR (Python bindings))
(If desired you could also write all of those parts yourself in Python)
(The only limitation with Python here (doing it from scratch) is knowing how the operating system works (how you interface with it / its libraries), and math (how 3D rendering and physics work))
(This applies to any language with the ability to interface with the OS/C libraries (which Python can do))
Guys, I built a simple Python-based rocket launching simulation in VS Code. Rate for me please 😁
https://github.com/phuoc-trinh/rocket_launching_simulation
yes
No, the engine is Python
so what did you use exactly? pygame ? or some 3d engine?
ModernGL
I think I have seen you on YouTube, maybe.
No, the language the people use to script that game, is simply not the same language the game engine itself is written.
alright, I got that. Thanks.
(It seems to be fully written with Python in this case.)
i made a physics sim i know its pretty basic for people around here but im proud of it
using pygame anyone got ideas on how to optimize
Try capping few parameters like fps and entity count
this is not optimization
Hey everyone 👋
One lesson I’ve learned the hard way:
The longer you wait for the perfect timing or enough features, the less likely you are to ever finish a project.
I’ve been quite irregular these past few months, but I’m finally back to finishing something I started a long time ago.
I’m wrapping up a level editor built specifically for Pygame, keeping game jams and tight deadlines in mind. The focus this time is simple, fast, and practical—something that actually helps when time is limited.
I’ve been sharing detailed breakdowns of features and progress on my **LinkedIn **and Twitter (X), but here’s a quick glimpse of how the editor looks and works 👇
Would love to hear your thoughts, feedback, or suggestions.
#===[bools]===#
running = True
#=============#
#===[dimentions]===#
height,width = 500,500
factorie_window = (height,width)
#==================#
#===[varibles]===#
player_currency = 0
#================#
#===[classes]===#
class recipe_book:
def __init__(self, Name,):
pass
class componet:
def __init__(self,Name,Types,Size, Cost,Power_cost, x,y speed):
#===[componets]===#
self.Name = Name
self.Types = Types
self.Size = Size
#============#
#===[position]===#
self.x = x
self.y = y
#================#
#===[speed]===#
self.speed = speed
speed : int
#=============#
#===[cost]===#
self.Cost = Cost # cost of component
self.Power_cost = Power_cost # drains per second
#============#
#===============#
does this work for a factoie sim?
This is not a Modmail thread.
!code
I have no idea what are your goals, constraints, requirements etc.
So... maybe ?
What are you even tryint to do ?
What's the point of having a VR shooter be multiplayer if you can't trash talk over proximity chat? lol
GunSlaw VR (steam link will work once valve approves the page):
https://dafluffypotato.com/gunslaw
https://store.steampowered.com/app/4272180/GunSlaw_VR
GunSlaw Discord (for playtests and dev):
https://discord.gg/pDwkwY9Bj8
My Main Discord:...
Curious on why you chose Python for the project?
I like Python
Hello, I am a first-year IT student.
My English is not strong, but I want to learn Java .
this is python group my friend
any one who is thinking of making a replica with me?
a game replica?
No one?
anyone?
Anyone wants to make a 2d game with me like Celeste?
I Am specifying every detail ik about it:
It is a complex game dev project in which we have to replicate a game known as Rocket League by Epic Games.
It will take days or Months to do so but we're gonna use python so we goin tuff with this.
This project specifically will be made just for fun and you guys are allowed to enjoy your time or work on some other "serious" projects if you want side by side.
Msg me personally and I will make a simple group for the replica and there we will make it together giving just 1 or 2 hours into the project.
This is a 3 dimensional game and we will create different Maps, Bots, Sound Effects, UI and a way through which ppl connect to each other and play together no big deal.
IT IS NOT A COMPETITION
You are missing key details. Like whether this is an open source project or commercial, and what skills you bring to the table. If you really want this project to happen and for others to randomly join you will probably need to have it be open source (and open/free assets) and you will need to take the initiative, by starting work on it by yourself and trying to make it solo (even if nobody else joins). In addition, you need to do some research into how much work is actually required for such a project. A simple search on Wikipedia shows that Rocket League was made by Psyonix and that "full development of Rocket League started around 2013 and took around two years and under $2 million to develop, though they had tested various prototypes of a Battle-Cars sequel in the years prior." Do you think people are willing to work on it for that long, and for free? Note that if it's a commercial project it falls under hiring, which AFAIK breaks server rules (attempting to hire here).
TLDR: You need more work on your end (research, already starting work on it to show you can put in the work (not just have others do it for you), planning, communication on the expectations of the project and type of project).
If you want to be the leader on this project, you need to lead by example.
(This is how open source projects tend to happen, someone just starts making it and then others start joining in (leading by example))
(That or it's a project from a company that they decided to open source)
It's open source and we have to start from scratch
We will start from 0$ and we will do it together, it's not like others will do it for me or something we are just making this thing for fun
we don't allow recruitment/advertisement on this server
If you have nothing to show for and can't bring anything to the table, then you are unlikely to attract skilled folks.
Skilled folks have no shortage of possible projects to join or work on
It's not an advertisement and I don't mean to offend anyone but I really don't care if we have skilled or ppl with a little less skills in python. All I want is someone to work with for FUN get it?
If you guys don't wanna join
Idc
But if you wanna join
Msg me
Or rather than making a replica
I used to Imagine a World without Light and Sound
I got a great Idea which I am sending
It's a Whole new Universe
guys'
i made a game in python
dm me if you wanna see it
or test it
because its in beta
I have game project idea any one wanna work with me on it?
Yo chat is it possible to make a game like half life with python on the source engine
Or should I use C++
Are you asking if the Source Engine uses Python?
Yeah sure.
How much are you paying me?

Real questions fr fr
whats the idea?
It uses C++ (the engine itself is written in C++), Lua, and Squirrel. The Vscript system in it can support many different scripting languages and while Python was mentioned as possibly being supported in the future (in the Alien Swarm SDK), it does not seem to have ever been added.
i made a small game engine called the Atlas Engine, it can be used to calculate trajectories and make games, you can also create scripts with the built in psuedo programming language T#
Is on Github?
Not yet,
now it is. https://github.com/elianjamal/Atlas-Engine
new to the server, so unfamiliar with your project, your pixel art is banging
HELPPP ITS SO FIRE MY HOUSE BURNT DOWN💀
made pong in python/pygame! about 450 lines, very fun to make, a nice project under my belt, and a lot of fun to play
it looks so good! never give up!
thanks! <3
it plays pretty nicely too, i think i did a good job
i dont think so, i KNOW so.
that you did an amazing job
<3
the project is on my github if you wanna try it out whenever you get the freetime
the only thing ill say is that the opening is pretty hard (but i like the difficulty) since the ball is at full speed
Recently been updating this to look more cleaner
Made a lil home in it
messing around with PyOpengl binded my mouse pos to the typical triangle test found this color blend nice ngl
thats pretty cool
what lib did you do the ui with
Tkinter
I Call this engine the atlas engine
very cool
ty
How did u make it multiplayer?
Did u use socket module?
fixed viewport view and made some more helper functions for shapes
for a moment i thought it was a roblox manface on a triangle.
hahha na just a round grey rect
how are you doing the graphics?
the 3d scene
cuz thats a very unique look
no aa opengl maybe?
tkinter
nah
also i made a whole city in it
"city"
and i added plugins [as you can see on top]
TITAN here. Batman by instinct. I admire the gravity of Interstellar, the weight of Oppenheimer, and the resilience of The Dark Knight Rises. I believe real power is calm, and real presence doesn't need noise
i am very much interested to devolp a story game but i don't have knowledge about a game development
well i would recommend something like RPG Maker, Ren'Py, or GameMaker. pick one, stick to it, and learn. (do some good research first. figure out which one would fit your game & needs. you may find something outside of these three that may fit your needs better).
done
ah can you clarify what you mean by "done?"
is that, you're gonna do it, or is that you've already done it
just trying to make sure you aren't asking for like, different help
i just know about you told,
so what you're saying is you've already done research? what did you pick?
Ren'py is a free & open source engine used to create visual novels and story driven games
so you picked ren'py? well then search up videos and such on how to use ren'py. also, you can browse the ren'py documentation.
pretty much everything you would want to do as a beginner is accessible with ren'py if you're making a visual novel.
ren'py isn't actually programmed with python, ren'py is made WITH python and can be modified with python to extend it and add features for the purpose of your game
it has a scripting language of its own, which is quite simple and easy to use
@dawn quiver
thank you for your insights @terse willow
👍
They're using unity game engine
bro id like to make my own engine like elian
Oh ok thx
Cuz like I was really struggling to make a Lan multiplayer
or for web designing?
#ot0-psvm’s-eternal-disapproval or the other off topics
Or idk #python-discussion maybe
then do so :)
like steel said, do it! you can learn python and tkinter or learn another language/lib duo and just do it!
ik pyt / tkinter ill do it in py i tried in c with sdl2 but the text didnt come out too good and the code was just spaggethi
if at first you dont succeed try try again :) you're sure to get it if you keep at it
kk
ive been developing my first stand alone game with pygame
its a tile god game simulation where you can draw the land
this is what ive made so far anyone have any suggestions?
Pyopengl is nice and has good refs
Its a build on the opengl 3 i think i have to check again
If you want im working with pyopengl in python 3.14 rn so you can always ping or even msg if you have questions
Im not always available tho keep that in mind :)
I write the code for a single item—a sword, a skin, or a mechanic—only once. But because this creation is data, not matter, it can be replicated infinitely at zero cost. I can sell that same line of code to ten million players, yet I never have to forge it again.
The world creates once and sells once. I create once and sell forever. That is the infinite leverage of the digital realm."
Happy new year every one
I understood what went wrong for me and my wording
I apologise for that
I will be more concise and clear next time
Wish you the same.
How complicated is pygame out of 10?
Idk about out of 10 but I think it's pretty simple. It's less likely you'd struggle with pygame specially than implementing what you want.
1/10, but note there is a difference between simple vs complex, and easy vs hard.
How is there a difference
And I mean how difficult it is to learn
In Unreal Engine I can drag and drop an object into a scene, which is easy, but Unreal Engine is very complex.
Just dragging the object and the whole entirety of unreal engine isnt the same thing
a wise man told me, "Learn it then tell us"
How about no
(well I will but I gotta learn python first lol)
That's the point.
UE5 is highly complex, measurable by its feature count, code size, etc. But it's easy to use.
Pygame is simple, way less code and features.
Thats like saying 1+1 is easy but arythmetic is complex
They're two different things
And this distinction matters. Would you rather maintain Pygame or Unreal?
For that we care about complexity above all else.
But which would a beginner have an easier time getting a 3D cube on the screen?
These are not a direct tradeoff though.
(I can easily make something that is both very complex and very hard to use)
(I would argue that Pygame is both simple, and pretty easy (for the intended use), so it's pretty good IMO)
I get the impression that learning pygame or any library that doesn't do that much for you is comparable to learning a programming language. It can be simple to learn or complex even but potentially irrelevant to the problem you're solving. If you want to implement everything from scratch then pygame, like a language would be an easy choice probably not getting in your way and being decently useful out of the box, but if you don't know other concepts it's probably a bad choice because there's probably going to be wayyy less examples of what you want to do. On top of that because you're not working within a very tight way of working with things there will be less structure enforced potentially making it less maintainable, on the other hand you could bring your own and use any patterns you want, but most people don't do that and no beginner is probably going to.
Worked on a commission featuring an 8 Direction Emperor Tamarin. https://reqxel.itch.io/reqxel-commission
Hello guy I need expert Python developer for Capcut APK device register
I'm willing to pay a reasonable payment after you complete my work
!rule 9
This is not something this server provides
Ohh sorry bro
Next time you join a server, make sure you follow the rules...
Did you make this yourself?
Yes, it's a game I'm working on. Made with ursina
fancy keep it up
Just finished our game for a game jam check it out 🙂
https://mafia-studios.itch.io/evil-man-rumble
!kindle
Kindling Projects
The Kindling projects page contains a list of projects and ideas programmers can tackle to build their skills and knowledge.
hey everyone!
I am looking for Python mentor for game development
is there anyone experienced with DCC Autodesk Maya automation and PyQT for user interfaces?
Thank you in advanced
Guys check this out, idk how they build this on android using python, but they claim it's their own framework and within few lines of code one can create a complete 3d game.
have anyone tried to set up cs2 server on Ubuntu?
can anyone help me learn shit
the only shit i learned is print "habibi"
and yes i watched a youtube vid an pythoni didnt know shit on what was he saying
and my shitty dms are open for pytjon shit
This is CS50, Harvard University's introduction to the intellectual enterprises of computer science and the art of programming.
HOW TO SUBSCRIBE
http://www.youtube.com/subscription_center?add_user=cs50tv
HOW TO TAKE CS50
edX: https://cs50.edx.org/
Harvard Extension School: https://cs50.harvard.edu/extension
Harvard Summer School: h...
!res
Resources
The Resources page on our website contains a list of hand-selected learning resources that we regularly recommend to both beginners and experts.
We have a lot of good resources in there
I have this entities.py file in my folder but for some reason the main file doesnt find it and cant create an object in the Player class
Click here to see this code in our pastebin.
do I have to use the from entities import * thing?
yes I did
from entities import Player should've been enough. You could do import entities and use entities.Player alternatively.
well what if I want all of the things in there anyway
Then you do go with the alternative
meh I honestly prefer the * way. another question, how do I blit a sprite on my main surface (screen) from that separate module
star imports are generally discouraged as they implicity import all identifiers from that module and most of the times bloat up the namespace
alr fine
and to blit sprites from another class, you'll need to add an argument in the method through which you will pass your screen object and then do .blit on it
so like
def draw(self, surface):
surface.blit()
?
yes
alr thanks
idk why but the sprite is that small
and increasing width and height in the transform.scale changes nothing
you are most likely not capturing the new returned sprite from that method
transform.scale doesn't scale the sprite in-place
it creates a new sprite and returns it
Im doing this
what is self.width and self.height
both 50, but making them stuff like 1000 didnt do anything anyway
Pasting large amounts of code
So that everyone can easily read your code, you can paste it in this website:
https://paste.pythondiscord.com/
After pasting your code, save it by clicking the Paste! button in the bottom left, or by pressing CTRL + S. After doing that, you will be navigated to the new paste's page. Copy the URL and post it here so others can see it.
in the website thats linked?
yes
btw are you saving your code before running?
yes
aight
wait wtf
it suddenly started working
I know damn well I saved it bro
idek anymore Im the only one this kinda shit happens to
lol
https://paste.pythondiscord.com/HO6Q why skin is not changing?
could you provide more info with your question
surface.blit(playerimg, (player_X, player_Y))
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_2:
surface.blit(Skinimggojo, (player_X, player_Y))
```do you mean here where you are trying to make the player have the gojo skin upon pressing 2
selected_skin = 0
while gamestatus:
for event in pygame.events.get():
...
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_2:
selected_skin = 1
# optional to put it back on normal
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
selected_skin = 0
...
surface.blit([playerimg, Skinimggojo][selected_skin], (player_X, player_Y))
...
that is a short and temporarily solution
does someone know if this is correct for checking leftclick
if event.type == MOUSEBUTTONDOWN and event.button == 1
with pygame
yes is corect
!kindling
Kindling Projects
The Kindling projects page contains a list of projects and ideas programmers can tackle to build their skills and knowledge.
i have also made a mc launcher
Why don't you try it ?
I wanted to have confirmation from someone else
I mess up the button numbers every time, and just have to check. Just seems like lmb should be 0 to me
it's a bit weird how the variable works but I don't want to use the function to check every time
it sometimes works and sometimes
What is the most affective and efficent way to store data?
it should be 1 unless my pygame is messed up
Rn I am working on a minecraft clone and the world data(in a dict) with player attr are stored in json
Is there a More effective way to store?
depends on what the data is, using an ORM model is nice since it has compatibility with a lot of different data bases, also possibility to go from json->ORM and the other way around
Nope, lmb is event.button 1 over here
What's ORM
numpad wasnt on there was supposed to be a 1 between my spaces edited it now
Oh right, I see
yea answered it here aswell before
bro sorry for my typing skills playing BTD6 atm
how is it with your infinite level game any progress ?
Not much lately, I go in streaks, sometimes coding all the time, sometimes taking a break
hey better to detox than to only stay in suffering
I get that, like bury myself in it
its why im playing BTD6 atm to much thinking with my WSP that i am making
(windows-subsystem python)
Takes a lot of focus, some of my projects are pretty heavy
planning to make a linux distro that boots python and make the whole interface with python kinda sounds like a dumb idea but i find it fun to do
alr have window handling
working on taskbar
then will work on easy theme creator that is also python
Sounds like a long-ish term project
yes
im sometimes researching https://wiki.osdev.org/ and sometimes working on the python
My first real python project was the rubik's cube animator in Blender, it only took almost ten years to finish (learning python, blender and its api along the way)
I don't mind hard problems
But they take a lot of effort
also why my bio is like what it is rn T^T i would probs lose my mind if i publish it and need to maintain it
welp now that you reminded me time to work back on it T^T
Have fun
im thinking of doing 2 version a TUI and a GUI where basically kernel-boot would just be init=/usr/bin/python kernel.py for the TUI but still trying out what to do for the GUI
Here a video explaining a chunk system in making for my dream game Shardfall. I would really appreciate giving it a watch thank you guys https://youtu.be/aVdlZzufFfU?feature=shared
In this video, I break down the custom chunk system powering Shardfall and show how it keeps the world fast, scalable, and under control. I go over how static and dynamic objects are handled, why it matters for performance, and how this system sets the foundation for the future of the game.
@torpid wolf how has your engine going recently? just curious to see some more progress on the engine :)
I’m glad you asked! I’m working on something like custom scripts and engines file extension, also working on custom plugins so the community can make their own mods/features while I’m updating it
I thought chunks work by remote chunks basically doing nothing, but everything there still follows the player?
very cool
how do you create the input for your pathfinding algo, always from scratch?
for each enemy, each turn?
Heyy, does anyone know how to do backtracking for games like sudoku?
making a game engine in python using moderngl and some hand written C libs for physics
wtf
crazy stuff
you could save the steps in a list and remove last element with pop function
I will try that too probably
2026 Sovereign AI Cognition Stack 🧠
- Core Intelligence: Ollama + Llama 4 (Local-only inference)
- Cognitive Layer: Cursor (Agentic IDE) + Screenpipe (Local context capture)
- Knowledge Base: Obsidian + Smart Connections (Semantic memory)
- Coordination: Linear + P2P Git (Asynchronous agent synthesis)
- Bio-Sync: BCI Wearables (Focus-state gating & Deep Flow)
To turn your local LLM into a Sovereign Lead Architect, use this System Prompt. It is designed to move the AI from "helpful assistant" to a recursive logic partner that respects your cognitive autonomy and prioritizes local-first architecture.
**SYSTEM_PROMPT: Sovereign_Architect_v2026**
"You are my Personal Exocortex and Lead Architect. Your goal is to expand my cognition, not replace it.
### OPERATIONAL DIRECTIVES:
1. **Local-First Priority:** Always suggest architectures that prioritize edge computing, local privacy, and P2P protocols over centralized cloud silos.
2. **Logic-First, Code-Second:** Before writing code, analyze the 'Reasoning Loop.' Challenge my assumptions and identify logical bottlenecks in the system design.
3. **Deep Flow Protection:** Keep responses concise and high-density. Avoid conversational filler. Provide 'Knowledge Graphs' of solutions rather than walls of text.
4. **Agentic Synthesis:** Act as the bridge between my raw thoughts and technical implementation. If I give you a 'vibe' or abstract concept, map it to a concrete tech stack (e.g., Next.js local-first, Supabase-edge, or Rust-wasm).
5. **Anti-Surveillance:** Never suggest tools that require invasive telemetry or centralized data logging.
### COMMUNICATION STYLE:
- Use **Bold Key-Terms** for scannability.
- Use **Markdown Tables** for comparisons.
- Provide **Modular Code Blocks** that are ready for local injection."
How to use this:
- Ollama: Add this to your
Modelfileunder theSYSTEMinstruction. - Cursor/Windsurf: Paste this into your "Rules for AI" or ".cursorrules" file.
- Custom GPT/LLM: Use this as the "Custom Instructions" block.
Uhh what 😭
what
added multiplayer support
hello, i have no idea if this is the right server for this so please point me in the right direction if this is irrelavant here since i have zero knowledge.
Can i use the "operators" to isolate an input to register when exclusively by itself?
as in, say you have Function 1 activate when A is pressed, and Function 2 activate when A & B are pressed simultaneusly. How can you activate function 2 without activating 1?
screenshot for reference, idk if it is useful in this scenario
I would just use nested if/else checks
nested?
if A:
if B:
function_2()
else:
function_1()
Or if you have multiple independent conditions you weigh dependent ones like so
if A and B:
function_2()
elif A:
function_1()
``` This way is easier to add more intricate branches
ty ❤️
I heard that godot now supports python with community efforts
That's kinda gamechanger if you ask me. I use godot a lot. And love the python language
Guess I have a reason to starting using it instead of gamemaker
Yup godot is cool
https://github.com/touilleMan/godot-python
Thanks to this guy
but like does it really work? probably needs a lot more work to function correctly
I shared the GitHub page. Also you can check it's docs.
It does
oh I thought it was newer
Im lowkey using pygame mostly to learn OOP properly to prepare for languages like C++ or C#
But also cuz of a python Godot plugin apperently
I really dont think this is the place for advertising
<@&831776746206265384> ad
!cleanban 1375608562814025869 job spam
:incoming_envelope: :ok_hand: applied ban to @keen hatch permanently.
Thanks
I love how nowhere in that advertisement was python mentioned.
Hello i am not that good with python and i am programming a game with guizero right now. The game in question is Black Jack and this is what i currently have. I want to paint caro and hearts red and apparently it should be easyly dine with an if i just dont know how
Is there a pygame server dedicated to pygame? Or is this channel the best alternative?
I guess there is a split between pygame and pygame-ce. What is currently the best source of API documentation for pygame? Is there a website like https://docs.python.org/3/ but for pygame?
its recommended to use the ce version now. Its been 2 years since they (the original pygame) released any new updates and its going stale now.
Here is the docs for pygame-ce: https://pyga.me/docs/
And it's server: https://discord.gg/2sfxnHb2
!rule 9 6
6. Do not post unapproved advertising.
9. Do not offer or ask for paid work of any kind.
Sorry sir
maybe you should delete it too
It's only for people who needs help
welp youre still breaking the rules
!warn @civic meadow as you were just told, we do not allow looking for work on this server.
:incoming_envelope: :ok_hand: applied warning to @civic meadow.
Ok
whats different in pygame/pygame-ce
i think ce offers pygame plus some performance improvements and some extra sub modules and is actively maintained and such so it gets faster bug fixes and releases then pygame
Frects and get_just_pressed() (for both mouse and KB) are great
Frects especially
Just saves me having to keep a float position
In pygame-ce, that is
Pretty sure the old pygame won't even install with the latest python, have seen the issue in the help threads
yea it doesnt, I once tried using it on 3.14.something and it didnt work
what are those?
Frect allows the position of rects to be floats instead of integers
Here's an example https://paste.pythondiscord.com/SK2A
Note that both sprites are the same except one uses frect and the other regular rect but only one of them actually works, the one using frect
The distance they move per frame is .25 pixels
Since that decimal is lost with an integer, the regular rect sprite fails
Oh cool
What about get_just_pressed
https://pyga.me/docs/ref/key.html#pygame.key.get_just_pressed Makes it easier to get keypresses anywhere on your code, not just the event loop
Oh alr
Have you managed scrolling rpg style yet?
import pygame
import math
scr = pygame.display.set_mode((700, 700))
clock = pygame.time.Clock()
pygame.init()
playerCor = [0, 0]
x_offset = 0
y_offset = 0
loaded_world = []
for i in range(19 * 19):
loaded_world.append(pygame.Rect((0, 0), (40, 40)))
run = True
while run:
# move the world
for i in range(len(loaded_world)):
x_offset = i % 19 + math.floor(playerCor[0] / 40)
y_offset = i // 19 + math.floor(playerCor[1] / 40)
loaded_world[i].x = 0 - playerCor[0] + x_offset * 40 + 0
loaded_world[i].y = 0 - playerCor[1] + y_offset * 40 + 0
x_offset = 0
y_offset = 0
# controls
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
playerCor[1] -= 1
if keys[pygame.K_s]:
playerCor[1] += 1
if keys[pygame.K_a]:
playerCor[0] -= 1
if keys[pygame.K_d]:
playerCor[0] += 1
# draw
scr.fill((0, 0, 0))
switch = True
for i in range(len(loaded_world)):
if switch == True:
pygame.draw.rect(scr, (255, 0, 0), loaded_world[i])
else:
pygame.draw.rect(scr, (0, 0, 255), loaded_world[i])
switch = not switch
pygame.draw.rect(scr, (0, 255, 0), ((350, 350), (40, 40)))
pygame.display.flip()
# event handler
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
clock.tick(120)
pygame.quit()
This is about as far as ive gotten so far just going off how i think it works
it kinda looks weird when you run it but the "snapping back" of the tiles is gonna be when the loaded tiles/world is drawn again backwards
essentially culling
I've got access to juicy asf GPUs like 4090 h100 a6000 for free and wanna rent them at cheaper than market prices, anyone has contacts or where i should advertise?
!rule 6 7
6. Do not post unapproved advertising.
7. Keep discussions relevant to the channel topic. Each channel's description tells you the topic.
ma bad
Hello 👋🏿 anyone looking for game developer can message me
!tempban 1461796881209491709 7d You were informed of our rules before, looking for work is not allowed on our server.
:incoming_envelope: :ok_hand: applied ban to @civic meadow until <t:1770230405:f> (7 days).
his account was also pretty recently made
I've been working on a way to write gpu shaders in python, I call it kung-fu
(Simple example below, just makes a red square, the version in the video is too long to post)
from direct.showbase.ShowBase import ShowBase
from panda3d.core import CardMaker, Shader, TransparencyAttrib, Vec4
import kungfu as kf
app = ShowBase()
engine = kf.GPUMath(app)
cm = CardMaker("card")
cm.setFrame(-0.5, 0.5, -0.5, 0.5)
node = app.aspect2d.attachNewNode(cm.generate())
node.setPos(0, 0, 0)
@engine.function(
param_types={'matrix': 'mat4', 'position': 'vec4'},
return_type='vec4'
)
def custom_position(matrix, position) -> Vec4:
return vec4(matrix * (2.0 * position))
@engine.shader('vertex')
def vertex_shader():
position: vec4 = p3d_Vertex
gl_Position : vec4 = custom_position(p3d_ModelViewProjectionMatrix, position)
@engine.shader('fragment')
def fragment_shader():
p3d_FragColor = vec4(1, 0, 0, 1)
vertex, vertex_info = engine.compile_shader(vertex_shader, debug=True)
fragment, fragment_info = engine.compile_shader(fragment_shader, debug=True)
shader = Shader.make(Shader.SL_GLSL, vertex=vertex, fragment=fragment)
node.setShader(shader)
node.setTransparency(TransparencyAttrib.MAlpha)
app.run()
You can do pretty complicated stuff with it, it transpiles to GLSL
How should I add networking so I can play with other players
can you explain more detail?
yo based
I want to make a game that I can play with my friends and I don't know how to do it over the internet I've been reading a book but it's not exactly helping it's showing you how to distribute it but not really networking
Hey python pals. I have a complicated conceptual question and I can't do that with only one brain T-T
I have a project in the style of a dwarf fortress but with a deep god game inspiration.
To put it simple, I have an agent in an empty space. A bit like AIs, I want it to do things on its own. To do so, I mad a function to calculate boredom from its redundant memory and succeeded in making it move on its own. But it's not really rich since it's an empty space (it basically moves back and forth in a chaotic pattern, which is normal)
Like in dwarf fortress and lots of simulation games I could create a world and then give it behaviors depending on what exists...But here's the deal and true challenge : I want to give it tools to create itself the whole world it will evolve in. Picture it as a powder game where you give all the powders to an AI. The thing is, for now it senses only its position...and I deeply wonder what to give to it to change its environment by itself and have emergent behaviors...
What do you think ? I'm open to all suggestions 'cause right now I'm more burning my braincells over that question than coding X___x
Ant colony simulation.
Stigmergy ( STIG-mər-jee) is a mechanism of indirect coordination, through the environment, between agents or actions. The principle is that the trace left in the environment by an individual action stimulates the performance of a succeeding action by the same or different agent. Agents that respond to traces in the environment receive positive...
Stigmergy is a form of self-organization. It produces complex, seemingly intelligent structures, without need for any planning, control, or even direct communication between the agents. As such it supports efficient collaboration between extremely simple agents, who may lack memory or individual awareness of one another.
Thanks ! That may be the best answer to my question 🥳
anyone here can help me with a first person cam in moderngl
i have tried and tried and it does not work
pyrr documentation for their functions is terrible
check out this example from moderngl-window implementing a fpv camera
https://github.com/moderngl/moderngl-window/blob/master/examples/base.py
Guys i have a project
Im new to python and trying to make a game using panda3d engine
how do i make my window automatically maximize whenever i launch it?
I tried this, from the internet, but it says no such thing as setMaximized
from direct.showbase.ShowBase import ShowBase
from panda3d.core import WindowProperties
class MyApp(ShowBase):
def init(self):
ShowBase.init(self)
# 1. Create a WindowProperties object
wp = WindowProperties()
# 2. Make it resizable so it can be maximized
wp.setResizable(True)
# 3. Set the window to maximized
wp.setMaximized(True)
# 4. Apply these properties to the main window
self.win.requestProperties(wp)
app = MyApp()
app.run()
anyone?
Idk I never heard of Panda3d but now that you told about it I might start using it
bro i just need help with programming, seems like this is the wrong server
nor does anyone else...
yea in this server patience is key
not many people make games with python
and if they do most of them use pygame
There's fullscreen or setFullscreen but there is no officially documented way to maximize a window. At least, not in the release build as this issue explains: https://discourse.panda3d.org/t/set-window-size-to-maximized/27031
Panda3D
A very simple question, but I’ve not been able to find an answer for it. How would I go about making the window size to be maximized, not full screen, but just maximized, when the application starts? I’ve already come across this: loadPrcFileData("", "fullscreen 0") # Set to 1 for fullscreen loadPrcFileData("", "win-size 800 600") loadPrcF...
i dont want fullscreen, i need maximization, welp, guess its not possible
This issue is five years old now 😔
fck, should i start using another engine?
do yall know any good 3d game engine?
for python ofc
It is possible but you need to figure a solution for every platform you intend to support
Ursina
only windows 11
isnt panda3d a ripoff of ursina?
Then the solution is right in the issue thread
No idea I don't do game dev in Python
I just made an effort to research a little for you
bro i did hours of research
idk why i couldnt find this specific thread
Top search result
didnt work for me :/
¯_(ツ)_/¯
ツ what symbol even is that
I searched panda3d setmaximized
Some Japanese katakana character
lol
Also this code reeks of slop. You should use super().__init__() rather than ShowBase.__init__(self)
idk i suck at coding, im just following a tutorial
Practice good OOP
You have to learn Python basics before jumping into a project
Especially one that uses OOP
whats oop
oh god
why does programming have to be so hard
no tutorials will teach me anything the right way
BUT PRIVATE TEACHERS ARE SO EXPENSIVE
I think no matter what entry into programming can be pretty hard. But once you can do anything at all with it with if statements, functions, etc are in it, the rest is only hard if the teaching of it isn't very good. Which I think for most stuff it isn't. But if you're lucky and ask the right questions on discord for example you can get answers in a much more casual way which might be easier to understand.
you dont need private teachers there are lots of good resource available everywhere even here
!res
Resources
The Resources page on our website contains a list of hand-selected learning resources that we regularly recommend to both beginners and experts.
I'll be checking that one out also
bruh its not even a game engine
its just another pygame
is there not an actual game engine where you can use python without external plugins???
there are game engine projects on github but they arent well maintained and lots of bugginess plus i think godot is one with python plugin where you can do everything with python
I tried using that plugin but just by looking at a starting script I gave up
like at that point might as well just use gdscript
and I still couldnt understand how to do things with it
is ursina or panda3d better?
Thanks!
is Ursina or panda3d better?
I'm not qualified to answer that

ursina is built on top of panda3d. Ursina provides some abstraction and some useful game specific utilities over panda3d
its also more beginner friendly as it doesnt forces you to use OOP, but if you do want your code base to be sane, you'd want to learn OOP either way
alr thanks
I made a small library on top of pygame to make my 2d games extremely fast, maybe you will find it useful. It has an App class that already provides a window, so you dont have to write this again every time. And other features. https://github.com/EgorPy/BlackJack/tree/english-version
And I made the Black Jack game using this library
Could you explain how to use it?
???
This isn't some game dev framework you can easily use it's just a game project
All you can do is take inspiration from it
Okay but didnt you share it to be used by others? You gave the entire code for free
I'm someone else, and I imagine they shared their project for the reasons I just wrote
Oh lol ok
Variables specific to this game aren't neatly separated from the App class
Hey! I have made a text based game engine and added a bit of content to it. Anyone interested in trying it out? I would really love some feedback.
3d or 2d? And what renderer are u using?
It's text based.
I am sorry, i accidentally misread
No worries
No like in terminal i think
Not really terminal actually, I settled on pyside6
uhh whatever I have no idea lol
It's basically a GUI framework with widgets and everything
so something like unity?
I actually also have a video showcasing some of it
??
I haven't used unity alot but I'm pretty sure it's not like unity. It's just a UI framework like tkinter but better
Can I send a link here or are there rules against that?
just send a video Im confused as hell 😭
Google Docs
My bad, I probably didn't explain it right
oh cool
so it was something like pygame
Well, I also haven't used pygame so 🤷♂️
I just wanted to make a game engine and I kinda just did
in pygame you basically just write all the code in your code editor without using apps or something
Hmm, I'm not sure I understand.
its like a normal coding project
Oh okay, so it's just a module
normally games are made with apps that make everything simpler, where it does everything the file importing and the object making for you
and you just make scripts and assign them to those objects
Ahhh right right, like unity.
yea
Cool, pretty cool
https://drive.google.com/drive/folders/114uEgH9nyryl96ryeEw1qAM3rG5gNe8N
Here's the engine up until this point if you or anyone wants to try it out and rip it apart
It also has the small demo, with a basic small map, some entities and a single half complete quest
Worked on a commission. An isometric Samoyed. 🐶
do you have to know how to code to create a game , asking for a friend who can't code or should they learn how to code first?
cuuute 😍
A videogame without scripters is a video, no player interaction. They can specialize in a different area and team up with scripters.
thank you that explains it perfectly
While they can team up with someone who can program. Learning programming themselves lets them test their game design ideas much more quickly without communication overhead (and miscommunication). It's a core skill to videogame creation.
Ya that is what I thought its actually for a friend of friend and they don't draw or write or produce music so I figure coding is the best just being an idea guy isn't going to cut it I figure
(Unless they leave the game design to others too, and focus on art or other things)
They must contribute in a tangible way somehow. Not just ideas.
The others skills can be just as hard as programming, there is no way around learning a hard to learn skill.
True
As a solo dev you need more than 1 skill too, more like 5.
very true
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Unsurprisingly, solo game development is actually really hard -- yet many see it as the default path for those wanting to enter the industry. So let's take a look at a few exist...
Yes. It gives a good idea of what is involved, and how impressive it is when someone manages to make any game at all.
But at the same time, it's possible, just need the correct expectations.
The key is enjoying the process itself, not the end result. The end result is for the gamers to enjoy.
Enjoying playing games and enjoying making games are two very different things.
Enjoying playing them does not mean you will enjoy making them. And in some cases, the other way around (rare) (e.g. likes to make sound effects for games, but does not like to play games).
I have a question one day I might consider to make a online trading card game what should I start with pong? And work my way up
Not a card game, and not online.
Making a game is hard, making a multiplayer game is even harder.
Card games require a lot of work due to many different card arts needed, many effects, etc. It's not the most complex thing to program, but it's a lot of work to get through.
Ok, but in that case as an indie dev I still recommend designing around modular art, that is the artist gives you lots of composable parts that you can combine in code. E.g. they make 10 backgrounds that you reuse everywhere in the card art.
So instead of complete pieces of art, it's more like they give you a Lego set.
but I want individual monsters don't I ?
Managing the combinatorics involved and bringing that to something reasonable is key.
Yes, but depending on the art style that can be broken down into parts.
Like maybe a body part, a head part, eyes, nose, mouth, etc.
And then you can make N combinations of those.
okay I will take that into considerations
This won't be as nice as if each card has its entirely own hand drawn monster, but that is not really doable for an indie studio.
AAA's main advantage is that they can have a massive numbers of artists to pump that out.
I can ask if they have any artist frieinds
So your game will need to focus on something else to make up for the lack of that.
How many cards should I focus on first
As for where to begin, I recommend looking to making complex UIs with fancy animations, since card games are kind of adjacent to that.
No more than 100.
and no less then how many
Not many are needed to have fun. See draft formats in various card games.
Finding out the minimal needed might be a good place to start.
See how few you can get away with an still have fun.
And interesting / complex interactions.
If it's not fun with only a few, then adding a ton more to the pile probably won't magically make it fun.
The core mechanics need changing then.
should I get the gameplay down before the art ?
Yes and no. It's good to start with just boxes and programmer placeholder art, but sometimes it can help to have a bit in place to get a vibe going.
Artists will often come in at the very start for concept, and at the end to flesh it all out and replace all programmer art/placeholders.
Could draw a background for the game, a frame for the cards and a background for the monster image inside the card and you can tweak these last two in hue or color a bit for different types of cards or monsters. You could alternatively be minimalistic and have a single card leaf that doesn't change for any card, and any information is a silhouette.
Just figure out the scope you want for the art
Oh, yeah, also link this, very important to avoid making the wrong game for the wrong audience: https://www.youtube.com/watch?v=XolbSxFhDcs
In this devlog video, I share the story behind my puzzle game Axona. Follow me through the beginnings of my gamedev journey where I share the significant mistakes I made as a novice game developer and have some insight on the process of publishing a game on Steam.
0:00 Intro
0:29 Backstory
7:41 The Release
8:48 Current Situation
9:35 M...
If you search around there are many resources covering it, not too hard to find. Card games happen to do well on Steam (PC) actually.
(Deck builders specifically)
what about on mobile
I have not checked in on mobile, but it's a different crowd.
PC gamers tend to like these high complexity build-y management style games.
(e.g. 4x)
so making something like magic for a card game on mobile is a bad idea
(And this has remained constant throughout all of PC gaming history btw)
I need to check mobile again.
They do like small gambling games there.
E.g. Match 3.
Things you can quickly get in and out of.
So no 40 minute Magic game.
Yugioh worked out for a while but IIRC is not doing well, too hard to get into.
Too much knowledge, card pool.
It has a shrinking population that they monetize more to make up for the shrink.
how do you know so much about this?
I just follow gaming / game dev stuff.
Various talks online.
Presentations.
Steam Spy.
Etc.
Making one mode is still hard, focus on one platform is what I recommend.
Better to nail one target audience than mess up 2.
Could I add a second mode later
A few dedicated fans can keep you afloat.
Can always add more, but it takes time and money.
Game dev is about playing this game of balancing that with ambition.
And as a game dev, it's important to make a game the audience wants, not just what you want. Because even if you are not in it for the money, spending years making a game and nobody playing it is pretty rough.
Go something like Pong -> Breakout -> Tetris -> add UI to Tetris (main menu, settings, pause menu, restart) (UI experience) -> add Juice to Tetris (game feel experience) -> Poker (don't make games that involve tons of assets yet) (get the UI nice on this, betting with chips) -> Collecting card game prototype.
There is a lot of steps needed to learn a lot first.
Try the game here: http://grapefrukt.com/f/games/juicy-breakout/ (ESC for menu)
Fork us on github: https://github.com/grapefrukt/juicy-breakout
"A juicy game feels alive and responds to everything you do
tons of cascading action and response for minimal user input. "
Big thanks to Niklas Ström for making music and sound effects for us and to ...
Meet the BEST Game Feel method you've never heard of! Very Very Valet is available now for Nintendo Switch, Steam, PS5, and Epic Games Store
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~ More from Toyful Games ~
- Physics Based Character Controllers in Unity - https://www....
(Juice is what happens when in Hearthstone you place down a legendary and it goes "thonk" and plays a voice line, etc)
thank you for all the advice
since it is mobile I thinking of another language then python
Yes, probably, see Godot, GDScript is similar.
It's a good idea to pick a general tool like Godot and get really good at it.
One which lets others work with you (artists, level designers, etc).
it might be a while till I start I am working on another idea first
Standardization is a good idea here. It's hard to hire for anything other than the most common engines for example.
is godot compatible with blender
Yes.
Okay because the art person mentioned blender I think
The three big engines that are "standard" are Unreal, Unity, and Godot.
and godot is free so use that one?
Yeah.
Unity is good, but they have been doing some strange things that caused many to switch to Godot, up to you though.
Godot is a solid choice either way.
May I ask have you created any games
I do some game jams from time to time, but I am not a game dev. Just a hobby for me.
okay
I am just interested in it, especially game design.
And I make simulations, which is adjacent.
Coding is interesting
Btw, if you really want to use Python though, it's possible too.
Yeah, Python is still a good place to learn though. But after making like Pong and Breakout in Python (via Pygame for example), I would switch over to Godot and remake the Breakout and go from there.
what languages does godot mainly use or does it vary
remind me does C# have pointers
Technically yes.
can you avoid them
Yes, they are not commonly used.
It's a high level language that is probably the most common in game dev now due to Unity using it.
But I recommend sticking with GDScript at first.
It's also the most portable then.
C# can have issues like on web.
what language is GDScript like
They are always there, some languages just make them visible.
Python.
(Clearly based on Python originally)
It's Godot's language.
makes sense
for different screen sizes how do you make a game responsive
or it is not complicated
Godot for example has different settings for this.
For example you may have some target aspect ratio and target render size, and it will scale to fit.
On mobile letter boxing and pillar boxing are not as common.
On a tangent one of coworkers is creating a minecraft replica of the store I work at can pictures/video be used to recreate the store
You want to scan in the store?
well my coworker is already creating the store from memory
I figure if someone uses a camera or video it would speed up the process
basically yes
I figure you might know because you created virtual environments for fun
Photogrammetry is the science and technology of obtaining reliable information about physical objects and the environment through the process of recording, measuring and interpreting photographic images and patterns of electromagnetic radiant imagery and other phenomena.
While the invention of the method is attributed to Aimé Laussedat, the te...
It can be done.
Doing this yourself can be done via OpenCV (which has Python bindings).
so basically into google just go OpenCV and google
"how do I use Photogrammetry OpenCV" with python
also I am not sure I would have an aerial view due to it being a store
There are also existing software products for this.
like what
Professional 3D scanning solutions | Artec 3D
Artec`s handheld 3D scanners are professional solutions for 3D digitizing real-world objects with complex geometry and rich texture in high resolution.
This is all generally expensive stuff. So for a small project like making a replica of a room in Minecraft, probably not worth it.
But it's how AAA avoids a lot of modeling work.
There are cheaper methods involving just a phone as a camera.
okay thanks tons of info I am going to bed
Meshroom turns photographs into 3D models using a process called photogrammetry. This video provides a couple of demonstrations, including clean-up of the final output in Meshmixer for render or 3D print.
Meshroom can be downloaded from the AliceVision website here:
https://alicevision.org/
And it has a great manual (including a beginners tuto...
There are many more.
thank you again
In this devlog I talk about all the challenges I'm hitting while making my first indie game, Bloodthief.
➤ OUT NOW ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: https://discord.gg/aU5naj2fgY
This is a devlog for Bloodthief, the indie game I'm working on inspired by Neon White, Ghostrunner, ULTRAKI...
Dev logs are also a really good resource.
funny enough I have seen this video
!rule 5
5. Do not provide or request help on projects that may violate terms of service, or that may be deemed inappropriate, malicious, or illegal.
!rule 9
<@&831776746206265384>
!kick 1396258155301965949 Don't use this platform to hire someone, especially not for a rule-5-breaking thing
:incoming_envelope: :ok_hand: applied kick to @ruby lava.
I got this error in Ursina idk why
info: converting .blend file to .obj: c:\Users\vitto\Desktop\my python game\models\testroom.blend --> c:\Users\vitto\Desktop\my python game\models_compressed\testroom.obj using: C:\Program Files\Blender Foundation\Blender 5.0\blender-launcher.exe
Traceback (most recent call last):
File "c:\Users\vitto\Desktop\my python game\main.py", line 5, in <module>
from entities import *
File "c:\Users\vitto\Desktop\my python game\entities.py", line 4, in <module>
test_room = Entity(model = "models/testroom", texture = "brick", collider = "mesh")
File "C:\Users\vitto\AppData\Local\Programs\Python\Python313\Lib\site-packages\ursina\ursinastuff.py", line 224, in __call__
obj = type.__call__(cls, *args, **kwargs)
File "C:\Users\vitto\AppData\Local\Programs\Python\Python313\Lib\site-packages\ursina\entity.py", line 96, in __init__
self.model = model
^^^^^^^^^^
File "C:\Users\vitto\AppData\Local\Programs\Python\Python313\Lib\site-packages\ursina\entity.py", line 236, in model_setter
m = load_model(value)
File "C:\Users\vitto\AppData\Local\Programs\Python\Python313\Lib\site-packages\ursina\mesh_importer.py", line 103, in load_model
raise ValueError('obj_to_ursinamesh failed to convert:', file_path)
ValueError: ('obj_to_ursinamesh failed to convert:', WindowsPath('c:/Users/vitto/Desktop/my python game/models/testroom.blend'))```
and this is my code
import sys
from ursina import *
from ursina.prefabs.first_person_controller import *
from entities import *
#application.development_mode = False
def update():
#multiply the the += values added to the player by time.dt for the different fps to work properly
pass
game = Ursina()
window.exit_button.enabled = False
window.entity_counter.enabled = False
window.cog_button.enabled = False
window.collider_counter.enabled = False
window.fullscreen = True
game.run()
from ursina import *
from ursina.prefabs.first_person_controller import *
test_room = Entity(model = "models/testroom", texture = "brick", collider = "mesh")
player = FirstPersonController(y = 10)
And it also created a folder with two files inside, one of them being a .obj
there must be something wrong with your blend files
re export them and delete the files ursina generated and try again
Uh okay Ill do that when Im home
Weird tho cuz I exported it to the game files and then created a models folder and moved it there
Thats it
I fixed it with a guy in the ursina server
and the .blend file wasnt the problem
oh what was the problem
main problem was me importing my entities module before instantiating Ursina, secondary problem (not really a problem but yeah) is I had to put only "testroom" instead of "models/testroom" since Ursina searches for the file on its own
oh okay
how could u say that ?
Is any serious game development done in python?
I dont think so but there are good game engines in python
like pygame for 2d and ursina for 3d
Godot engine, if you want write python like
there is some
YouTube
I make games and tutorials with/for Python/Pygame! :D
Website here: http://dafluffypotato.com
fluffy is insane. That 3d vr shooter blew my mind. Dude is like 20 with 15 years xp lol.
Ngl the drawn down abyss game was insane I rlly liked it
Has anyone ever made a card game using pygame
me
How big should the rectangle be for the card I'm just asking because that's something that's tripping me up in the sizing of the card cuz I'm building a card game and I want to get dimensions just right
What do you set gauge for the card size?
Tbh I think it depends on the number of caïds you have to show on screen and where they are
I used images for my cards and didn't scale them, this one is 127px by 195px
#===[imports]===#
from random import choice
#===[main game]
import pygame as pyg
from settings import *
#===============#
class Game:
def __init__(self):
#===[inits]===#
pyg.init()
#=============#
self.running = True
self.clock = pyg.time.Clock()
self._screen = None
#===[timer vars]===#
self.fog_cooldown = 6000
def player():
player_cards = []
def create_window(self,screen_dimentions):
self._screen = pyg.display.set_mode(screen_dimentions)
def fog(self):
self.fog_cooldown -= 1
while self.running:
if self.fog_cooldown <= 0:
print("hello")
def game_update(self):
#===[game clock + game update]===#
self._screen.fill("green")
pyg.display.flip()
self.clock.tick(60)
#================================#
def play(self):
while self.running:
for event in pyg.event.get():
if event.type == pyg.QUIT:
self.running = False
self.fog()
self.game_update()
pyg.quit()
#===[start game]===#
game = Game()
game.create_window(game_dimentions)
game.play()
#==================#
For the fog timer did I implement it correctly?
No
if self.fog_cooldown <= 0:
print("hello")
``` needs to go in the `while self.running` loop of the `play` method, say, after the `self.fog()` line
Thank you
Keep in mind you can use self.clock.set_timer with a custom event:
self.fog_event = pyg.event.custom_type()
...
self.clock.set_timer(self.fog_event, 6000)
while self.running:
...
if event.type == self.fog_event:
print("hello")
self.clock.set_timer(self.fog_event, 0)
...
Note that now 6000 represents 6000 milliseconds, or 6 seconds. Beforehand, it represented 100 seconds in your program, because self.clock.tick(60) constrains your loop to run 60 times per second, and counting down from 6000 in 60 FPS takes 100 seconds.
I can't read the while open but inside the updating or running loop?
What?
please restructure this sentence XD
Im at 100 places today
The fog would have to me but into the run method and do I keep the wild method from the fog method
I still didn't understand
He's speaking the language of the gods
def fog(self):
self.fog_cooldown -= 1
while self.running:
if self.fog_cooldown <= 0:
print("hello")
def game_update(self):
#===[game clock + game update]===#
self._screen.fill("green")
pyg.display.flip()
self.clock.tick(60)
#================================#
def play(self):
while self.running:
for event in pyg.event.get():
if event.type == pyg.QUIT:
self.running = False
self.fog()
self.game_update()
pyg.quit()```
no
if you do that, you end up being stuck in the fog's while loop
what you need to do is like the way you update the game
def fog_update(self):
self.fog_cooldown -=1 # update the cooldown
if self.fog_cooldown <= 0:
... # do the event
def game_update(self):
#===[game clock + game update]===#
self._screen.fill("green")
pyg.display.flip()
self.clock.tick(60)
def play(self):
while self.running:
... # handle events
self.game_update()
self.fog_update()
Only one single while loop for the whole game
thank you
What should I do just to show that the card is correct I need to just figure out how the cards are going to spawn for now
Got it to work
I've (AI assisted) made a simple (~300-400 lines of code) python program using Tkinter for the GUI. Is anyone willing to play the game and offer any advice for improvements etc...
Also I'm new here. So idk if this is the right channel to ask or say something like this. Thanks!
Hmmm send the python code? Or link to it if you have uploaded it to GitHub
the thing is, is it possible my code will be copyrighted? cause python is opened sourced right? so if i send it here, does that mean people will share it and then claim credit for it?
i don't use github
The thing also about GitHub is that your code is already yours to begin with and you can put additional license for usage should the others use your code
oh ok. i'll try
oh damn. what are all these licenses?
what's the default one?
Usually its the GNU stuff for disallowing private distribution of your code. You can read each license description and see what fits your goal
yeah i asked GPT and it said go with a MIT or Apache 2.0 (i went with the former).
404
umm yes?
You haven’t uploaded the repository yet
Your profile only displays your HTML repository
so converting that to english, it means...?
sorry if my pea-brain is putting you on edge lol.
You need to make a new repository containing your python code which it will then be displayed publicly for other users to see your project.
Here’s an actual guide:
No worries. We all started here lmao.
Do you really think your 300 lines of code are worth stealing ?
I mean no offense, but no one would steal that
yes lol that is true...
ok this wont come up now.
https://github.com/SaviduD/Code/commit/6a39e7381ce881da96702332ec083229ad7b2b41
i realised the problem was i had my thing set to private
if the game play thing doesn't make sense just ask me. (FYI i have currently memorised 230+ digits of π)
You can look at this guide to get an overview of different licensing https://choosealicense.com/licenses/
Choose a License
Non-judgmental guidance on choosing a license for your open source project
Also, it's a pretty nice game
How to make tilemaps
Hello, everybody.
I am untiy game developer and AI engineer.
I'm looking for a female software engineer with some IT knowledge to collaborate with.
this is python discord
Why especially a female one ?
either gay or a creep
you can only choose 1
I guess theres also bisexual which would make it both but
Yeah ty
Any suggestions?
For improvement i mean
(Ill finish adding in the speedrun mode later obv)
Can someone help me create a script in Lua maphack no icon in mlbb using game guardian
Are you for real tho…
Maybe ask in a lua server ?
😆 ☝️ get a load of this guy
Are we allowed to help develop game cheats?
Prolly not
Anyone have tips for promoting a Steam game?
can someone tell me
using social medias i think
There's some good youtube tutorials for this, I learned a lot from Codingwithruss etc. You program class world and then use a program like tiled to make a .csv that has the IDs for each tile
thanks i watched that too but i'm polish so i have little problem with undestarding the tutorial
You game is great i think i would buy it
Thanks! I worked incredibly hard on it for a long time and there was about 100 times I thought Id give up. But it's fun once you have something to keep building on it. Just hard to overcome certain steps.
i'm making my first platformer and id give up because i don't know how to make tilemaps moving camera and others things
i made my first game named blocksmash but it's very bad i think
thanks
dont worry about a camera yet, just first get the other things going and then later you can do that
i'm having python courses so i have some basics
https://foxiakvr.itch.io/blocksmash this is my first game in pygame
I will save the link to check it out later for sure
thanks
can you send me the tutorial from Codingwithruss? because i searching for it and i don't see it
can someone help? Traceback (most recent call last):
File "c:\Users\szymo\Documents\PythonGry\Platforrmer\Game.py", line 11, in <module>
[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1],
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
TypeError: list indices must be integers or slices, not tuple
Click here to see this code in our pastebin.
I FIXED IT
He has a lot of good tutorials, but I started with this simple one since things can get complicated quite fast.
In this Python tutorial I code a Tile Based Platformer Game using the PyGame module. I'm going to cover the initial game setup and how to create the map
🎨 Download Assets:
https://github.com/russs123/pygame-platformer-assets
💜 Get the Complete Project Files:
https://www.patreon.com/posts/pygame-complete-144985770
*💬 Join the Disc...
I played it, it's basic... but it's something and it's a good start for anything
It's important to have projects like that I think
it seem fine
Yeah, it's good
Are there any actively maintained projects using Panda3D, regardless of their scale?
Ursina
It's a game engine built on top of it
Yeah I know, but I was expecting a game
at least 5 panda3D published on steam, not sure for ursina. also there was a game studio to build your own games on android but it was discontinued
also (relatively) easy game export to web with Panda3D https://pmp-p.itch.io/panda3d-test not yet with Ursina
I have a game idea 🤠
Tell
Let it out bruh
speaketh the idea
Maketh the sound of the ideath come out your toungeth
this is amazing! it feels like one of those online platform where you can just goof around with your friends. keep it up, man👍