#game-development
1 messages · Page 47 of 1
Bros gatekeeping
I wanna tell you but I can’t bc I have to like gain ur trust bro :3
Is game development hard to learn ?
if you're determined to learn something in life, the difficulty does not play any role
No, it's intuitive, but it's a lot.
It also depends heavily on what kind of game.
Making Pong is clearly not the same as making 5D chess.
(And the complexity can be arbitrarily ramped up)
Guys im looking for a good developer for making a mobile game
I want to learn by working together
😊 if anyone interested please DM me 😊
Also which software is better for making a puzzle like game
Mobile game
hmm
do u know about roblox studios?
I’ll tell u one day ☺️
I’d learn from chat gpt and yt
i want to learn very low level things like how code interacts with the cpu and in its registers and all that can someone provide a course or learning material or something so i can learn it better?
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. Use this link to get a 20% discount on their annual premium membership.
Have you ever wondered how CPUs work? Well, in this video, we take a 3D animated tour of a Central Processing Unit and see exactly how it works. Central Processing Units, or CPU...
thanks
Oh damn
@normal silo what games did u make?
thats my actual game and my first. im 14 years old and code this together with my cousin. some complex parts are coded by GitHUB copilot. if you have improvements, pls DM them to me
Yooo
I experience alot of FileNotFoundErrors and NameErrors when trying to make my game. I try to find what I did wrong and correct it, but it still doesn't work. I was lost and when closing my pygame window I saw a flash, I recorded and it and slowed it down and I noticed how everything is behind a layer on my window. I ended up deleting due to being overwhelm, now I want to start a new game project, what would you suggest me to do before and during coding? I use Visual Studio Code btw.
FileNotFoundErrors means you are looking for a file that do not exist, so if you had that, it means you try to load assets that are not where you think they are
My suggestions is to be rigourous and take your time
I also suggest doing things slowly and step by step
W advice bro thank you.
Learn the basics well enough, things like variables, loops, functions, how paths work, etc are important to know
Are you familiar with git or version control in general? Great way to not have to delete and start over as it allows you to experiment with different versions and if you don't like it or it suddenly doesn't work and you don't know why to go back to the last version you liked or that was bug free.
It's my first hearing about this to be honest. Where do I get it. Is it a vs code plugin?
Its basically a tool you install on your OS. Create a github acc, install git on your pc and search the internet on how it works. There are plenty of tutorials available
I guess you're a beginner, what's the game you're making btw?
I'm planning on making a 2D siderolling 16bit pixel art platformer. It's going to follow a storyline and probably have cutscenes like your typical everyday video game. Honestly just realized how much time this needs but if I want it I gotta work for it.
nice, maybe start with a tiny prototype first to keep it chill
Great! Good luck
Are you using pygame?
hey guys just wawnna know that, I have been learning the coding since 2 years, I have leaned till the loops, but should i have to learn more basic about python? and witht the scripting like the os module like that.
should i focus on basics or the scripting, I am gonna make a game with my friends so which is more important now basics or scripting?
Okay bro
Yes I am
have you learned OOP? (object oriented programming)
No i have'nt learned it yet.
definitely learn oop next, it makes managing game characters way easier
I'll also tap into this cuz I feel like I'll definitely need it
you definitly should
yes you will a lot
not obligatory but its definitly reccommended
Alright
Make any projects?
?
Have you made any projects?
Classes are so useful in pygame. Like, I usually tell people, start pygame with a solid foundation in python basics and be ready to start learning classes
Also, general game making advice. Learn how to use delta time/framerate independence in your animations
yeah definitely, trying to handle sprite groups without classes is just a headache
lol that gets everyone, sliding across the screen at 1000fps is a classic
Yeah, it's important especially if sharing your games
havent finished any
Alright, but what you working on
How to use vectors, another must-learn concept
Those are not directly python related but are certainly necessary for making games, no matter the language
a game on gamemaker studio lol no python
hi, everyone
PYTHON USERS AND THEIR SILLY LAGGY PARADIGMS!!! YOU WILL ALL KNOW MY WRATH!!! C++ IS SUPERIOR!!! C++ RULES THE WORLD!!!!!!!!!!!!!!!!!!
"I use arch btw" ahh
hey im writing a fpv in moderngl using quaternions for the rotations. im running in the old issue of -z = backwards for opengl. im fine with opengl wanting that, but rn it seems like the only way to fix that is to invert my objects local forward axis - which is completely unacceptable because i cannot write physics code in that reference frame
is there any solution?
ok i fixed it
just run pip install pygame in your terminal, should work fine
it isnt working
i made the game using pygame
and it was working
i reinstalled windows yesterday
had to freshly install python and vscode
now when I try to install pygame
i get SSL Certificate verficitaion failed
everything else is working, installed pandas too with no issues
just not pygame
Have you tried installing pygame-ce instead?
(I know its not your question but its objectively better)
No
what is that ?
I'm sorry I'm a beginner
Pygame but maintained by the community
Your normal pygame code should still work and pygame-ce adds new features and gets constantly updated
it has way more updates and better support for newer python versions too
.
Pygame is no longer a maintained library
It still lacks support from 3.11+
Pygame-ce is the actual maintained library from the community
Oh mb I read it wrong
Yeah
Hello bois, so what games have you guys done with python?
mostly just small arcade clones, try pygame-ce if you build something, way more features
oh wassup man
yo, you thinking of building something specific or just curious?
Just curious, I'm only here because I know game development using Godot
But interested to see the creations that can be done through Python
nice, godot is sick. python is mostly 2d stuff like pygame or arcade
Yeahh can see that, I just realized many people use pygame-ce now since pygame is not maintained anymore as @slow copper mentioned
Maybe I'll contribute to pygame-ce one day
that would be sick, they're always looking for contributors on github
I've done a few arcade classics with pygame-ce
honestly even helping with docs or small bug fixes is a huge start
Yeahh, looking forward to fix those small bug fixes, I realized a term for it is called goodfirst issue
Defender swarm testing
I'd still like to refactor those little guys
They're close to the og behavior but not quite
Holy sheeett, that's cool man, good job
matching that old school arcade feel is actually super hard, tiny tweaks change everything
Even with the disassembled rom and some ability to read it, I can figure out exactly how they did it
Indeed
Thanks
Games like that, say old arcade before about 1992 or so, pygame is perfect for
definitely, just use a low internal resolution and scale it up for that pixel look
Look at some of DaFluffyPotato's youtube for even better stuff, he's amazing
yeah his stuff is legendary, his lighting and particles are actually insane
He's using more than just pygame these days though
Lighting effects are one of my wishlist for pygame
Noted, maybe 10 years in the future I'll add that feature xD
Can just learn moderngl and make my own
What's moderngl'
Williams FTW
@humble spoke In the same vein, I did my own clone of Robotron: 2084 back when
I actually don't know what openGL wrapper is, but I'll reearch that then
I even did the intro
Magnificent
The first seconds of the video almost game me epilepsy xD
The whole game is psychedelic
Fun stuff, old games are an almost never ending source of inspiration
I think without game dev and pygame, I probably wouldn't have stuck with python like I did
Very cooL!
for sure, simple mechanics but the game feel is usually spot on
Old games also present solid challenges to modern players without actually being very computationally expensive
Like a lot of people can do a lot with python, I've pretty much only done game dev
you don't need tons of compute to create a good game
True
nothing wrong with that, game dev is a solid rabbit hole honestly
Indeed
decades is wild, got any favorite retro games that still inspire you
that Robotron clone, with all the stuff moving around - the actual compute time for each frame is miniscule on Python
That's impressive too, there's a lot going on there
haha facts, people really underestimate it sometimes
with Xtaloid, the Conway's Life stuff is computationally expensive, so I pushed that off to a small Cython module of about 100 lines
but the rest is pure Python
I did a massive swarm test, no noticeable slowdowns
nice, how many entities were you pushing? love a good stress test
I'm not sure how many
"how many?" "yes"
thousands is wild, python really handles that way better than people think
also, it's not like you have to do each-to-each collision detection
Yeah, I don't get the python is slow stuff either. It always depends on what you're doing
I did a fun little game that had each-to-each collision and I wrote a quick BSP algorithm to handle it efficiently
Now...boids, I had a much harder time with many of those
yeah, that's where BSP came in handy, because then you only have to check each object's nearest neighbors
I think, specifically, rebuilding the quadtree for every frame was slowing me down the most
I heard that 1993 Doom used BSP to make smooth
I wasn't doing that - I had what amounted to a dict with coordinate tuples as keys
each time one of an object's four corners showed up in one of the partitions, the object would get a reference under that key
so you'd take the object you want to check, and look for any neighbors in the quadrants it occupied
Doom pretty much created binary space partitioning
Well, makers of Doom
John Carmack specifically
My dive into it was incomplete, I never really worked out my experiments to a working solution
yeah, this proved to be a really fast solution, the only downside being you had to choose a partition size that properly encompassed the size of your entities
I still have that one game that I can't finish
Well, I can but just not sure how to do it yet
Needs a total rethink of its data model
The first level of that game, Robot Odyssey. Use logic gates to build circuits inside robots to solve puzzles through 6 levels. The first level comes with robots pre-wired to solve the puzzles of that level, from there, it gets much harder. I'm stuck at saving the game state since the each level is like an editor where objects can be placed anywhere
saving state for an open editor setup is such a headache, sounds tough
It is
maybe try mapping all object positions into a coordinate based dict and using json
The robots are rooms inside rooms, like you can go inside them and they can have robots inside them too. That's where I got stuck, parsing the nested rooms and saving them in a way that makes sense
recursive structures are tricky, a tree model would definitely help with the nested rooms
My attempt so far, is give every object .write_ref() and .read_ref() methods where I can iterate the groups, calling each object with a dict into which it writes its relevant attributes for saving or reads them for loading
Then of course, save that dict
maybe try a recursive tree structure, each robot just saves its own children
So using json or even pickle isn't the struggle, the data is
yeah nested data is tricky, unique ids for every object usually help a lot
Yeah, have those, was thinking about refactoring some of that data too
I really explored subclasses with that project
It's a huge project and I kinda painted myself into a corner with it. All the functionality is there, the levels, the tutorials, prototype chip wiring and burning to small chips, all the base logic gates, buttons and switches. I should have put more thought into how to save the game before I got this far
IT WORKED
thank you
np
I vibe coded this game and made adjustments to it and it worked fine upto a moment and then became completely unworkable 😭
When you say vibe did you use AI? to help?
is this elite ball knowledge
No sir this is a screenshot
does anyone here have experience in lua and c# modding?
Im thinking of doing something incredibly difficult for my coding knowledge but would help me incredibly because Im trying to get hired as a coder at some point, Im not currently doing any anki which is frustrating me so I'd wanna kill 2 birds with one stone, integrate anki into hades 2, lock each boon choice in the game behind a kanji or phrase from my anki (I would wanna sync it to my current deck) each boons rarity scaling up the anki difficulty common boons being easy cards that I already know
python is so cool
i think. this is a python server.
Id want to talk about game dev you can do it, but if you are only trying to showcase your work, we have another channel for that
i'm more showcasing my progress as i attempt to recreate doom in python
Feel free to open a shocase thread then
Yo
I know it is
Can pygame code be cythonized?
My game window keeps closing itself. I think it's because it cannot locate a file but there may be other issues. Can anyone help plz? Here's the code I'm using rn (I'm following a tutorial but it doesn't work for me for some reason)
hmm, hey try moving it into the same folder that contains the file that's referencing it
main and world.tmx are in the same folder but it still doesn't work. I've changed the code to only look for the world.tmx because they're in the same file but IDK why it doesn't see it still
The path the purple stuff right? Here's the latest error message
Sorry I'm not fully familiar with the terminology yet
This is what I'm working with. The tutorial said that it should be join("data", "maps", "world.tmx"), but that doesn't work and I moved world.tmx into the same folder as the main.py anyways
that last image yes
this is the self.import_assets() , to make things clearer. The variable coveres it up
idk, but a shot in the dark is "../folder_name/world.tmx"
pytmx module right?
Yeah. You think I should re-install it?
no, the error comes up in multiple files. are they all in the same folder?
I don’t know actually, I’ll try to track it down
l searched for pytmx and these came up. First image is from the search, the other two are the contents of the folders. One seems to be the code while the other (the dist-info) seems to be data for the program.
May I ask what pytmx is?
It's a python lib to read files made by Tiled, a map editor
I'm not entirely sure, but I think @elder folio is following this tutorial https://www.youtube.com/watch?v=fo4e3njyGy0
Thanks to Brilliant for the support, you can find them here: https://brilliant.org/ClearCode/
A RPG that is inspired by Pokemon and Final Fantasy in Python. We will use pygame-ce to create it and in the process you will learn database management, ui design and how to handle a really complex project.
Find/support me on other channels
Patreon...
Clear Code has a discord server, too, with a couple of helpers who know the projects quite well
He has a couple games/tutorials using Tiled maps
A link to his discord can be found in the description of that video
Yeah I’m following that tutorial! Thanks a lot!
np
oh alr
POG clear code is so nice
Yoo guys
People may have helped you 23 hours ago if you told us what you need help with
With what
Look at what I have been cooking up
i think that making a game in the first place is a gift.
dude yall all got a lot of talent
So you come to another channel and continue breaking the rule, nice one
bro look my basic game gamehttps://github.com/Atesthecoder/pygae3e2.git
get out of the wall 🤭
just some simple styling can make it look less chopped
noice now do it in 1
def g(s):
R=r.randint;c.curs_set(0);s.timeout(99);H,W=s.getmaxyx();S=[(H//2,W//2)]*3;v,u=0,-1;F=R(1,H-2),R(1,W-2)
while 1:
if(n:={258:(1,0),259:(-1,0),260:(0,-1),261:(0,1)}.get(s.getch(),(v,u)))[0]+v|n[1]+u:v,u=n
h=S[0][0]+v,S[0][1]+u
if h in S or h[0]%(H-1)*h[1]%(W-1)==0:s.addstr(H//2,W//2-4,"GAME OVER");s.refresh();c.napms(2000);break
S=[h]+S;h==F and(F:=(R(1,H-2),R(1,W-2)))or S.pop()
s.clear();s.border();s.addstr(0,1,str(len(S)-3));[s.addch(*p,35)for p in S];s.addch(*F,64);s.refresh()
c.wrapper(g)```
there are some bugs in it
when just going up it kills the player
as an example
also its 31 lines not 10 but it looks solid except for some bugs
your wall collision is off maybe recheck it here is an tip if you are stuck ||modulo is not the right check try out a different way|| and solution ||h[0] in [0,H-1] or h[1] in [0,W-1]||
sorry if it looks like nitpicking just wanted to point some things out after testing it 👍
Actually, following code golf practices, it counts as 10 lines
But thank you so much for pointing out the bugs!
i dont count semicollumns as a one liner but if that's how you see it sure
That's a fair point, and I definitely don't think your stance is wrong at all
:)
But, the file is only about 496 bytes which is the real point of code golf
The semicolons on lines 8 and 9 of this current version are doing real compression work byte-wise, but they're not reducing logical line count in any honest sense.
i got it to 604 with the bug fix
i think i can find a 570 version
will have to do a different aproach probably
import curses as c,random as R
def g(s):
c.curs_set(0);s.timeout(100);H,W=s.getmaxyx();S=[(H//2,W//2)]*3;v,u=0,-1;F=(R.randint(1,H-2),R.randint(1,W-2))
while 1:
k={258:(1,0),259:(-1,0),260:(0,-1),261:(0,1)}.get(s.getch(),(v,u));v,u=k if k!=(-v,-u)else(v,u);h=(S[0][0]+v,S[0][1]+u)
if h in S or h[0]in[0,H-1]or h[1]in[0,W-1]:s.addstr(H//2,W//2-4,"GAME OVER");s.refresh();c.napms(1500);break
S=[h]+S;h==F and(F:=(R.randint(1,H-2),R.randint(1,W-2)))or S.pop();s.clear();s.border();s.addstr(0,1,str(len(S)-3));[s.addch(*p,35)for p in S];s.addch(*F,42);s.refresh()
c.wrapper(g)
``````pwsh
-a--- 587 24 Feb 21:50 test.py
Yo
I got it in 14 lines, no semicolons!!!
def g(s,c=__import__('curses'),R=__import__('random').randint):
s.nodelay(1) or c.curs_set(0)
S=[((H:=(t:=s.getmaxyx())[0])//2,(W:=t[1])//2)]*3
v,u,F=0,1,(R(1,H-2),R(1,W-2))
while 1:
if(n:={258:(1,0),259:(-1,0),260:(0,-1),261:(0,1)}.get(s.getch(),(v,u)))[0]+v|n[1]+u:v,u=n
h=S[0][0]+v,S[0][1]+u
if h in S or h[0]%(H-1)*h[1]%(W-1)==0:s.addstr(H//2,W//2-4,"GAME OVER") or s.refresh() or c.napms(2000) or exit()
S[:]=[h]+(S if h==F and(F:=(R(1,H-2),R(1,W-2)))else S[:-1])
s.clear() or s.border()
s.addstr(0,1,str(len(S)-3)) or s.addch(*F,64)
[s.addch(*p,35)for p in S]+[s.refresh()]
c.napms(99)
__import__('curses').wrapper(g)```
still the bounds bugged
like this
what operating system are you on?
modulus aint a good one use h in S or h[0]in[0,H-1]or h[1]in[0,W-1] instead
fixing now
Does this work?
s.nodelay(1) or c.curs_set(0)
S=[((H:=(t:=s.getmaxyx())[0])//2,(W:=t[1])//2)]*3
v,u,F=0,1,(R(1,H-2),R(1,W-2))
while 1:
if(n:={258:(1,0),259:(-1,0),260:(0,-1),261:(0,1)}.get(s.getch(),(v,u)))[0]+v|n[1]+u:v,u=n
h=S[0][0]+v,S[0][1]+u
if h in S or h[0]in[0,H-1]or h[1]in[0,W-1]:s.addstr(H//2,W//2-4,"GAME OVER") or s.refresh() or c.napms(2000) or exit()
S[:]=[h]+(S if h==F and(F:=(R(1,H-2),R(1,W-2)))else S[:-1])
s.clear() or s.border()
s.addstr(0,1,str(len(S)-3)) or s.addch(*F,64)
[s.addch(*p,35)for p in S]+[s.refresh()]
c.napms(99)
__import__('curses').wrapper(g)```
def g(s,c=__import__('curses'),R=__import__('random').randint):
s.timeout(1);c.curs_set(0)
S=[((H:=(t:=s.getmaxyx())[0])//2,(W:=t[1])//2)]*3
v,u,F=0,1,(R(1,H-2),R(1,W-2))
while 1:
if(n:={258:(1,0),259:(-1,0),260:(0,-1),261:(0,1)}.get(s.getch(),(v,u)))[0]+v|n[1]+u:v,u=n
h=S[0][0]+v,S[0][1]+u
if h in S or h[0]in[0,H-1]or h[1]in[0,W-1]:s.addstr(H//2,W//2-4,"GAME OVER");s.refresh();c.napms(2000);exit()
S[:]=[h]+(S if h==F and(F:=(R(1,H-2),R(1,W-2)))else S[:-1])
s.clear();s.border()
s.addstr(0,1,str(len(S)-3));s.addch(*F,64)
[s.addch(*p,35)for p in S]+[s.refresh()]
c.napms(99)
__import__('curses').wrapper(g)
if you do stuff like s.clear()or s.border() just replace it with s.clear();s.border()
3chars into one 😄
but for a no semies good work 👍
(c := __import__("curses")).wrapper(
lambda s: (
r := __import__("random").randint,
c.curs_set(0),
s.timeout(100),
S := [((H := (t := s.getmaxyx())[0]) // 2, (W := t[1]) // 2)] * 3,
v := 0,
u := -1,
F := (r(1, H - 2), r(1, W - 2)),
[
(
k := {258: (1, 0), 259: (-1, 0), 260: (0, -1), 261: (0, 1)}.get(
s.getch(), (v, u)
),
k := k if k != (-v, -u) else (v, u),
v := k[0],
u := k[1],
h := (S[0][0] + v, S[0][1] + u),
(
(
s.addstr(H // 2, W // 2 - 4, "GAME OVER"),
s.refresh(),
c.napms(2000),
)
if (h in S or h[0] in [0, H - 1] or h[1] in [0, W - 1])
else (
S.insert(0, h),
(F := (r(1, H - 2), r(1, W - 2)) if h == F else F),
S.pop() if h != F else None,
s.clear(),
s.border(),
s.addstr(0, 1, str(len(S) - 3)),
[s.addch(*p, 35) for p in S],
s.addch(*F, 42),
s.refresh(),
)
),
)
for _ in iter(int, 1)
],
)
)
ive been busy .....
hahahahhaa
What's the benefit of writing it like this? lol
(c := __import__("curses")).wrapper(lambda s: (r := __import__("random").randint,c.curs_set(0),s.timeout(100),S := [((H := (t := s.getmaxyx())[0]) // 2, (W := t[1]) // 2)] * 3,v := 0,u := -1,F := (r(1, H - 2), r(1, W - 2)),[(k := {258: (1, 0), 259: (-1, 0), 260: (0, -1), 261: (0, 1)}.get(s.getch(), (v, u)),k := k if k != (-v, -u) else (v, u),v := k[0],u := k[1],h := (S[0][0] + v, S[0][1] + u),((s.addstr(H // 2, W // 2 - 4, "GAME OVER"),s.refresh(),c.napms(2000),)if (h in S or h[0] in [0, H - 1] or h[1] in [0, W - 1])else (S.insert(0, h),(F := (r(1, H - 2), r(1, W - 2)) if h == F else F),S.pop() if h != F else None,s.clear(),s.border(),s.addstr(0, 1, str(len(S) - 3)),[s.addch(*p, 35) for p in S],s.addch(*F, 42),s.refresh(),)),)for _ in iter(int, 1)],))
this XD
1 line
PEP 8's biggest enemy
tbh i was just having fun with doing it in the #esoteric-python way
i mean i be writting like this too sometimes
(c := __import__("curses")).wrapper(
lambda s: (
r := __import__("random").randint,
c.curs_set(0),
s.timeout(100),
t := s.getmaxyx(),
h := t[0],
w := t[1],
S := [(h // 2, w // 2)] * 3,
y := 0,
x := -1,
f := (r(1, h - 2), r(1, w - 2)),
[
(
d := {258: (1, 0), 259: (-1, 0), 260: (0, -1), 261: (0, 1)}.get(
s.getch(), (y, x)
),
d := d if d != (-y, -x) else (y, x),
y := d[0],
x := d[1],
p := (S[0][0] + y, S[0][1] + x),
(
(
s.addstr(h // 2, w // 2 - 4, "GAME OVER"),
s.refresh(),
c.napms(2000),
)
if p in S or p[0] in [0, h - 1] or p[1] in [0, w - 1]
else (
S.insert(0, p),
f := (r(1, h - 2), r(1, w - 2)) if p == f else f,
S.pop() if p != f else None,
s.clear(),
s.border(),
s.addstr(0, 1, str(len(S) - 3)),
[s.addch(*q, 35) for q in S],
s.addch(*f, 42),
s.refresh(),
)
),
)
for _ in iter(int, 1)
],
)
)
```i think pep 8 made it worse 😸
def __init__(self, operation, file_paths, password, custom_ext=None, output_dir=None, new_name_type=None, chunk_size=CHUNK_SIZE, kdf_iterations=1000000, secure_clear=False, add_recovery_data=False, compression_level="none", archive_mode=False, use_argon2=False, argon2_time_cost=ARGON2_TIME_COST, argon2_memory_cost=ARGON2_MEMORY_COST, argon2_parallelism=ARGON2_PARALLELISM, aead_algorithm="aes-gcm", pbkdf2_hash="sha256", usb_key_path=None, archive_name=None, compression_detection_mode="legacy", entropy_threshold=7.5, parent=None):
see i ain't any better
at times
used to be like this untill i learned to use datatypes and typedDict
i dunno how i managed to do these one liners
tomorrow imma do some rebase to make it more understandable without losing functionality
fr fr
well if it can make you laugh 2 days ago i had something like
def knowledge_distillation(
student, teacher, alpha_mode, alpha_val, alpha_start, alpha_stop, weight_decay, lr, patience, save_path, name, onnx_shape, dummy_input, ...
):
and some more
this prob adds up fast
jup hahhahah
same for my __init__
till i kinda had to force myself to write cleaner looking code
welp in the rebase i made it to
def kd(student, teacher, params): ...
where params is a dataclass with defaults
self.detection_mode_combo.setToolTip("Detection mode\n\nWe use the detection mode to check for already compressed\nfiles with PyKryptor. Each one written in C has it's own\nlittle quirks...\n\nLegacy - only checks for certain file extensions and skips\nthose when compressing.\n\nMagic bytes - we use said signatures; as used;\nto check if the file has compressed data or markings too.\n\nEntropy heuristic - samples around 8KB of a non-determined file to see if\nthe compression ratio is worth, or not.\n\nMagic bytes + Entropy - combines 2nd and 3rd methods into one, most accurate.\n\nNone - disables skipping entirely; always attempts compression.")
this my longest one-liner
that i got
and i meannnn
it's not THAT bad to look at...
self.detection_mode_combo.setToolTip(
"\n".join([
"Detection mode\n",
"We use the detection mode to check for already compressed",
"files with PyKryptor. Each one written in C has it's own",
"little quirks...\n",
"Legacy - only checks for certain file extensions and skips",
"those when compressing.\n",
"Magic bytes - we use said signatures; as used;",
"to check if the file has compressed data or markings too.\n",
"Entropy heuristic - samples around 8KB of a non-determined file to see if",
"the compression ratio is worth, or not.\n",
"Magic bytes + Entropy - combines 2nd and 3rd methods into one, most accurate.\n",
"None - disables skipping entirely; always attempts compression.",
])
)
this could be more readable
yeah it is
but i mean
prob never gonna change that tooltip anyways
so who knows
¯_(ツ)_/¯
btw maybe lets go to OT or add eachother cause we are cluttering the game dev channel
T^T
oh yeah true
Ohhh, very cool
Hey what types of games we can dev using python?????
EMBRACE CHAOS
The forest (filled with suspicious quantities of ammunition) has been invaded by cellular automata! Use various weapons, abilities, and upgrades to purge the machines in the forest before the machines take over.
The enemy machines in Yawnoc are living on the rules of Conway's Game of Life and other cellular automata. Will you…
$4.99
Okay what it's fully developed in python?? Like I am new soooo
I believe so.
Hey, I am intermediate in python, so can u guy give any tips??? To learn from were and how to progress fast and build real stuffs
!res
The Resources page on our website contains a list of hand-selected learning resources that we regularly recommend to both beginners and experts.
?
Read the bot message
Worst
I triggered a command so the bot drops the link to our resources, as you asked for from where to learn, idk why you reacts like this
Its a resource page where you can learn from it has books and docs
be nicer to people who help you
@frank field bot's embedded messages carries useful information, learning how to navigate it is an important first step
Oooh man, it not for people hmm, just after I see many of course I tell,, read carefully
quick tip for people who use snippets, do this
“```python
print(“Hello, World!”)
“””
After the first ``` write python ```python
“””
bruh it doesn’t work
`python
cant we make games in unreal engine using python?
or unity
Technically yes, you can add whatever you want to Unreal, but it does not come with Python.
Nor does Unity.
wym it does not come with python?
do u study cyber security?
You can technically shove Python into pretty much anything. But Unreal and Unity do not feature Python scripting.
That would be a modified form.
ohh so c++ right
It would be unusual to use Python with either of those engines.
The intended languages are Blueprints and C# respectively.
Although Unreal also now has Verse but IDK if it's ready yet.
what games did u mmake?
have mu made any games?
Hi I am making a pygame-ce game engine ( more like rendering engine) and I need some people to test it
On py pypi.org it’s called skyport-engine
Doesnt Unreal have C++?
Yes, but it's not the main language intended to be used for gameplay really.
C++ is fast, but it's also pretty difficult to work with unless the user learns a lot about it. It's also slow in terms of iteration speed, due to long compile times.
So while core systems are written in it, the game itself, in a sense, would be mostly in Blueprints.
Pretty much all game engines themselves are written in C++, due to often being the best option for various reasons. There are other viable options now though.
This means that technically you could just use only C++ if you wanted to for most of them (in a very direct way, no bindings).
What language you can use with a game engine is not really a fundamental limitation. It's about what the engine developers intended you to use, and also whether whatever language you choose to use actually makes sense for game development. For example if you want to make your game with Unreal engine and lolcode, you could do that. Whether that will be productive is another matter.
Oh damn
I searched on google, and I didnt mean visual scripting
I meant actual scripting
I would say based on a quick scroll maybe run your docs through a language checker cause there are a handfull amount of miss spelled words
So far looks decent but maybe minimize your project description
It feels more like a doc instead of a quick overview on what it has to offer
(Btw this is what i find so dont fully listen to it just my feedback)
Handy i do it myself with public projects cause my english sucks
can someone tell me the most popular ways to make gui games and menus. i want to build sprite animations for game testing
which game/graphics library will you use ?
raylib and im not sure what library ill use. i use python currently but i want pure c if possible
i believe raylib-python-cffi has bindings for raygui, though i did not test them myself
there's a sample here https://github.com/electronstudio/raylib-python-cffi/blob/master/examples/raygui/style_selector.py and maybe it works on web too
i been using raylib for a bit with python but was hopeing to not have to use python to increase performance and speed of games and reduce system resources
maybe but pure C for making gui is probably a footgun or time wasted that could be redirected to game polishing
much appreciated
Hii everyone I'm new here
i been polishing my game for months with python and its amazing to work with. maybe its not technically feasible for what im doing to have it all in c++. i made 1 raylib gui but was struggling with it. maybe ill have better luck with the link u sent
I want to impress my crush plz guide me
nb you can do very clean and reactive in-game gui with python eg, not raylib bindings but panda3d also python https://www.youtube.com/watch?v=Y3r4JrTHZAA so i would not risk to premature optimize by going C++ ( also raylib is C not C++, Panda3D is C++ )
Old project from me, using Direct GUI
Music from https://www.youtube.com/watch?v=Bln0BEv5AJ0
good to know, thank you. i was wondering if i made a game , could i market it somehow if its made in python and raylib after its finished?
yes you can
dang that panda gui looks smooth as butter, how cool!
there's one even smoother but it requires gpu shaders
how to market without giving away the source code?
mypyc / nuitka etc ... all kind of python compilers around
i made a nice menu a few month back im going to implement but panda might be of some help in that regard.
you are always a wealth of knowledge
hey have you tried the raylib bindings yet?
Guyzz how can I impress my crush
raylib/pyray seems to work well on native but web version may have some corner issues i'll need time to look into it
Would anyone be interested to see code golfed Tetris?
hahhaha sure
point of the thing is to send out waves from the camera outwards on moving (at the moment its continuous )
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.
fully featured tetris
lets see if its bug free :b
I hope so!! lol
Traceback (most recent call last):
File "C:\game-yet-to-be-named\test.py", line 28, in <module>
__import__('curses').wrapper(g)
File "C:\Program Files\Python310\lib\curses\__init__.py", line 94, in wrapper
return func(stdscr, *args, **kwds)
File "C:\game-yet-to-be-named\test.py", line 25, in g
[s.addch(r+1,BX+c+1,ord('#')if B[r][c]else ord('.'))for r in range(H)for c in range(W)]
File "C:\game-yet-to-be-named\test.py", line 25, in <listcomp>
[s.addch(r+1,BX+c+1,ord('#')if B[r][c]else ord('.'))for r in range(H)for c in range(W)]
_curses.error: addch() returned ERR
are you on windows?
yes
okie dokie give me a few mins
@junior lake I have updated the Pastebin, try it now! It should work
you may also want to make your terminal window taller
sorry working on my 3d game atm
take your time :)
How can I go through a list of colors empire game because it won't let me iterate within a list I do have an idea of what I could do but how exactly like it
could you repeat yourself and maybe give more info
im confused
For a python list because I'm trying to make something that looks like a haze effect and python won't let me iterate through tuples within a list so my my best idea was to do RGB and have them what's in a each piece within a list but I don't exactly like that like idea
OMG its pretty
just a
for t in l:
for i in t:
```doesnt work ??
Can you just put x y and z in the same for loop instead of nesting a loop within a loop?
maybe convert it to a numpy array i think they handle that well
Show us your actual code and what you expect to have, it is very enclear what you struggle with
You can, you "just" get different results
My first attempt at a FPS in Python
ursina?
Nope, Pyglet
ooh nice i like the way pyglet works
i thought it was ursina first cause most of the time when i see people do ursina to start it always has the same grey ish layout
how big of an file can i send here
Don't know
(ps i know its in cpp rn im just using cpp to test out shaders this is one i made but not what i use )
Yeah, shaders are my next thing to learn
I already implemented some basic spatial hashing collision detection
the latest version
shader is complete (the ring delay is software wise cause i coded it bad)
Neeeeat
Shaders are a step beyond
Tbh took an hour of debugging cause of a variable missing a capital letter
Has anyone looked into Cave?
you might want to change the color of the shots
For now they are good for debuggen wel seperate of the other colors
yeah but thats not really my point...
Then what is the point you are trying to make im confused
its something that would maybe get me banned if I mention it
not really sure tho
but there is a big possibility
....
Then maybe dont mention it
Plus i think you just need to think more maturely... (not meant rude)
Blastathon
panda3d?
Nope, Pyglet
What would you say would be the scariest monster in an RPG kind of sandbox
💔
Is it broken?
I'm working on fixes for windows atm
This one should hopefully be cross platform and mostly bug free
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.
be more specific
about the type of game
then i will provide input
your theme in game should help with the elements to make your "monster" scarier
if its just like classic rpg like no gimmicks, i recommend just honestly going for that one big guy with wings and one eye or something
lol, that always works for me hahaha
Why mean is wooden a monster with an AI for a brain be scary because if it's a 2d game within us means and then they are it has multiple regions how to hunt has a pack you have to deal with an entire pack of monsters
Fun discovery: that 3D shmup I made in Python for an experiment is spending vastly more time in the draw call portion of the program (the GPU) than the actual game logic. Probably due to Pyglet not yet supporting instanced rendering.
if you ever upload that code somewhere I would appreciate a link
oh yeah! I actually do plan to post this soon
I understand Pyglet may be adding instanced rendering in the next revision, so I plan to exploit that, but if I can figure out how to get it working on my own I may do that as an example
Code's messy but slowly getting cleaned up as I go along.
ayyyyy
I just made a shmup too!
I made a fully functional Shoot'em Up, with two enemy types, procedurally generated levels, and parallax star background in seven lines of code
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.
Very esoteric
I posted my code golfed tetris in another programming server, and someone hits me back with "It's 225 with formatting technically"
-_-
we all know LoC is a terrible metric
Why? It's still a challenge. As long as you don't use exec. I've optimized for lines with no semicolons
twas a joke
Also I love your pfp
I just rewatched that show last month with my wife for the first time in 25 years
during the winter storm
I made a couple of websites!
For playing my code golfs!
Tetris in 25 lines:
https://tetratennisgolf.fly.dev/
Shmup in 7 lines:
https://shmupgolf.fly.dev/
Has the source code on the page
Why not one website having them all in one spot easier to maintain
well, the honest answer is, that I didn't think of that
🤣 can happen
Latest build of the shoot-em-up
Eventually I plan to make this into something I can whip out and point to as an example of how Python is not too slow for 3D games :D
love it
Things like complex physics involving objects with big meshes, etc. are best pushed to the GPU anyway, but there's a lot you can do before you get to that stage to make things interesting.
?!
that is fire, keep it up🔥
ty! It's on GitHub, too
nice
i dont know if this is the right place to put this but im just gonna put this here
i need help setting up a emulation frontend for a raspberry pi ds project (so natively runs on debian)
all i need is it to be able to boot a .nds file in melonds and for it to display coverart on the top sceeen, games on the bottom screen, and ill design the backgrounds myself
also i will be designing my own controller so that will need to be coded 2
and the screeens are both 480x320 (i believe)
essentially i just need someone to tell me what files i need where in the project, and what components i need (i.e plugins, code editors (i use kate rn) and stuff like that.
i also may need some help with tthe code as i am still learning python
thanks for reading all of this.
(if its not obvious melon ds is an emulator)
(and the coverart is just a png for each game)
Hey everyone o/
I am not sure if this fits in the channel but I didn't find any other channel that suits my request 🙂
I want to get more practice in Object Oriented Programming and for this I wanted to program the card game scoundrel (for reference here are the rules (http://stfj.net/art/2011/Scoundrel.pdf)
Before continuing with the game logic and implementing PyGame, I'd appreciate if someone could review my code so far, tell me what I'm doing wrong or could do better.
https://pastebin.com/sn26RmgM
Thanks in advance for taking the time 🙂
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.
Haha that's funny I just coded scoundrel a few days ago. Not OO by a long shot, in my case. Though I do use a namedtuple which means technically there is a subclass definition in my module
I will have a look at your code ASAP
your player.attack() method looks off or I'm not understanding something.
def attack(self, monster):
armed = input("weapon or fists?: ")
if armed == weapon and self.weapon.can_attack(monster):
...
how are you getting a weapon instance from input()? did you mean string literal 'weapon'?
furthermore, if the weapon is stronger than the monster, why are you damaging the player?
if armed == weapon and self.weapon.can_attack(monster):
self.weapon.register_attack(monster)
self.health -= abs(weapon.value - monster.value)
else:
self.health -= abs(weapon.value - monster.value)
i think what you mean is self.health -= max(monster.value - weapon.value, 0)
and in the case there is no weapon used (either by choice or because there is no (usable) weapon), just self.health -= monster.value
also, before you use self.weapon you have to check if it's not None
quick rewrite
def attack(self, monster):
armed = input("weapon or fists?: ")
if armed == 'weapon' and self.weapon and self.weapon.can_attack(monster):
self.weapon.register_attack(monster)
self.health -= max(monster.value - weapon.value, 0)
else:
self.health -= monster.value
also, it's debatable if the rules allow your health to go negative. In my version I've chosen to allow health to go below zero for the purpose of scoring a lost game (health minus remaining monster values)
Card.__repr__ return value f-string is missing an f and self.color does not exist.
anyone know how to get a sprite? so i can put a character
what do you mean? how to get artwork for a sprite?
Yeah I wanna make a 2d platformer but idk how to put the character into the game like the bird for flappy bird
well that depends on the game engine you are using (if you are using one).
if you look at the pinned posts on this channel there are some tutorials. Sprits is usually like the 2nd thing you learn after setting up a window/game loop.
No I mean are you using pygame, or godot, or python arcade for example.
Pygame I'm pretty sure
Yes, thats the tutorial. DafluffyPotato is a master with pygame and has been making games for many years.
His tutorials are great.
I don't know much about python 
same. I'm just learning too. Just stick with it and it gets easier.
I'm also tinkering with pygame. That's why i happen to be looking at the chat lol.
Nice
i can make 2 sprites and setup collision rectangles around them. Thats as far as i got 🙂
I really only can remember like one thing from learning python last week 😭
programming is like a muscle. you gotta use it constantly. Its not about memorizing syntax but the concepts.
good luck on the game. progress is progress.
Thx u too
Haha what a coincidence 😄
Thank you for your input and taking your time looking at my code 🙂
Regarding the input() for the weapon -> This is just a placeholder, as i want to let pygame create 2 buttons where you can choose between armed and unarmed but as I am not that familar with pygame right now I don't know how pygame will return those values so i just took it as plain text at this point 🙂
Also I'm concerned if my method - usage is right like I defined the method can_attack inside the weapon class but using self.weapon from the player class and using the method on self.weapon kinda feels wrong but I actually think it is right 😅
Gotcha regarding the placeholder.
I think your structure is fine. can_attack is a property (not in the technical sense) of a weapon and requires information about a monster, so it's normal that it's a method on the weapon instance
When you start implementing more of the game logic you might discover that you need a few adjustments to the structure but for now it looks good. I must say I'm not an OO wizard so I might be overlooking something
What data structure are you planning to use for the 'rooms' of the dungeon? I used a library for the cards and deck (pydealer) but now that I saw your implementation I think my approach is overkill
I am not sure about the rooms right now I am stuck between making them a class on it's own or letting the game logic handle creating rooms, but as I am typing this the class approach seems way more convenient as i can define what can happen with a room in it's class.
Haven't heard about pydealer yet, but I am still a freshman when it comes to programming so I don't know maybe your approach is better ? 🙂
another thing I thought of: are you going to treat card values as the numbers 2 through 14 and let the UI translate that to cards 2 through Ace? because i had to do a little bit of ugly math to handle that. pydealer supports jokers so the values are mapped 0 (joker), 1 (card 2), etc through 13 (card Ace). pydealer basically returns cards as a tuple ("Diamonds", "Jack") and provides a dict to map "Jack" to 10. I had to add 1 to the result.
all in all, I think pydealer is not necessary, your Card and Deck classes already take care of a lot of the functionality you'll need
I'm looking deeper into the possibility of doing something a little more substantive over time with that FPS game. I want to make the core of it into a simple library for building one's own games like that, and then use that to build something formally releaseable. One frustrating temptation I have is that I could very easily use genAI tooling (running locally) to generate some of the very specific assets I have in mind, at least as placeholders. But I can always use free itch.io stuff or just scrawl something in the meantime, too.
The game mechanics I'm also mulling: One of the things I like in Robotron: 2084 is how you have to balance survival and greed. The more humans you pick up without getting killed, the bigger a reward you rack up. I'm thinking of similar mechanisms here: e.g., you have unlimited ammo, BUT every time you fire AT ALL your bonus for rescuing bystanders gets cleared. So the more people you can rescue without shooting, the bigger the payoff.
Self-promotion of libraries isn’t allowed here, right?
I’ve built a library that makes it easier to add multiplayer to games. It works with basically any framework that has a main game loop. I thought it might be useful to someone here
#1468524576479641744 is a great place for that
Great, thanks
Now adding textures to the FPS, although Pyglet 3.0 apparently has far better support for textures at scale so I'm going to try that soon.
First you need to define your texture
texture = pygame.image.load("path/to/image")
Then you need to blit your texture
scr.blit(texture, (0, 0)) #> arg, texture, rect style
Maybe take a look at #1468524576479641744
That is exactly how i wanted to approach it, translate the numbers 2 - 14 into the values. As there is only 4 numbers I actually have to translate I think it's not going to be much of work and I want to use as few libraries as possible so I'll probably narrow it down to pygame 🙂
i learned how to program an aurdiuno
so far
WW
int tempPin = A0;
int ledPin = 13;
float voltage, tempC;
void setup() {
Serial.begin(9600);
pinMode(ledPin, OUTPUT);
}
void loop() {
voltage = analogRead(tempPin) * (5.0 / 1023.0);
tempC = (voltage - 0.5) * 100.0;
Serial.println(tempC);
if(tempC > 99){
digitalWrite(ledPin, HIGH);
} else {
digitalWrite(ledPin, LOW);
}
delay(1000);
}
measures temprature
if its higher then 99c then the auriuno turns on a led
signaling its bad
As security i think you should put your tempPin as input
Been a while i used an arduino tho
Also check out #microcontrollers instead might be more helpfull then game dev channel :)
This is neither python nor game dev
yo, would anyone be interested in seeing a recreation of conway's game of life? I created a procedural pattern generator that uses the base85 encoded pattern library to procedurally generate new patterns
This was the basis for a video game I also made!
(Conway's Life as an 8-way shooter)
oh now THIS is cool
Pure Python save for a small bit of Cython code for the CGOL computations
wild concept
i use a subprocess of pypy3 to accelerate procedural pattern generation 😄
otherwise pure python
I got a crash course in Cython to speed things up, and it was worth it
I'm now working on 3D
3D is a huge hurdle for me, i have a hard time expanding into the extra dimensions in multiple ways
I looked at some existing examples and just began incrementally customizing them to fit my needs.
i figure maybe i could do a little research, i'm just disappointed by my previous attempts at 3D
true 3D at least
and not pseudo3D raycasting stuff
here's my site for the simulation, for those interested:
https://lifegolf.fly.dev/
Yeah, I'm using Pyglet (with a 3.0 on the way) to do genuine OpenGL 3D
now see that's awesome. i'm pretty happy with just sticking with 2D for now, but there is that longing to see something actualized into 3D
Yeah, my ambition is to create a mini toolkit for creating FPS games in Python. Nothing too advanced, just enough for people to get the idea.
I think that will be a great addition to the community! I myself would be interested in taking a look at it
Right now I do have spatial hashing for 3D collision detection, so it's pretty snappy
I'm going to experiment with using an octree, so that you could have objects of any shape (not just whatever fits comfortably into a cell of some defined size), but it might be fun to use a fixed sized cell and provide LEGO-like building blocks for your scenes
(a la Minecraft)
you'd have a bunch of common predefined shapes, each with its own descriptor for how to detect a point within it. A sphere is super simple, a cube a little more complex; I haven't done a prism or pyramid yet. But you'd use that to do collision detection.
You'
I'd be interested in doing a voxel particle simulator with particles that interact with one another, kinda like the sand game from the 90s/early 2000s
A pattern I procedurally generated, probably my favorite and quite rare in that it is a loop
most patterns it generates devolve into entropy but this one symmetrically loops
@lusty pine OH nice, is that Conway's game of life?
I remember reading something like this, https://nicholas.carlini.com/writing/2021/unlimited-register-machine-game-of-life.html crazy how people can do this with enough dedication.
Abstract: An implementation of a minimal CPU on Conway's the Game of Life (an 'unlimited register machine'), and runs at ~10Hz.
Adding textures and non-AABB collisions
My idea is to have a toolkit where you have a bunch of geometric primitives (sphere, box, prism, pyramid, etc.) all with highly optimized collision tests, and you can use those to build your FPS. I'm going to set it aside for a little bit while the Pyglet folks work on Pyglet 3, though
Hi, don't ping mods for problems with your code please, only when a moderator is quickly needed.
Hi, then who I ping or what to say I have a bug
What kind of bug? A bug in your code? You ping noone. You can create a thread in #1035199133436354600 .
Oh cool isnt pyglet a character renderer? Like it simulates a terminal?
and you can use pygame drawing functions on top of it?
Am I cooking or am i cooked
Very cool
I am making a first person dungeon crawler that renders in the terminal
No, it's a full library for graphics, sound, and windowing
I remember people using it for roguelikes.
Sure, it can be used for that
I would build a roguelike if I was interested or good at python
guys how do i make this square look more like a VAB while still keeping the look?
Im not that good at pixel so thats why im doing it all in code
VAB?
put ridges
Vehical Assembly Building for rockets
Guys who good at making pygame
Did you not read what i told you before?
just ask your question mate
im jus tryna save you time
I could maybe even answer your question
but not many people would consider themselves an "expert", not even some "expert" themselves
never said expert bro
or good
someone that can make a small py game
or just ask your question
by using defRect and defOvals
cant upload all those questions here
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.
okay.. but you can still ask your questions here...
i will forsure
OOPL
You have an NDA?
I got most of the important stuff running again last night with instancing. The rendering time for each frame is now 1/100th (!!) of what it used to be.
And apparently even that is a misleading number: my statistics for each frame render are being thrown off by the vsync sleep.
So it's actually even lower than that.
Nice. What lib do you use?
Pyglet 3.0 (dev version)
Anyone interested in writing a rasterizer with me?
Wow
and that's just the bare bones start, I haven't really done anything super sophisticated yet. Just basic shapes and camera movement
This can be used to do so many cool things
absolutly
I find this amusing that you can do this with solely "python"
Like I know the lib might use other languages but the code that you write is only in python
it's Python plus a library, Pyglet, which itself is pure Python too
shader language is absolutely its own thing, though
Woah
that library is wild - it works cross platform, has no external dependencies, and now will support Vulkan as well as OpenGL
Damn, when I get better I'll try it.
yeah, they are on the cusp of releasing a 3.0 update, which I'm using in its prerelease form for this project.
I'm just learning the ropes of how to do 3D generally. I'm not trying to create a product.
oh
@tired summit erm
If it produces something other people can make use of, great.
uhh
Maybe u can try mine when its out
but its javascript though
I mean like y
not python
I'm not familiar with JS except through what little I use it for front-end work, unfortunately
Their project is completely python
il make a custom lang like gdscript i guess 🥀
So, uhh you can work together maybe
later
Made a algorithm, in python and roblox.
I can copy any minecraft world or any map of any size even 10-100million blocks into roblox with 0 lag.
you're cooking lmao
So with just 1 more week of work. I can literally add any minecraft map and any build of any size in roblox with no lag. And already made the mining system.
As roblox studio starts lagging with even 30-40k blocks so it is a big deal that i can add 10million+ blocks
What bout creative features
what kind of creative features? like flying?
Block Pallete, Fyling, Hot Keys, Fill, Line, Elipse, Cube, Sphere, Hemisphere, Copy, Paste, Union, Intersection.
Saving Voxel Models to seperate files
you dont need that kind of stuff in roblox, it will be survival for now.
Oh I just heard minecraft and wanted building features
i have already planned and added tens of optimization which i invented
i am planning to make this game with perfect minecraft map, making mining, and pvp works.
And then adding nukes like unstable smp in it. and making tnt work.
as we all know that people love blowing stuff up
I like building and playing dungeons
?
Yeah, i would be able to add any kind of minecraft build or map in my app, even something like this
or this or literally any minecraft map
@humble glacier is this what you mean by adventure maps?
what is this hypixel 2.0??
are you working alone on this?
dont know, just downloaded a random image from google
I am working on this thing alone. @verbal quiver mb thiws
that is cool if its zero lag
optimizaton planning took like 2 weeks.
i tested a game with 8 million stone blocks and it was 0 lag.
when did you started python ?
many many years ago
high school?
yeah at the end of the middle school.
so probably 4-5 years
do you know other languages or only python
got so much time to build stuff
not much. I did python for 8-9 months. and then quited for 4 years. and then started scripting python+roblox from last 1 year.
so only about 20-21 months of scripting and making games
i actually need a 3d modeler for a different game which my friend is making rn.
i will do the scriting work.
we actually need a modeler/builder
any images of the 3d models you made?
or like portfolio?
@verbal quiver you there
Saw that there is PyWeek soon and I want to try it, but I have zero experience in a game dev. Only that I know is how to use Unity and Godot.
So a question is: is it possible to learn any of the libraries like Pygame, Pyglet etc. for a week?
most of libraries like that are conceptually simple, but you'll have to learn the basics of "from scratch" kind of gamedev: organizing your own event loop, organizing the way you store data, there's no "nodes" or "entities" or other concepts provided by an engine, it's up to you
Okay, thanks!
the API of these libraries is roughly "create a window", "check input events", "load an image file", "display an image at the certain coords", "play a sound", and then you make a game 🙂
For quick prototypes I personally quite like raylib, which has an ok looking python bindings: https://electronstudio.github.io/raylib-python-cffi/README.html
But I mostly used it from C and similar languages, not from python
Okay
BTW, if comparing with other engines, is it easier to create a game in Python?
Depends on what you are used to. I was occasionally making small games without engines for a long time, so a typical engine like unity just feels overly complex and overwhelming to me
But I imagine it will work the other way around: someone with 10 years of unity experience will probably be lost without the engine they are used to
for gamedev the two major "pain points" of python are certainly speed and distribution
Sounds logical
Ye, I know it
C is compiling and Python is not
the performance issue is a bit more complex than "compiling vs interpreting"
CPython is fairly slow compared to many other runtimes, but you can use pypy instead. And for a small mario-like kind of game, even cpython speed is more than enough even on a modest modern hardware (aka you'll be fine on a 15 years old laptop)
the main reason why python is slow is not the bytecode interpretation process, it's the fact that every operation is generic in runtime. To do c = a + b python has to at this point see what is a, find its addition method, and call it (and function calls themselves involve some more dynamic dispatch), and then this procedure has to check the type of b and only then the addition will happen. While something like C knows during compile time that both things are int so it can emit a very specific CPU instruction for adding two numbers specifically
so even if you remove the interpretation process (which is what nuitka does), the naive process of doing a + b in python still involves maybe 50 operations instead of a single operation which a C compiler would emit
dynamic languages like python or js get fast via code specialization: the runtime either statically proves that both things are always ints, or it gathers statistics, that these things are typically ints, and then it emits specialized code for adding two numbers, perhaps with a check that if things didn't happen to be numbers, they will go via a slow generic route
Understood. Thanks for a detailed explanation!
When I said about about a compiling, I mean this, but seems I used wrong terms or it wasn't so obvious :)
technically compilation just means "transforming one language to another", and cpython does that, it compiles python to its internal bytecode representation
also languages themselves are not compiled or interpreted, their implementations are. Nothing prohibits you from making a python compiler (nuitka), or a C interpreter (picoc, cling and some others). A lot of early pascal implementations were bytecode interpreters, not unlike (early) java or python. But then some languages benefit more from a compilation process by having more static type information available at compile time
Understood. It's so interesting, but I didn't dive in this topic still and for now all I know is that programming language has a syntax and a compiler uses this syntax to transform source code to binary code that represent commands for a processor
UPD: rephrased a sentence
that's a rough idea, yes (except not all compilers compile directly to the CPU code)
Another random bit of gamedev related information: if you are going with pygame, I suggest using its fork pygame-ce, seems to be more actively maintained, works with the latest python version
Ok. Honestly, I don't know which a framework to use, but seems that they're different in a way to build a game, so maybe I'll learn Pygame
UPD: fixed grammar error
most of them aren't overly different in how you will use them to make a game. They may differ in features you may or may not care about (like support for shaders and other GPU stuff)
there will be some sort of init code, and then some sort of infinite loop in which you'll handle input events (I guess some of the events would quit the game, so technically the loop isn't so infinite), and then draw something on the screen (and play sounds etc)
after going from pygame to some other library I was like "woah, you can easily rotate images" 🙂
(not sure what it does now, but back then pygame was a fairly thin wrapper over CPU rendered SDL surfaces, and rotating images as you draw them wasn't really feasable because it's a somewhat expensive operation)
Hi
👋
Hah) Okay, thanks (x3) for the answers! I think here's enough info for me now :)
Print (‘hello every one’)
!e print("Hi")
:white_check_mark: Your 3.14 eval job has completed with return code 0.
Hi
hm, pyweek, game jam, next week you say
maybe I'll try it, didn't participate in gamejams for… 12 years at this point

https://www.youtube.com/watch?v=VFU9X7yC2ts 12 years ago I made this for Ludum Dare which is a 2 days long jam 🙂
Looks like as a mobile time killer
yeah, single button control
it was actually very inspired by a PocketPC game I forgot the name of
If add some visual and audio, then it'll be perfect for a mobile even for now (especially, when even a poor optimized game made on Unity can be on a top of stores lol)
What is PocketPC?
I googled and seems it's a mobile (?)
Speaking of relics, I also used a Palm OS device when I was a kid 🙂
It now explains why are you know this things :) BTW, where are you from? Seems that you're from Russian or Ukraine (?)
from Russia, yeah
I'm from Ukraine
hope you are safe
And I'm 18 years old. Forgot to say :)
All is good. Don't worry
Let's go to the off-topic channel #ot2-never-nester’s-nightmare
@jade owl Still around? I've made a short card demo with cards as sprites (in a sprite group) and only a couple of behaviors https://paste.pythondiscord.com/KJTQ Clicking any card just flips it over
Just looks like so
Ideally, I think a game of cards (any kind) should use a Deck() class as a container for all the card sprites with methods like shuffle() and deal() or whatever else a deck of cards usually does
My game logic is all handled in a model file actually
Yeah, I saw that in your code. I haven't used such a model before so know nothing of that part
Basically the model is all the base logic is in the model, controller handles user input, and the view is the frontend display. I plan to make the controller as part of the view first then move it into its own file
just started learning python a few days ago, pretty proud of this little start to a rouge like i'm working on! I know it's probably pretty janky but its my first time at a big project. If you have any feedback please share!
it looks great!
Thanks dude:)
but i wanna say, for the food_chest, you can use player["hunger"] = min(max(player["hunger"], 0), 100)
Ty I’ll go change that now then!
i've been working on this
POV: What game do you play?
You: Terminal
you should be proud! When I started python I was messing around with variables and print functions and a little bit of turtle
now I work with ursina (very good for 3D)
That’s crazy all in the console is insane
Thank you !
I made an algorithm that can procedurally generate music in the Style of the NES or the GBA
it LOOPS too!
@lusty pine bro do you have more musics like this. I need for bg in video presentation of my projects
yo that's so fire
I am working on a website for people to generate their own midis and wavs! :)
That’s great!!
Crazyyyyyyy
GL!
I have a little question. If i code my entire game to just be played in the console by typing inputs, would it be hard to give it 2d graphics in the future? I don't even know how to make a game in python with 2d graphics but would it be hard?
it really depends how smartly you code it. If the "graphics" logic is deeply entwined with the "gameplay" logic, then it will be difficult
Been adding new algorithms. We now have styles for NES, SNES, and GBA, currently working on generating PS1 style midis. Starting on the website this Friday. Here's sample NES style and bonus GBA style song. Still working on refining the SNES algorithms. town_snowy_10.wav is NES style, and boss_foreboding_03.wav is GBA style
SNES style example:
ok then it shouldn't be too hard thanks
crazy
what do you guys use for Game dev?
A little bit of everything
Raylib bindings
Opengl glfw pygame pyglet ursina panda3d
And more
Pyglet
kraken-engine
raylib
also harfang3d-python / pyogre / openscenegraph / upbge but for beginners i'd say pygame-ce and Panda3D
there was also py-irlicht once and godot 3 had python bindings unsure for the 4+
Anyone want to make a MUD with me?
can you make any game using Python? I know a lot of games use C++ but will Python work?
@slow copper hey would you want to make a MUD with me?
idk for any , but here's some 2d/ soft 3d various styles https://itch.io/c/2563651/pygame-wasm . but if doing 3D games then pick an engine that use c++ under the hood like Panda3D
I’m learning python right now for a class but I kinda want to learn c++ as well
Nah sorry, I dont have enough time to work on a group project
You too busy jiggling balls
Well if anyone is up for a group project you can dm me.
ive been using pygame and pygamece for over 2 years now but was just curios what would be the most popular one here
whats MUD?
The website for generating your own midis with procedural generation algorithms is now LIVE!!!
I like the UI 🔥
thanks!!
Ofc
what kind?
it's BEAUTIFUL
Im making a MUD in c
what's a MUD?
Well good luck with your programming. I have a friend hopefully he will contribute
gl!
hey guys help me
MUD's are goated
<@&831776746206265384>
If you want to share your code/project, see #1468524576479641744 . Otherwise, we don't allow advertising here. Your post has been removed
Gotcha, sorry about that
Hi there.
hello
hello
would you guys use an AI app that gives you weekend missions??
im building an ai app that gives you side quests to complete for anybody who likes adventure and want a break from their boring lives
wait, cant you just ask chatgpt or any LLM for a side quest? Must it have to be a standalone app?
i don't think you should build it, it is actually waste of time.
I'm interested in creating a visual novel, but I don't know any programmers. I was wondering if I could ask where to look or if anyone is interested.
Suppose I was building a (solo) digital card game, think Magic The Gathering but wayyyyy smaller (16 cards or so). All cards have common stats like name, color, power, cost, etc with different values. Some cards have permanent effects ("give all blue cards +2 power"), other cards have instant effects that resolve once ("put another card from play into the discard"). What would be a good architecture or pattern to implement this? The stats are clearly just instance attributes, but the effects are more akin to functions. I could make a class that has the attributes and do_instant_effect and apply_static_effect functions each with a big if elif that performs the necessary logic based on the card name attribute, but that seems messy. Any cleaner solutions?
why model that with oop?
card definitions are a dict/dataclass/whatever
functions implement effects/actions, card definitions refer to those functions
I say that because actions probably are going to be shared between cards, so you're going to end up trying to have some class hierarchy, but that'll get messy quick
yeah I was also worried about that 😅 whenever I use inheritance I quickly encounter some friction
like it's not a good fit
how would I write card definitions as a dict though?
the same way you'd store it at attributes
If you suddenly received $50,000 at your doorstep, which of these would you spend it on first?
- Family
- Child
- Car
- Bills
- Clothes
- Food
- Investment
- School
- Vacation
- House
- Savings
- Donations”
how about none of them
<@&831776746206265384>
child
!warn 1483307751852736562 You've pasted this message across multiple channels. Do not spam on this server, and respect the channel descriptions.
even if you any one these , it will under the spending on family consideration , irrespective of your own expenses ,so choosing any of these and naming it a family expense isnt wrong .
labubu
question. Working on some text stuff for a game, basically characters will store a series of words that may be used to referr to them by their class, race, pronouns, etc. I'm not doing the writing side, but
Pronouns I've got values for
subject (he/she/they), object (him, her, them), posessive (his, hers, theirs), and reflexive (himself, herself, themselves)
For race (lets say basic humans for now, but there are several races) got singular, plural,posessive, and adjectives (human, humans, human's, and human) that's kinda boring so there's also (elf, elves, elf's, elven), (dwarf, dwarves, dwarf's, dwarven) and so on
gonna do lists like these for the various professions and such as well.
As I don't have much if any access to the writing bits... any other things I should include just in case?
(Also do note, I guess eventually players be making up their own races pronoun lists and etc, so on some level it's kinda moot, but will still need all of these variables to store the custom information in)
not sure to follow the question?
how do I start to learn python to make a game
!resources
The Resources page on our website contains a list of hand-selected learning resources that we regularly recommend to both beginners and experts.
What are some really important lines of code that you would need to know when starting out coding in python, considering that you've already learned the basics (excluding actually making a game, I only know how to code in replit and have no idea on how to start making actual games)
By the way this is something I need for a project at school (year 10) about researching what we see ourselves as in the future, any contribution helps 😄
please consider rule 8 when responding
I'm not sure if calling a line of code important makes much sense
do you mean game dev, or coding with python in general?
print, input, min, max, sum - but it's all subjective at the end of the day depending on what the developer is doing
for game dev, I'd say the most important concepts to understand is velocity/acceleration and a little bit of collision logic, so normals, AABB, etc.
thank you so much bro i really appreciate it
Happy with my current WIP of a survival game. Also just as happy that ursina is just easier to code than pygame. I just wish they had better docs tho.
https://pyweek.org/d/8031/ for my latest game diary entry
thanks
chat gpt would give you a list of activities , but the app will give you a absolute experience , it would not give you a list but for each mission an to a gamified level of experience
You can still ask chatgpt to give a gamified mission
Also how will you be generating these missions
|| through some ai API? ||
i can help you for money
No
Mmmmh 2d or 3d
3d
I think an isometric voxel game would be cool. Inspired by Zelda or Kirby. But I dont think i have the assets.
You would get abilities like one allows you to extrude block faces
Maybe if I make the game with concept art I can get somone to create better art.
u can do it with Pygame
car racing game??
car driving simulator?
thats what i made for my first game
and no its not pygame.
Well i want to make this isometric game. Ill be doing it in C.
C?
why do a hard game for ur first game?
The main issue is I dont have assets and cant make them
u will probably end up hating game dev
3d game? or 2d?
I like C
describe the type of game ur trying to build
3d
ah perfect
I did above
describe the game
oh this??/
.
Yeah
u can get assets here
or even https://kenney.nl
Thanks
lmk how it goes
il see if im able to help. i have quite some experience in game dev
There are lots of assets on itch
Has someone ever tried ursina to make a 3d game before?
how do i get started with maki ng a clicker?
Hello, I wanted to introduce my first game, secret_console.exe
secret_console.exe is a text-based game — an interactive console with custom commands that hides something beneath the surface. The more you use it, the more you realize you're being watched. The more questions you ask... the deeper it gets.
Developed by a 2-person indie team. Currently in early development — follow the DevLog to stay updated.
GameJolt link:
https://gamejolt.com/games/secret_console/1058721
thanks for your time...
Put a clickable sprite on the screen where every click increments a counter
!rule 6
I suggest you take down your message
or, y'know.... ask ChatGPT for some ideas... Google around... etc
!warn 1372930274526236796 Don't advertise here
:incoming_envelope: :ok_hand: applied warning to @ancient trail.
It sounds cool, you could put it on steam if you have the money
3D modelling is hard. Been trying to figure out about this texture modelling problem with Ursina. Seems like its fine if I make one from scratch. I suspect the model I downloaded online is just not compatible... probably
Ugh I really dont wanna build all of these models... I guess I'll do it Minecraft style. Everything is a cube 
Is this tux?