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(+1)

Nice to see someone tackling something this ambitious. I can see how it may take some of the complicity from working with pygame away and allow for easier development.

A few small recommendations.

Send the dt (that is delta time to your update calls as if the game can not function at 60fps that time will allow movement to remain at the same speed no matter the frame rate.

      dt=clock.tick(60)/1000

Send that on the next post to update. That will allow your games to be frame rate dependent.

I would also like to be able to configure screen size and FPS from the init function.

Deleted 1 year ago

Yeah, game engines are quite an ambitious project. I think I will add delta time to my to-do list for the engine. I am trying to make a somewhat fantasy engine with limitations like Pico-8, but not as many limitations. 

(1 edit)

Hmm the only way I found to add DT doesn't work for functions (the update function), is there another way I haven't found?

EDIT: I came up with my solution. But it doesn't work that well if someone is getting below 40 FPS, above is accurate enough. Anything above 60 FPS is accurate (if I get 200 FPS the update loop will still run at 60 FPS).

So I don’t know much about the python limitations you have but there does appear to be support for high resolution timers.

https://peps.python.org/pep-0564/#annex-clocks-resolution-in-python

Time_ns seasm to be accurate enough and linux and windows to calculate the dt.

It will give you a nano seconds passed that you could covert to seconds.

Not sure if that is helpful. I use the nano time in othe languages all the time for this sort of calculation.

(1 edit)

If I add a way to configure screen size and FPS it won't be possible to make a tile map (makes it easier to make levels and scene switching)

Consoderong yoir goal of making it a generalized solution I don’t think adjisting scrren size and fps matters.

I didnt understand your goals fully when I wrote my review.

(+1)

Oh, I plan to make it something like Pico-8