PixelVision8
quadplay
PixelVision8 | quadplay | |
---|---|---|
5 | 6 | |
1,464 | 871 | |
- | - | |
0.0 | 6.8 | |
over 1 year ago | 7 days ago | |
C# | JavaScript | |
Microsoft Public License | GNU General Public License v3.0 or later |
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PixelVision8
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Getting Started with Pixel Vision 8
Sprites in Power Vision 8 are all 8x8 pixels in size, when your game starts up the file "sprites.png" is loaded and chopped up in to 8x8 images. Each of these images is then loaded into the memory of the sprite chip until it runs out of space. Each sprite is given an index number at load time (starting from 0) and you can use that index to fetch a particular sprite.
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The Dark Side of Supporting an Open-Source Project
We don't talk enough about how much it "costs" to work on large open-source projects by yourself. I summed up my experiences building Pixel Vision 8 for the past 6 years in "The Dark Side of Supporting an Open-Source Project" on u/hashnode - https://jessefreeman.hashnode.dev/the-dark-side-of-supporting-an-open-source-project
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I Made A Game In 72 Hours That Uses GitHub Issues To Crowd Source Maps
Space Station 8 is a Micro Platformer created in 72 hours for Ludum Dare 49 based on a game I used to play on my original Macintosh called Spacestation Pheta. Space Station 8 is also heavily inspired by Bitsy and my Fantasy Console, Pixel Vision 8, which I used to create the game.
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Open Sourcing My Tools For Generating Tutorials From Source Code
I have been working on my game engine, Pixel Vision 8, for the better part of 6 years now. One of the challenges of working on any sizeable open source project is writing all the documentation and tutorials. I've always been fascinated with designing automated build systems, and it occurred to me that I could create a tool to help me streamline this entire process. The idea was straightforward, could I analyze a code file and break it down into individual steps?
- Pico-8 – Fantasy Console
quadplay
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does anyone know a game engine the emulates the power and limitations of the snes?
I know that there are a bunch of "fantasy consoles" that provide constrained programming environments more or less similar to developing on older consoles. Pico-8 and TIC-80 are two well-known ones. Quadplay looks interesting to me, probably a bit more powerful than the SNES, but in the ballpark, in terms of resolution and color capabilities.
- MicroStudio now supports 4 programming languages: microScript,Python,JS and Lua
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The Future of Games Is Instant
I think virtual consoles are the answer here like pico8. But i am not a fan of pico8 limitations and also the design tools don't work on browser. I am keeping an eye on quadplay(https://github.com/morgan3d/quadplay) which seems interesting but also lacking design tools.
- Quadplay Fantasy Console by CasualEffects
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Java developer for the past year, know nothing except writing code - how bad is this?
quadplay
- The Quadplay Fantasy Console
What are some alternatives?
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.
wasm4 - Build retro games using WebAssembly for a fantasy console.
picolove - PICO-8 Reimplementation in Love2D. Chat: https://discord.gg/jGEMUse6RM
tidal-connect-docker - This is the dockerized version of Tidal Connect Raspberry binairies. Can be seemlessly used in HifiberryOS or any other RPi based operating system running Docker.
fantasy - A curated list of available fantasy consoles/computers.
RPi-Monitor - Real time monitoring for embedded devices
unity-sdk - The Unity SDK for LootLocker
pixelwheels - A top-down retro racing game for PC (Linux, macOS, Windows) and Android.
penumbra - 2D lighting with soft shadows for MonoGame
multiplayer.golf - MULTIPLAYER.GOLF: A minigolf game with online multiplayer