Browsing the blog archives for February, 2011

Pyrge 0.5 Released

in Programming

Today I am proud to announce the release of version 0.5 of Pyrge, the Python Retro Game Engine. It’s been two weeks since the previous release, but even in that short amount of time there are a few new features: The GameLoop and World classes now have a title property, which will be used as […]

Pyrge Tutorial 3: Basic Animation and Entities

in Programming

With the new version of Pyrge comes a new tutorial. This time our topic is animation, the heart of any game’s graphics. Without animation, the only games we’d have would be text adventures like Zork and those weird Japanese date sims. But enough contemplating, let’s get on with the show! Moving Pictures The first thing […]

Pyrge 0.4 Released

in Programming

Valentine’s Day is usually about candy and flowers and chocolates and cards, but I don’t really have anyone to share that with. That might be bad for me, but that means that you get a brand new 0.4 version of Pyrge! I know it’s only been a week since version 0.3 came out, but development […]

Pyrge Tutorial 2: Sprites and Input

in Programming

In part 2 of our little tutorial, I’m going to show you how to build on the game from the previous post by adding a sprite that can be moved by the arrow keys or mouse clicks. It’s still nothing to write home about, but it will introduce you to more of the objects available […]

Pyrge Tutorial 1: Up and Running

in Programming

Now that Pyrge is officially released, I need to write some documentation for it. So this is the first in a series of tutorials about using my glorious creation. First up, we’ll get everything installed, then we’ll start making a game that does nothing. I know, I know. Bear with me here. This is mainly […]