Browsing the archives for the Programming category

Recipe for…Success?

in Programming

Some seven months ago, I released PassMaker Mobile for Android, the first of what I hope to be many mobile apps. Since then, a lot has happened. Even as I was spending what seemed to be endless hours pouring through API docs and slaving over Java code, the world, my world, was growing darker. PassMaker […]

The Future, For Better or Worse

in Programming

All you hear about these days, whether on tech sites, TV, or pretty much anywhere else, are tablets, Android, iPads, and the like. We just can’t escape. So, instead of trying to run away from the tablet tidal wave, let’s try to ride it out, like the surfing scene from Lucifer’s Hammer. My company–such as […]

Pyrge Tutorial 4: Mixins

in Programming

It’s been about a month since the last tutorial, and two versions of Pyrge have come and gone since then. Hopefully you didn’t mind the wait, and you won’t mind waiting a bit longer for a more interesting tutorial. This time, we’re just bridging the gap, so to speak. Round and Round When we last […]

Pyrge 0.6 Released

in Programming

Version 0.6 of Pyrge, the Python Retro Game Engine, is now available! This is mainly a bugfix and cleanup release, with the only additions being for completeness rather than features. The highlights include: The Image.redraw() method has been added, replacing the need for explicitly setting the “dirty” flag. This also means that sprites using “self.dirty […]

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 […]