r/pygame

I am a 16yo dev. Built my very first game in Python from scratch. Please roast it!
▲ 16 r/pygame

I am a 16yo dev. Built my very first game in Python from scratch. Please roast it!

Hey everyone!

After days of fighting with Python, bugs, and converting files, I finally published my first official mini-game called "Rat Game" on itch.io! 🐀✨

I am 16 years old, and this is just a small 2D platformer to start my game dev journey. Honestly, my friends are already roasting me, so I decided to bring it here. Feel free to completely destroy the game mechanics or criticize anything in the comments. I really want your honest feedback so I can improve for my next projects!

You can play/download it for free here: https://anasraed.itch.io/rat-game

Also, I made a funny trailer for it, let me know what you think: https://youtu.be/hCaiuaIRTRQ

Thanks for giving it a shot!

u/Any_Race_2397 — 4 days ago
▲ 29 r/pygame

This is the RPG I've been working on for the last 2 months (Three Cards Game).

This game was inspired by Lineage II and Tibia.
There are 5 base classes:

Warrior, Mage, Rogue, Raider & Overlord;

Each class, upon reaching level 20, can evolve into a second profession, specializing according to the choice. Raider and Overlord are the two classes with which the evolution to a second profession does not open two distinct options.

Upon reaching level 52, you can start the Subclass quest, which will allow you to return to level 20 choosing any other class, now with 20 skill points. In this way, the initial 'randomness' of choosing the first 20 skills for your base class is defined, and you can choose the best configuration according to the ideal setup. The game features weapon and armor enchantment; however, jewelry, tattoos, and masks cannot be enchanted.

Enchantment follows the same logic as Lineage II (+3 safe enchant, +4 onwards 95%/90/85%...). If the enchantment fails, you lose the item.

Upon completing the subclass quest and returning to level 20, you can level up to level 52 again. From then on, the Dual Class quest will be available. This quest requires a +52 Subclass and quest items to complete it. At the end of the Dual Class quest, you will need to face ONE Raid Boss. We recommend starting the Raid at level 66+. Upon completing the Dual Class quest, you will receive the 'DualClass' item, which allows you to merge your base class with your subclass, thus combining base attributes and active skills. Therefore, choose wisely.

u/LoNimnon — 4 days ago
▲ 4 r/pygame+1 crossposts

This is the game I've been working on for the last two months; it's an RPG inspired by Lineage II and Tibia.

[effacé]

u/LoNimnon — 4 days ago
▲ 33 r/pygame

Super Mario Kart graphics engine on Pygame!

MAJOR UPDATE v1.1 OUT NOW! SCROLL DOWN FOR GIFS AND IMAGES

GIFS AND IMAGES BELOW

GitHub page (with source code for all versions)

Is it pygame, Pygame, or PyGame? Anyways, I did a little research on the Mode 7 graphics from Super Mario Kart on the SNES that made it look 3d, and I found it fairly easy to emulate in pygame, thanks to a few YouTube tutorials.

I wanted to make a game engine for retro game developers, but casual redditors can also use it. It's extremely customizable with variables for shading, FOV, physics, and scaling. You can use your own assets with it.

It comes with two sample skies and two sample maps, so users can also enjoy playing it, too! It's very fun although its poorly optimized. I'm working on the further versions which will have numba optimization and collision. As of now, it focuses more on the math part: it works by scaling a top-down 2d map to look 3d by widening the scanlines closer to the player. Think of a square with a pathway drawn onto it, and the square is widened into a trapezoid at its lower ends to have a one-point perspective look.

Anyways, here are some fun sneak peeks! The name of the engine is SevEngine v1 and I'm planning on releasing more versions. Stay notified in this post.

At default settings

The settings I found best

Settings section in source code

I used a different skybox and settings to get a different experience

Anyone can contribute on the GitHub page! Please do! And, as anyone else, I would LOVE any feedback or suggestions!

UPDATE v1.1:

Hello redittors! As of now, I've published the new update v1.1 for SevEngine! Here are the major additions:

MUCH higher FPS and resolution using numba

Finite maps with color-customizable voids

v1.1 demo

As you can see, the rendering is much smoother and less pixelated, and the map texture doesn't keep repeating itself, with a black void beyond the borders (you can change the void's color). This will work with any skybox and floor texture that you give.

And of course, the finite rendering can be disabled to produce the original v1 infinite repeating map texture.

For more information and to inspect the files, go to the GitHub page

reddit.com
u/untitledparsnip — 7 days ago
▲ 27 r/pygame

A Windows 98 Inspired Incremental

A little prototype for a windows 98 inspired inbox management incremental.

u/BobsMyNeighbor — 6 days ago
▲ 24 r/pygame

I'm planning to upload a demo in the upcoming months. Wishlist Advena on Steam if you don't want to miss it. I'm happy about any kind of support!

Here is the link to the Steam page

u/dimipats — 8 days ago
▲ 34 r/pygame+1 crossposts

Survived my First Game Jam with Florella!

Participated in the Portfolio Builders Game Jam - Week #71 with a pygame project called Florella.

"Pollinate as many flowers as you can while the sun is up to keep your hives overflowing with delicious honey."

https://bulkierboar03.itch.io/florella

u/BulkierBoar03 — 10 days ago
▲ 17 r/pygame

Created a fake OS game for mothers day. MotherOS

Using python and pygame I made a game that took place in an OS where the different apps commonly found on an operating system were actually games. I currently have two games down and I did finish before mothers day and even got to show it to my mom witch she was grateful for.

Trash:

The trash game sees the player trying to drop different levels of heavy objects into a increasingly moving trash can. Blue is medium weight, white is light and red is heavy.

Text:

The text game is pong except the ball randomly changes speed from slow to fast. This is meant to correlate to different text respond speeds. This is why the right pong is green.

I plan on changing the game to NotAnOS if I ever plan on actually uploading it somewhere.

u/False-Increase4614 — 8 days ago
▲ 188 r/pygame

Small 3D map illusion in pygame

Credits to Mr DaFluffyPotato video on sprite stacking. Heres how to achieve the effect with Voxel models:

  1. Export voxel files as slices from Magicavoxel, then crop it into layers (the export file comes as a single png file out of magicavoxel, so you can create an script to separate them in individual files for each layer or manually create each layer out of the main image by cropping each slicd)
  2. With the help of pygame, stack those layers with a small offset one on top of another, this will give the illusion of 3D to your models.
  3. The map tiles on the ground are also 2D png files, everytime tou rotate the camera, make sure you place them to have the tiles closest to the camera (bottom) drawn first
u/Dry-Wallaby114 — 13 days ago
▲ 3 r/pygame

Where do I start with PyGame?

Hello,

I was wondering what the best way is to get started with PyGame, specifically about the Python language and PyGame itself.

Thanks.

reddit.com
u/Effective_Bee_6661 — 12 days ago
▲ 5 r/pygame

How do I run pygbag?

I have tried to run pygbag, I followed the documentation, asked chatgpt, went on Youtube, asked reddit and for some reason I cannot see my gameplay.

It is running but I only see the directory listing or computer logs.

What can I do and is there an alternative.

I am running this through a linux virtual machine

reddit.com
u/TheEyebal — 12 days ago
▲ 65 r/pygame+2 crossposts

Protocol: Umbra, the game I've beeen working on for the past few months finally released today!

u/Alternative_Bad_6755 — 13 days ago
▲ 12 r/pygame

How does the Pygame display thing work?

Ok so here’s my predicament. I am trying to figure out how to make a screen, and I set the screen to 1920 x 1080 pixels (as that’s my monitor’s screen resolution). However a lot of stuff didn’t properly appear so I did some experimenting and for some reason Pygame makes the screen a lot bigger I think? I dunno what’s up tbh. I’ve also added the code that makes the screen and rectangles for easier review. Any help would be appreciated

u/RedGamer2754 — 14 days ago
▲ 6 r/pygame+1 crossposts

I’ve been working on a caveman/stone age RTS in Python using Pygame and I’m trying to figure out the best way to plan the project long term before I go too deep into content and assets.
Right now I’ve mostly focused on gameplay systems and mechanics instead of graphics. I know I can get too hooked on aseprite. Most things are still circles, squares and placeholder sprites because I wanted to make sure the core game actually works first before spending months on art. It’s starting to reach the point where everything visually blends together though, so I know I eventually need to move into proper assets and visual direction.
The game is basically a survival RTS where you control a tribe during the stone age. The main idea is that resources are temporary and the world slowly pushes you to migrate.
Near your camp there are only small amounts of:
trees
berries
stone
animals
As resources disappear, forests get cut down, animals move away, winter arrives etc, the tribe eventually has to move deeper into the world and create temporary camps and new settlements.
The goal isn’t really “build a giant city forever” like a normal RTS. It’s more about survival, migration and atmosphere.

Some systems/features I’ve already started working on:
workers
hunters
guardians
campfire/base system
storage/resource hauling
deer hunting
wolves
fog of war ideas
day/night cycle
shared vision
animal herds
tracking/spoor systems
migration mechanics
basic tech tree
seasonal ideas
social AI ideas (fear of darkness, families, people gathering around the fire etc)

One thing I really want is for the AI to feel believable instead of just efficient. For example:
workers returning home at night
hunters following tracks
people panicking during storms
units becoming nervous alone in fog of war
dogs barking at unseen threats
villagers gathering around fires automatically
Eventually I want expeditions far from home, abandoned camps, people getting lost, maybe even survival horror vibes without making it a horror game.

The biggest thing I’m struggling with now is project structure and planning.
How would you approach planning something like this without drowning in scope creep?
Would you:
focus entirely on one polished gameplay loop first?
continue prototyping systems rapidly?
start moving into real art/assets early?
build AI first?

focus on atmosphere before content?
Also curious if anyone here has built larger RTS/simulation projects long term and what problems you ran into later.

reddit.com
u/Worldly_Code_4146 — 14 days ago
▲ 10 r/pygame

I created an almost dynamic map, but I know what kind of game to create.

I created this HOI4 and TNO-style map GUI. I'm thinking about what kind of game to make with it, maybe a management game with or without a story. I just know I liked the result

I used several real and fictional maps of the Levant to create the borders (the fact that they aren't 100% real or accurate is intentional)

u/Vinicius_13309 — 14 days ago
▲ 5 r/pygame

Removing Flags from pygame.display.set_mode()

Hi!
I want to maximize my display and am using

pygame._sdl2.Window.from_display_module().maximize()

For that to work I put the pygame.RESIZABLE flag in display.set_mode(), but I don't want to be able to actually resize the window at the end of the day.

Does anyone have a solution to remove the RESIZABLE flag from the screen?

Thank you in advance

reddit.com
u/Elion_A — 12 days ago
▲ 18 r/pygame+8 crossposts

Array 0.2.5 - Universe Scale, Interactive Tutorial, and MORE!

https://preview.redd.it/8uf0cxanxxzg1.png?width=1254&format=png&auto=webp&s=cda00f9012afd8055350fa62051e7d9422a1eafe

Download Here: Array - 0.2.5 by Obsidian Star Digital

Join My Discord: https://discord.gg/Rzv5SPt7tX

Greetings everyone! 0.2.5 is finally here and I am very excited to show off the new enhancements I have been teasing in the discord! I have some features that have been requested for a long time finally coming and I am super excited to finally show it off to everyone!

SystemBuilder v9

UniverseBuilder

Array has had the SystemBuilder and the GalaxyBuilder since the very beginning, I actually built the game around them! Using the GalaxyBuilder, I have finally brought the UniverseBuilder to SystemBuilder v9 and this update of Array! 

https://preview.redd.it/6oy4bqkoxxzg1.png?width=1655&format=png&auto=webp&s=bb553e2aabb9129e40d302bac77f5939aaa95df4

Now players can not only generate a galaxy, but they can generate a universe! Setting up logistics routes between galaxies and universes could not be easier by utilizing starship gates or the brand new but unstable wormholes

Wormholes

Wormholes now randomly spawn throughout your systems! They show up in random places and stay for a random amount of time. 

https://preview.redd.it/9wj6gl2pxxzg1.png?width=545&format=png&auto=webp&s=271ab8c708850d5fcaf7218710884313ad124861

Starships and fleets can fly through them to get to the other side but be careful! You do not want to leave a starship stranded on the other side of the collapsed wormhole (or do you…)

Solar Flares and Sun Rework

Suns have not been a part of SystemBuilder for the longest time and have really only been a sub module of Array itself. I used this updated as an opportunity to completely rework how the sun is handled in game and it is now a part of the SystemBuilder! 

https://preview.redd.it/xvx8ucupxxzg1.png?width=743&format=png&auto=webp&s=8a888df04b450734a71aa7e721b9162c6e2eab7c

This unlocks the ability to simulate some really cool things using the rest of the data that is generated and simulated by SystemBuilder. One really cool thing I are able to bring this update to suns are solar flares! 

As of right now solar flares are only visual phenomena but I plan to have them have effects in the near future!

Interactive Tutorial

There are some players who have been asking for this for a long time! I am very happy to introduce the first rendition of the guided tutorial! 

https://preview.redd.it/5mtje0nqxxzg1.png?width=2551&format=png&auto=webp&s=c10523e79070c3c331024e14463ed60eb5c91bb2

The tutorial will guide you through the basics of the game while preparing you to think ahead if you want to delve deeper into specific areas of the game. This follows my whole philosophy of play the game the way you want to, focus on the things you want! 

https://preview.redd.it/fuyy136rxxzg1.png?width=2340&format=png&auto=webp&s=c4e7655d5eaa39f217615587630df4d50b4761dc

The interactive tutorial can be found in the save's menu.

Other Changes

  • Touched up settings menus.
  • Touched up saves menu.
  • Touched up transfers tab in logistics view.
  • Added 3 new music tracks.
  • Added Focus button to the logistics view overview tab.
  • Added console commands for wormholes.
  • Added new SFX for track, asteroid miner, and material plant creation. 
  • Added new adjacency tooltips while building to aid the player in understanding adjacency bonuses. 
  • Scrollbars are now all draggable.
  • Updated Saves Menu UI to include new Tutorial Option.
  • Fixed not being able to scroll the UI Panel in the Logistics Menu. 
  • Fixed issue where the resource check when generating new systems would not catch certain resources not being spawned.

 

As always, I am excited to hear what everyone thinks of this update! 

reddit.com
u/TPlays — 13 days ago