PixelEngine is a graphic engine for rendering turn-based pixel games.
Games made with this Engine
If you have created a game with this engine, please let me know.
Should I use this Package?
This package follows a few philosophies:
- Let CSS handle all animations - I feel like functional programming should describe reactions to some events. Animations are normally running all the time and not a reaction. Addionally by getting rid of an infinite game loop, we can use the time-travel debugger.
- Pixel games first - There are a few optimizations to ensure crips pixels as well as good old low-frame animations.
- Demand driven features - There is no roadmap. I intent to use this engine for all my games. If I feel like I can't make a game, because my engine is missing a feature, I will add it. (Please feel free to ask if you are missing a feature.)
When to use it:
- The game is turned based. (Board Games, Rogue-likes games, Puzzle games, Turn based strategy games)
- The game has an idle state. (Farming games, J-RPG games like Pokemon)
- The game is tile based. (Tetris,Pack-man)
When not to use it:
- The game is about speed or accuracy. (Racing games)
- The game is physics based. (Flappy Birds)
- The game has a continues gameloop. (Platformers, western RPGs like Zelda)
I had just watched a talk about the time-travel debugger of Elm. So I wanted to test it out for my next project: A little game.
The graphics engines that I could choose of where
Both used a loop to draw animations and therefore did not support time travelling and besides elmo-8 couldn't even render pixel graphics properly.
So I desided to try something different and to use HTML and CSS instead of WebGL. This way I could let CSS handle the animations. I knew that my little project was not a universal game engine, but for very specific games it might be just right.
- Console - It would be great if all games written with this engine would have a common way how the interface looks like. I am mainly thinking of a PICO-8-like style, but i would like to provide a few different GUIs and Startscreen.
- MultipleTiles - Similar to
MultipleImages but for Tiles.
- Modular Transitions - For now I do not expect this will ever be done, just because its a very complex problem.
- Particles - Maybe using BrianHicks/elm-particle?
- To 4.0.0
programWithCustomControls are now renamed to
- This package now uses avh4/elm-color for colors.
- For styling use
usingScale, but normally
Graphics.program is the better option.
- To 3.0.0
- First follow the error messages of the compiler
- Next set the
scale of your game to
1. In the new version the scale feature scales the entire game.
- If you want keyboard support use
Graphics.program. It will also take care of the new way scaling works.