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Tag 3.0.1
Committed At 2019-01-02 19:39:46 UTC




    PixelEngine is a graphic engine for rendering turn-based pixel games.

    In future this libary may become a full game engine. But this is not a main goal; More over additional features will be added if they are usefull for PixelEngine.Graphics.

    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 the 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.

    Games made with this Engine


    • 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.

    Room for Improvement

    • There is a two second input delay on phones. This is actually a improvement to the 5 second delay from before, but i believe this can be further improved. - Maybe by switching to Progressive Web App.
    • The animations can sometimes be very janky. This is actually intended, but it might be better to give an alternative by switching the animation off for a few frames(to introduce clean skips or to let elm control the animation for a short period of ime.)

    Upcoming Features

    • MultipleTiles - Similar to MultipleImages but for Tiles.
    • Particles - Maybe using SVG?