Tag:
wireframe
Isometric graphics give 2D games the illusion of depth. Mark Vanstone explains how to make an isometric game map of your own. Isometric projection Most early arcade games were 2D, but in 1982, a new dimension emerged: isometric projection. The first isometric game to hit arcades was Sega’s pseudo-3D shooter, Zaxxon. The eye-catching format soon … Continue reading →
Effective animation gave Donkey Kong barrels of personality. Raspberry Pi’s own Rik Cross explains how to create a similar walk cycle. Donkey Kong wasn’t the first game to feature an animated character who could walk and jump, but on its release in 1981, it certainly had more personality than the games that came before it. … Continue reading →
Raspberry Pi Press, the publishing branch of Raspberry Pi Trading, produces a great many magazines and books every month. And in keeping with our mission to make computing and digital making as accessible as possible to everyone across the globe, we make the vast majority of our publications available as free PDFs from the day … Continue reading →
Unparalleled depth in a 2D game: PyGame Zero extraordinaire Daniel Pope shows you how to recreate a zooming starfield effect straight out of the eighties arcade classic Gyruss. The crowded, noisy realm of eighties amusement arcades presented something of a challenge for developers of the time: how can you make your game stand out from … Continue reading →
Rik Cross, Senior Learning Manager here at the Raspberry Pi Foundation, shows you how to recreate the deadly explosions in the classic game, Bomberman. Creating Bomberman Bomberman was first released in the early 1980s as a tech demo for a BASIC compiler, but soon became a popular series that’s still going today. Bomberman sees players use … Continue reading →
Atari’s Breakout was one of the earliest video game blockbusters. Here’s how to recreate it in Python. Atari Breakout The games industry owes a lot to the humble bat and ball. Designed by Allan Alcorn in 1972, Pong was a simplified version of table tennis, where the player moved a bat and scored points by … Continue reading →
Rik Cross, Senior Learning Manager here at Raspberry Pi, shows you how to recreate the spawning of objects found in the balloon-bursting arcade gem Pang. Capcom’s Pang Programmed by Mitchell and distributed by Capcom, Pang was first released as an arcade game in 1989, but was later ported to a whole host of home computers, … Continue reading →
Despite its apparent death 17 years ago, the Sega Dreamcast still has a hardcore group of developers behind it. We uncover their stories in this excerpt from Wireframe issue 7, available now. In 1998, the release of the Dreamcast gave Sega an opportunity to turn around its fortunes in the home console market. The firm’s … Continue reading →
Game developer Andrew Gillett explains how to make a simple text adventure in Python — and what pitfalls to avoid while doing so — in the latest issue of Wireframe magazine, out now. Writing games in BASIC The first game I ever wrote was named Pooh. It had nothing to do with the bear. In … Continue reading →
BAFTA-recognised developers Adrienne Law and Harry Nesbitt share their thoughts on making games, work-life balance, and more in this excerpt from Wireframe issue 5, available from today. It’s certainly ‘woollies and scarf’ weather now, but the low-hanging sun provides a beautiful backdrop as Adrienne and Harry make their daily short walk from home to the ustwo … Continue reading →