Well we don't get a lot of traffic in this sub-forum, but I've been mucking about with this for a little bit, and it's something I think is worth taking a look at if you've fancied having a go at doing some simple game dev, but thought it might be too intimidating.
Yes, I've got 25 years odd programming, analysis, and design behind me (which admittedly does help), but I've never coded in LUA before looking at this (which is what the system is based on).
It's function-based and sits within three main functions: _init, _update, and _draw - the first of these is called at the start and the others run on a 30 FPS loop. You can keep things tidy by creating your own funcs called from these, and can add code tabs to separate out your different game sections (so, player logic, enemy logic, etc.).
It's all self-contained (although you can use external IDEs with #includes in the main app), and it has a sprite editor, tile mapper, sfx, and music editor all within, along with the code window for doing your logic and game updates.
You have to do everything for yourself (well, apart from basics like screen rendering, and base IO stuff), but you define sprite placement, keyboard input, collision detection etc., and of course an idea. Whilst not exactly original, I was able to knock these two up in a couple of hours each from scratch, referencing the documentation here and there.
PICO-8 is a paid-for engine (it's £15, nothing else after that, and it's sometimes bundled on itch.io). Generally, people just put their games up for fun for free, although there's nothing stopping you from selling P8 carts (and some have been).
I definitely recommend having a tinker.
You can play them both here if you really want, but don't go expecting that much
Both of mine are released under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, so feel free to tinker underneath.
Yes, I've got 25 years odd programming, analysis, and design behind me (which admittedly does help), but I've never coded in LUA before looking at this (which is what the system is based on).
It's function-based and sits within three main functions: _init, _update, and _draw - the first of these is called at the start and the others run on a 30 FPS loop. You can keep things tidy by creating your own funcs called from these, and can add code tabs to separate out your different game sections (so, player logic, enemy logic, etc.).
It's all self-contained (although you can use external IDEs with #includes in the main app), and it has a sprite editor, tile mapper, sfx, and music editor all within, along with the code window for doing your logic and game updates.
You have to do everything for yourself (well, apart from basics like screen rendering, and base IO stuff), but you define sprite placement, keyboard input, collision detection etc., and of course an idea. Whilst not exactly original, I was able to knock these two up in a couple of hours each from scratch, referencing the documentation here and there.
PICO-8 is a paid-for engine (it's £15, nothing else after that, and it's sometimes bundled on itch.io). Generally, people just put their games up for fun for free, although there's nothing stopping you from selling P8 carts (and some have been).
I definitely recommend having a tinker.
You can play them both here if you really want, but don't go expecting that much

Both of mine are released under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, so feel free to tinker underneath.
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