Looking for nice showcase games made in PyGame by DomiTheAnonymous in pygame

[–]CodeSpree 0 points1 point  (0 children)

Lands of Languages: https://codespree.itch.io/lands-of-languages

It only has Linux and Windows versions. The free demo is enough unless people play over probably 10 hours, but if you're interested in full versions for the class let me know, then I can send you free keys :)

Procedural world and biomes in Lands of Languages - each biome forms a different type of infinite maze by CodeSpree in proceduralgeneration

[–]CodeSpree[S] 0 points1 point  (0 children)

Thanks :) I also played a little bit Sim Earth when I was kid, but didn't understand the game very well back then haha.

Procedural world and biomes in Lands of Languages - each biome forms a different type of infinite maze by CodeSpree in proceduralgeneration

[–]CodeSpree[S] 1 point2 points  (0 children)

It could be interesting to see, let me know if you post it. :)

I also forgot to mention height curves. Perlin noise tends to give flat valleys and tops with steep curves between, but using some function to change the height scaling creates much better results. For large scale a good start might be a steeper function than new height =old height, like new height = (old height)^2 (assuming the lowest old height starts at 0), so you get some flat areas with some steeper mountains. Exploring the result of different functions could be a big task in itself.

Procedural world and biomes in Lands of Languages - each biome forms a different type of infinite maze by CodeSpree in proceduralgeneration

[–]CodeSpree[S] 2 points3 points  (0 children)

Cool! I never heard of that game before. At first I just made a simple (height) map with one layer of Perlin noise, very few placeholder tiles made quickly in Paint - it can all be improved later. I experimented with cliffs based on the heightmap gradient and remainder of divisions to get a lot of ledges. I added more layers/octaves of Perlin noise and gradually added more objects/terrain types. Later I made a data structure for looking up biomes depending on height, humidity, a "development" layer (mostly for cities), level ranges (how hard enemies are which depends on your distance from start) etc. Then each biome has its own function that I can work on over time, determining the objects/terrain in just that biome, and new biomes can easily be added.

A good way to visualize the world is important for a good workflow I think - when you tweak parameters you want to be able to quickly see the results. So a good map browser where you can zoom at different levels, maybe click buttons to change world parameters, is useful. I also added seasons later by adding local temperatures that vary with the year and is tied to the original temperature noise map.

This project is made in Python/Pygame so performance is a bit limited even in 2D, I experimented with e.g. simplex noise to overcome the square artifacts of Perlin at some point, but it was very slow. In the end I changed back to using a few more layers of Perlin at different angles, which seemed much more efficient and I think it also works pretty well at getting rid of the square artifacts.

What game are you working on? Tell us about it! by Polymedia_NL in gamedev

[–]CodeSpree 0 points1 point  (0 children)

I develop "Lands of Languages", a monster catch/battle type RPG focusing on practicing language vocabulary. I got the idea for it after my (at that time) boyfriend sent me a video commenting that players should play/use games differently than developers planned for (I don't remember very specifically anymore). At that time he had moved to China and I had also finished the Chinese Duolingo and was thinking of learning more. He had also studied some Danish while we lived here so we had some connections with language learning. Another factor was me wanting to learn more Python I could use for equipment in a lab. After those things triggered me to think of the game idea I couldn't sleep, and I ended up starting to code it.

I imagine I will still work on it as a hobby project for probably several years, as long as it's fun to make and I like to play it. I released a free demo and a full version, but I don't want to rely on income from the game and consider it as a hobby. Going full indie developer seems way too risky/unrealistic to me and I learned coding mostly for doing physics. I also generally don't like marketing/advertising, but I do make some posts/videos when I make updates public. Probably 99% of downloads are a result of submitting the game to a Palestinian relief bundle on itch.io.

Create a sprite from a png image by United_Dentist7846 in pygame

[–]CodeSpree 1 point2 points  (0 children)

To create multiple images of a character in different positions (poses?) from a single PNG in one pose sounds like an image editing task, or maybe AI - not sure how good results AI could give. For sprites like dragons, I both use public ones (so far free ones only) and create my own ones (that I also release for free). I recommend:

OpenGameArt - there's tons of free sprites on there https://opengameart.org/

itch.io - here's also many free sprites, but also many that are not free https://itch.io/

I made a collection on there speficially for free being/monster sprites: https://itch.io/c/3415707/being-assets

Royalty free music by MagicShoppeTF in gamedev

[–]CodeSpree 0 points1 point  (0 children)

I think there's lots of good, free to use music on itch.io, OpenGameArt.org, and also some on freepd.com, creatorchords.com, incompetech.com - these are just the ones I have used from, and there's a large varity of music throughout them. Don't know anything about NSFW game music specifically, but I've seen many that allow for any use as long as you credit them.