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 * elm-2d-game * elmo-8
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.
* Dig Dig Boom - Rogue-like game (src) The project that started everything. Mainly focusing on Tilesets * Cult Simulator - Idle game (src) A not so intended usecase that tryed to figure out the edges of this library. It only uses the MultipleImages Type
* 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.
* MultipleTiles - Similar to MultipleImages but for Tiles. * Particles - Maybe using SVG?