Schlagwort: wireframe
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The Raspberry Pi Press store is looking mighty fine
Reading Time: 3 minutesEagle-eyed Raspberry Pi Press fans might have noticed some changes over the past few months to the look and feel of our website. Today we’re pleased to unveil a new look for the Raspberry Pi Press website and its online store. Did you know? Raspberry Pi Press is the publishing imprint of…
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Code Robotron: 2084’s twin-stick action | Wireframe #38
Reading Time: 5 minutesNews flash! Before we get into our Robotron: 2084 code, we have some important news to share about Wireframe: as of issue 39, the magazine will be going monthly. The new 116-page issue will be packed with more in-depth features, more previews and reviews, and more of the guides to game development…
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Code a homage to Lunar Lander | Wireframe #37
Reading Time: 4 minutesShoot for the moon in our Python version of the Atari hit, Lunar Lander. Mark Vanstone has the code. Atari’s cabinet featured a thrust control, two buttons for rotating, and an abort button in case it all went horribly wrong. Lunar Lander First released in 1979 by Atari, Lunar Lander was based…
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Make a Side Pocket-esque pool game | Wireframe #36
Reading Time: 7 minutesRecreate the arcade pool action of Data East’s Side Pocket. Raspberry Pi’s own Mac Bowley has the code. In the original Side Pocket, the dotted line helped the player line up shots, while additional functions on the UI showed where and how hard you were striking the cue ball. Created by Data…
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Code Hyper Sports’ shooting minigame | Wireframe #35
Reading Time: 4 minutesGun down the clay pigeons in our re-creation of a classic minigame from Konami’s Hyper Sports. Take it away, Mark Vanstone… Hyper Sports’ Japanese release was tied in with the 1984 Summer Olympics. Hyper Sports Konami’s sequel to its 1983 arcade hit, Track & Field, Hyper Sports offered seven games – or…
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Wireframe’s deep(ish) dive into the glorious double jump
Reading Time: 2 minutesYoshi aside, we can’t think of anyone who isn’t a fan of the double jump. In their latest video, the Wireframe magazine team take a deep(ish) dive into one of video gaming’s most iconic moves. What is the Double Jump | Wireframe Deep Dive The humble jump got a kick in 1984…
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Recreate Flappy Bird’s flight mechanic | Wireframe #29
Reading Time: 3 minutesFrom last year’s issue 29 of Wireframe magazine: learn how to create your own version of the simple yet addictive side-scroller Flappy Bird. Raspberry Pi’s Rik Cross shows you how. Flappy Bird: ridiculously big in 2014, at least for a while. Flappy Bird was released by programmer Dong Nguyen in 2013, and…
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Code a homage to Marble Madness | Wireframe #34
Reading Time: 4 minutesCode the map and movement basics of the innovative marble-rolling arcade game. Mark Vanstone shows you how. Each of Marble Madness’ six levels got progressively harder to navigate and had to be completed within a time limit. Marble Madness Hitting arcades in 1984, Atari’s Marble Madness presented a rather different control mechanism…
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Code a Zaxxon-style axonometric level | Wireframe #33
Reading Time: 4 minutesFly through the space fortress in this 3D retro forced scrolling arcade sample. Mark Vanstone has the details Zaxxon was the first arcade game to use an axonometric viewpoint, which made it look very different from its 2D rivals. Zaxxon When Zaxxon was first released by Sega in 1982, it was hailed…
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Create Boing!, our Python tribute to Pong
Reading Time: 7 minutesFollowing on from yesterday’s introduction to Pong, we’re sharing Boing!, the Python-based tribute to Pong created by Eben Upton exclusively for Code the Classics. Read on to get a detailed look at the code for Boing! You can find the download link for the Boing! code in the Code the Classics book,…
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Code a Kung-Fu Master style beat-’em-up | Wireframe #32
Reading Time: 4 minutesPunch and kick your way through a rabble of bad dudes in a simple scrolling beat-’em-up. Mark Vanstone shows you how Although released to tie in with Jackie Chan’s Spartan X, Kung-Fu Master was originally inspired by the Bruce Lee film, Game of Death. Kung-Fu Master Kung-Fu Master hit arcades in 1984.…
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Make a Spy Hunter-style scrolling road | Wireframe #31
Reading Time: 4 minutesRaspberry Pi’s own Mac Bowley shows you how to make the beginnings of a top-down driving game inspired by 1983’s Spy Hunter. Spy Hunter was one of the very first games with both driving and shooting. Spy Hunter The 1983 arcade classic Spy Hunter put players at the wheel of a fictitious…
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Build your own first-person shooter in Unity
Reading Time: 3 minutesRaspberry Pi Press is back with a new publication: this time, it’s Wireframe’s time to shine, with Build Your Own First-Person Shooter in Unity. BUILD YOUR OWN first-person shooter game in Unity || Wireframe magazine Ever fancied creating your own first-person shooter game? Now you can with Wireframe’s brand new, 140-page bookazine,…
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Code a Boulder Dash mining game | Wireframe #30
Reading Time: 4 minutesLearn how to code a simple Boulder Dash homage in Python and Pygame. Mark Vanstone shows you how. The original Boulder Dash was marked out by some devious level design, which threatened to squash the player at every turn. Boulder Dash Boulder Dash first appeared in 1984 for the Commodore 64, Apple…
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Create a turn-based combat system | Wireframe #28
Reading Time: 4 minutesLearn how to create the turn-based combat system found in games like Pokémon, Final Fantasy, and Undertale. Raspberry Pi’s Rik Cross shows you how. With their emphasis on trading and collecting as well as turn-based combat, the Pokémon games helped bring RPG concepts to the masses. In the late 1970s, high school…
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Code a Frogger-style road-crossing game | Wireframe #27
Reading Time: 4 minutesGuide a frog across busy roads and rivers. Mark Vanstone shows you how to code a simple remake of Konami’s arcade game, Frogger. Konami’s original Frogger: so iconic, it even featured in a 1998 episode of Seinfeld. Frogger Why did the frog cross the road? Because Frogger would be a pretty boring…
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Code a Phoenix-style mothership battle | Wireframe #26
Reading Time: 4 minutesIt was one of gaming’s first boss battles. Mark Vanstone shows you how to recreate the mothership from the 1980 arcade game, Phoenix. Phoenix’s fifth stage offered a unique challenge in 1980: one of gaming’s first-ever boss battles. First released in 1980, Phoenix was something of an arcade pioneer. The game was…
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Make a Columns-style tile-matching game | Wireframe #25
Reading Time: 4 minutesRaspberry Pi’s own Rik Cross shows you how to code your own Columns-style tile-matching puzzle game in Python and Pygame Zero. Created by Hewlett-Packard engineer Jay Geertsen, Columns was Sega’s sparkly rival to Nintendo’s all-conquering Tetris. Columns and tile-matching Tile-matching games began with Tetris in 1984 and the less famous Chain Shot!…
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Code your own Donkey Kong barrels | Wireframe issue 24
Reading Time: 4 minutesReplicate the physics of barrel rolling – straight out of the classic Donkey Kong. Mark Vanstone shows you how. Released in 1981, Donkey Kong was one of the most important games in Nintendo’s history. Nintendo’s Donkey Kong Donkey Kong first appeared in arcades in 1981, and starred not only the titular angry ape,…
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Make a keyboard-bashing sprint game | Wireframe issue 23
Reading Time: 4 minutesLearn how to code a sprinting minigame straight out of Daley Thompson’s Decathlon with Raspberry Pi’s own Rik Cross. Spurred on by the success of Konami’s Hyper Sports, Daley Thompson’s Decathlon featured a wealth of controller-wrecking minigames. Daley Thompson’s Decathlon Released in 1984, Daley Thompson’s Decathlon was a memorable entry in what’s sometimes…
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Create a Scramble-style scrolling landscape | Wireframe issue 22
Reading Time: 4 minutesWeave through a randomly generated landscape in Mark Vanstone’s homage to the classic arcade game Scramble. Scramble was developed by Konami and released in arcades in 1981. Players avoid terrain and blast enemy craft. Konami’s Scramble In the early eighties, arcades and sports halls rang with the sound of a multitude of…
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Recreate Super Sprint’s top-down racing | Wireframe issue 21
Reading Time: 4 minutesMaking player and computer-controlled cars race round a track isn’t as hard as it sounds. Mark Vanstone explains all. The original Super Sprint arcade machine had three steering wheels and three accelerator pedals. From Gran Trak 10 to Super Sprint Decades before the advent of more realistic racing games such as Sega Rally…





















