Schlagwort: wireframe
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Code your own 2D shooting gallery in Python | Wireframe issue 20
Reading Time: 5 minutesRaspberry Pi’s own Rik Cross shows you how to hit enemies with your mouse pointer as they move around the screen. Duck Hunt made effective use of the NES Zapper, and made a star of its sniggering dog, who’d pop up to heckle you between stages. Clicky Clicky Bang Bang Shooting galleries…
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Create your own arcade-style continue screen | Wireframe #19
Reading Time: 5 minutesRaspberry Pi’s Rik Cross shows you how to create game states, and rules for moving between them. Ninja Gaiden’s dramatic continue screen. Who would be cruel enough to walk away? The continue screen, while much less common now, was a staple feature of arcade games, providing an opportunity (for a small fee)…
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Recreate 3D Monster Maze’s 8-bit labyrinth | Wireframe issue 18
Reading Time: 4 minutesYou too can recreate the techniques behind a pioneering 3D maze game in Python. Mark Vanstone explains how. 3D Monster Maze, released in 1982 by J.K. Greye software, written by Malcolm Evans. 3D Monster Maze While 3D games have become more and more realistic, some may forget that 3D games on home…
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Code your own path-following Lemmings in Python | Wireframe issue 17
Reading Time: 4 minutesLearn how to create your own obedient lemmings that follow any path put in front of them. Raspberry Pi’s own Rik Cross explains how. The original Lemmings, first released for the Amiga, quickly spread like a virus to just about every computer and console of the day. Lemmings Lemmings is a puzzle-platformer,…
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Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16
Reading Time: 4 minutesLearn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all. Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games. Gradius First released by Konami in 1985,…
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Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16
Reading Time: 4 minutesLearn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all. Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games. Gradius First released by Konami in 1985,…
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Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16
Reading Time: 4 minutesLearn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all. Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games. Gradius First released by Konami in 1985,…
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Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16
Reading Time: 4 minutesLearn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all. Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games. Gradius First released by Konami in 1985,…
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Coding an isometric game map | Wireframe issue 15
Reading Time: 4 minutesIsometric graphics give 2D games the illusion of depth. Mark Vanstone explains how to make an isometric game map of your own. Published by Quicksilva in 1983, Ant Attack was one of the earliest games to use isometric graphics. And you threw grenades at giant ants. It was brilliant. Isometric projection Most…
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Make a Donkey Kong–style walk cycle | Wireframe issue 14
Reading Time: 5 minutesEffective 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…
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Raspberry Pi Press: what’s on our newsstand?
Reading Time: 4 minutesRaspberry 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…
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Create an arcade-style zooming starfield effect | Wireframe issue 13
Reading Time: 3 minutesUnparalleled 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…
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Recreate iconic 1980s game explosions | Wireframe issue 12
Reading Time: 3 minutesRik Cross, Senior Learning Manager here at the Raspberry Pi Foundation, shows you how to recreate the deadly explosions in the classic game, Bomberman. An early incarnation of Bomberman on the NES; the series is still going strong today under Konami’s wing. Creating Bomberman Bomberman was first released in the early 1980s as…
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Coding Breakout’s brick-breaking action | Wireframe #11
Reading Time: 3 minutesAtari’s Breakout was one of the earliest video game blockbusters. Here’s how to recreate it in Python. The original Breakout, designed by Nolan Bushnell and Steve Bristow, and famously built by a young Steve Wozniak. Atari Breakout The games industry owes a lot to the humble bat and ball. Designed by Allan…
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Coding Pang’s sprite spawning mechanic | Wireframe #10
Reading Time: 4 minutesRik 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. Pang: bringing balloon-hating to the masses since 1989. Capcom’s Pang Programmed by Mitchell and distributed by Capcom, Pang was first released as an arcade game in 1989,…
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Coding Space Invaders’ disintegrating shields | Wireframe #9
Reading Time: 5 minutesThey add strategy to a genre-defining shooter. Andrew Gillett lifts the lid on Space Invaders’ disintegrating shields. Released in 1978, Space Invaders introduced ideas so fundamental to video games that it’s hard to imagine a time before them. And it did this using custom-made hardware which by today’s standards is unimaginably slow.…
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How musical game worlds are made | Wireframe #8
Reading Time: 5 minutes88 Heroes composer Mike Clark explains how music and sound intertwine to create atmospheric game worlds in this excerpt from Wireframe issue 8, available now. Music for video games is often underappreciated. When I first started writing music in my bedroom, it took me a while to realise how much I was…
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Inside the Dreamcast homebrew scene | Wireframe issue 7
Reading Time: 4 minutesDespite 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…
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Building a text adventure | Wireframe #6
Reading Time: 5 minutesGame 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…
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From Wireframe issue 5: Breakthrough Brits in conversation
Reading Time: 5 minutesBAFTA-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…
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From Wireframe issue 4: Recovering Destiny’s long-lost soundtrack
Reading Time: 5 minutesMissing for five years, Destiny’s soundtrack album, Music of the Spheres, resurfaced in 2017. Composer Marty O’Donnell reflects on what happened, in this excerpt from Wireframe issue 4, available tomorrow, 20 December. When Bungie unveiled its space-opera shooter Destiny in February 2013, it marked the end of two years of near silence…
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Wireframe 3: Phoenix Point, modders going pro, and more
Reading Time: 3 minutesWe said we’d be back with more, so here we are back with more: issue 3 of Wireframe, the magazine that lifts the lid on video games. From the ashes Our third issue sees the now-established mix of great features, guides, reviews, and plenty more beyond that. Headlining it all is our…


















