![]() # Add sprite(s) to the group surface = pygame. # make the pygame SpriteGroup with a scrolling map group = pyscroll. # Make the scrolling layer map_layer = pyscroll. ![]() # Load TMX data tmx_data = load_pygame( "desert.tmx") """ Simple Sprite class for on-screen things """ def _init_( self, surface): util_pygame import load_pygame import pygame import pyscroll class Sprite( pygame. It's also useful to make minimaps or create simple chunky graphics. The group will work like a camera, translating world coordinates to screenĬoordinates while rendering sprites and map layers. Sprites can use their rect in world coordinates, and Sprite group that will render all sprites on the map and will correctly draw In order to further simplify using scrolling maps, pyscroll includes a pygame Support for pytmx loaded maps from Tiled Map Editor.Pixel alpha and colorkey tilesets are supported.Includes optional drop-in replacement for pygame LayeredGroup. ![]() Sprites or plain surfaces can be drawn in layers.Reload the map tiles and data without closing the game.It also has out-of-the-box support for pygame Pyscroll is compatible with pytmx ( ), so youĬan use your Tiled maps. It doesn't load images or data, so you can use your own custom Uses a lot of magic to get great framerates out of pygame. Pyscroll is a generic module for making a fast scrolling image with pygame. If you find this useful, please consider making a donation to help support it Pre-Alpha 10 is likely going to run on the legacy server-side system, which means we’ll need to do an additional test sometime after Pre-Alpha 10 to specifically test the stability and performance of the new server-side software.A simple and fast module for animated scrolling maps for your new or existing Pre-Alpha 10 is planned to be a week long. One, which we are calling Pre-Alpha 10, is primarily focused on testing the additional tiered content and how well that engages players over a longer period of time. We are planning at least two Pre-Alpha tests in the coming months. This leads to our plans for the final step of Pre-Alpha 10: the testing phase. But of course, you never know at this stage! We will also address some of the major bugs and issues that we found during Pre-Alpha 9, and are hoping for a smoother test this time. There will be more crafting recipes, more customization options, more diverse fauna and flora to explore, and so on. This will result in a much bigger game compared to the previous tests. One notable exception will be the completion of the UI revamp, which we will need to steal some programmer hours to finish. The art team and the game designers can finally catch their breath and work on the many areas where we still have placeholders in the game. Instead, we will use the time to add more content and polish what we already have. This means we will not focus on new game systems for BitCraft during Pre-Alpha 10, as these tend to require the help of our game programmers to fully implement. The transition will require considerable brainpower, and almost everyone who knows how to code will be involved. We are now at the stage where we can transfer Bitcraft onto this new system. Over the last several months, a dedicated team of engineers has worked on an improved backend system to power BitCraft going forward. You may have heard that server-side BitCraft runs on special software which is developed in-house by Clockwork Labs. Now, with Pre-Alpha 9 almost wrapped up we are ready to jump head-first into what we want to be the last big Pre-Alpha milestone: phase 10. First, how adding a seemingly harmless step to the tutorial can drastically change the dynamic of a playtest, and second, how that seemingly harmless step could uncover a variety of bugs we would not have noticed otherwise! While this meant that this Pre Alpha wasn’t a smooth ride for the players, we did learn a lot, which is why we do these tests in the first place. A special “thank you” to all the testers for providing feedback and sticking with us during the inevitable server crashes. Pre-Alpha 9 is officially over! We are currently hard at work analyzing the feedback and internal data, as well as fixing the bugs that showed up during the test.
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