How to be Successful at PyWeek
A guide to winning the PyWeek game development challenge, covering Python tools, speed development, and community strategies.
A guide to winning the PyWeek game development challenge, covering Python tools, speed development, and community strategies.
A developer shares their experience of completing a Ludum Dare game jam for the second time, reflecting on the process and their entry.
A developer shares their game 'My Minions', a music and circuit creation game with path-building mechanics and minion control.
A developer plans to participate in the Ludum Dare game jam, detailing the tools and libraries they'll use for game creation.
A developer's journal documenting their participation in PyWeek #12, a game jam, detailing the creation of a side-scrolling platformer using Python and pyglet.
A developer shares a personal project from 2001-2003: Goal4D, a now-obsolete Java 3D engine, and considers open-sourcing it.
A game developer reflects on feedback and ratings received for their Ludum Dare game jam entry, analyzing scores across categories like innovation and graphics.
A developer's postmortem analysis of creating a simple game, 'Beebop The Island Hopper,' during the 24-hour Ludum Dare game jam competition.
A developer's late-night entry for the Ludum Dare 17 game jam, creating a game called 'Beebop The Island Hopper'.
A game developer discusses taking a break from game making to learn new tools like Vim and Haskell, and how exploring different programming paradigms improves skills.
A developer shares lessons learned from creating seven experimental games, focusing on iteration, execution, and goal-setting.
A developer's postmortem analysis of a personal game project, 'A Geek Valentine', covering development time, graphics, and simple AI implementation.
A developer creates a Valentine's Day-themed game about a geek avoiding girls using traps and a time machine.
A developer's postmortem analysis of their first shooter game, 'The Chronicles of Bim: The 100 Fake Afros', discussing development time, features, and shortcomings.
A game developer introduces the new year's theme '100 Things' for the Experimental Gameplay Project, focusing on creative constraints.
A developer's postmortem analysis of creating 'Jonas IceCream Stand,' a game built in 7 days, covering GUI challenges, art, and gameplay balance.
A developer's postmortem analysis of creating 'Bugger,' a speed-typing game about fighting programming bugs, covering development time and tools.
A game developer's postmortem on creating a small game, covering lessons learned about time management, code reuse, and overcoming negativity.
A developer's postmortem on creating their first game, 'Balls', in 7 days, detailing challenges, lessons learned, and the final result.
A developer's blog about creating a new themed game every month, handling all graphics, sound, and code solo.