/quadplay

The quadplay✜ fantasy console

Primary LanguageJavaScriptOtherNOASSERTION

The quadplay✜ fantasy console by CasualEffects is now in public beta.

Features

  • Create games on Windows, macOS, Linux
  • Play your games in any web browser on laptop, desktop, tablet, phone, Raspberry Pi 4, or Jetson Nano
  • 60 fps @ 384 x 224 pixels = 12:7 aspect ≈ 16:9.3
  • 4096 sRGB (4:4:4) colors
  • Four 10-button gamepads (D-pad + ⓐⓑⓒⓓ + ⓟⓠ)
  • Hundreds of built-in sprites, sounds, and fonts
  • Program in PyxlScript, a friendly Python-like language
  • Order-independent, 4-bit alpha transparency
  • Native 2.5D graphics with z-order
  • 9.4 MB of total sprite memory
  • Up to 64 sprite and font sheets of up to 1024x1024
  • Optional 384 x 224, 192 x 112, 128 x 128, and 64 x 64 screen modes
  • Free and open source

Join the Beta

This beta version operates only in Pro mode, using external editors. It is fully functional and has already been used to ship jam games. A future release will also provide a complete IDE.

To get started in Pro mode, you'll need Windows, macOS, or Linux and the following freely-available software.

Required:

  • This repository
  • A code editor such as VS Code, Emacs, or VIM. Use Python mode for PyxlScript or install our provided editor extensions
  • Python 3
  • A modern web browser such as Chrome, Edge, Safari, or Firefox
  • The manual

Optional:

See the manual for a getting started guide, the change log, road map, and beta notes.

License

The quadplay✜ runtime, compiler, and emulator are licensed as LGPL3. You can create closed-source games with it and distribute your games however you want, including commercially. If you modify the runtime, compiler, or emulator, then you must redistribute your changes to those under the LGPL3 with your game as open source.

Portions of the IDE are under different open source licenses (BSD, MIT, and public domain).

All sounds, sprites, and games distributed with quadplay✜ are Creative Commons licensed. The copyright and license on each of those is in a JSON file next to the asset.

© 2020 Morgan McGuire