🎨 PyDPainter v2.2.0 — Deluxe Paint Nostalgia Meets Modern Pixel Power
🎨 PyDPainter v2.2.0 — Deluxe Paint Nostalgia Meets Modern Pixel Power
If you’ve ever gotten lost in the groove of Amiga-era pixel art, PyDPainter brings that magic back — rebuilt in Python, powered by PyGame, and polished for modern workflows.
PyDPainter is a modern, PyGame-powered tribute to Deluxe Paint — embracing that left/right-mouse workflow and tight, tactile control that made pixel art feel immediate.
PyDPainter balances retro charm with modern power — ideal for sprites, retro illustrations, and hypnotic color-cycle animations.
With a forgiving 256-step undo and a workflow that “just feels right,” it’s a welcoming space for both newcomers and Amiga veterans.
Condition Triggers — Examples & Use Cases
ALWAYS
Use case: Apply gravity to your player every frame to simulate consistent falling behavior.
ONCE
Use case: Set an initial position or give a power‑up only when the object is created.
NEVER
Use case: Temporarily disable a trigger by using it as a placeholder.
LEVEL IS
Use case: Trigger special dialogue in levels ≥ 5, e.g., display a boss warning.
ON LEVEL LOAD
Use case: Reset object health or initialize environmental settings each time a level starts.
COUNTDOWN
Use case: Self-destruct a bomb or spawn an enemy after a delay (e.g., after 5000 ms).
INPUT LEFT / RIGHT / UP / DOWN / FIRE 1 / FIRE 2 (with statuses like Pressed, Released)
Use case: Jump when “Input Up Pressed Player 1” is triggered, or shoot when “Fire 1 Pressed”.
CD32 button inputs (Play, Reverse, etc.)
Use case: Use CD32-specific controls for menu navigation in CD32 versions.
VAR TRIGGERED / VAR TRUE / VAR FALSE / VAR IS
Use case: Check if “Lives > 0” before allowing a continue; or trigger something once a var becomes true.
GO CUSTOM 1 / 2
Use case: Use object-local variables to track an internal state, like if an enemy is “alerted”.
GO TIMER TRIG
Use case: After a countdown timer, make an enemy recharge or change behavior.
TIMER ACTIVE / NOT ACTIVE
Use case: Prevent re-triggering a power-up while its timer is still active.
COLLIDES PLAYER / COLLIDES OBJECT / COLLIDES TYPE
Use case: When an enemy collides with the player, reduce health or bounce the player back.
TARGET POS X / Y
Use case: Make an enemy follow the player when the player’s X position is less than the enemy’s (“Target Pos X < My Player”).
DIST TO TARGET
Use case: When player gets within a certain radius, enemy switches to “chase” mode.
Action Triggers — Examples & Use Cases
NOTHING
Use case: Temporarily deactivate an action trigger without deleting it (easy toggling).
MOVE TO LEVEL
Use case: Teleport the player to a hidden level when they reach a trigger area (like a secret door).
NEXT LEVEL
Use case: Advance the game when the player reaches the end of the stage.
RELOAD LEVEL
Use case: After player death, restart the level to the initial state.
RESTART LEVEL
Use case: Respawn player at the start, but maintain changes like collected items.
HUD ON / HUD OFF
Use case: Turn off HUD during cutscenes and restore it afterward.
HUD LABEL ON / OFF
QUIT
Use case: End the game and return to the Workbench — e.g., when player selects “Quit” in menu.
SHOW TEXT
Use case: Pause the game and show tutorial text or narrative messages.
SHOW DIALOG
Use case: Display dialogue with a title (e.g. “Boss Incoming”) and message, pausing gameplay.