To make complaints about or suggest improvements to Pyskool, or to submit some other piece of constructive criticism, contact me (Richard Dymond) at <rjdymond AT gmail.com>, or leave a comment on the Pyskool blog.
To report bugs, please use the bug tracker.
Pyskool is now functionally complete, by which I mean that it does everything that the original Skool games do. (Except for a demo mode; if you think there’s something else it should do but doesn’t, let me know.) However, that doesn’t mean there’s nothing left to do.
Some things I’ll probably do, sooner rather than later:
Yes, these things are pretty boring from an end-user perspective. Some less-boring things I am considering doing, which may or may not ever get done:
No doubt there are bugs in Pyskool - and in this documentation - or ways it deviates unacceptably from the original games. Please report any bugs (reproducible crashes, especially) you find, and help to make Pyskool a solid and stable platform for developing new Skool-based games.
At the time of writing this, there are no frequently asked questions, or even any infrequently asked questions. So for now I’ll fill this section with questions made up by me.
How does Pyskool differ from the original games?
Though the conversion of the original games to Python/Pygame is pretty faithful (I think), there are some differences, noted below.
General differences:
In Skool Daze mode:
In Back to Skool mode:
Why Python (and Pygame)?
Because Python is an elegant, expressive, and excellent programming language. Plus it enables rapid development, which is good because I’m writing Pyskool in my limited spare time. Pygame’s pretty good too. I don’t know how else I’d do graphics with Python.
Why Skool Daze and Back to Skool?
If you need to ask, you probably shouldn’t be here. Actually, what are you doing here? Go and play Jet Set Willy, or something.