About us

 

Suntrixxis came up out of pixel fog - that long-lost feeling of a few fans at night-time sitting behind laptops writing code in emails back and forth across the world. No one intended to start an empire, but rather we just wanted to demystify what developing a Java game could be instead of being behind a complex wall of jargon and terminology. Each line of code we sent back and forth became a small win for someone else to get started to launch their first game. Out of those late night chats, came our first more organized lessons, simple, easy, example-based code you could copy and paste and get going. And when we felt like if it worked for us, it should work for other friends we encouraged to open an editor and write their first “Hello, game!”.

We do not seek convoluted pathways. Each unit in Suntrixxis is a direct road from idea to working prototype. We avoid unnecessary noise: no promises of instant results, just materials that help you move forward at your own pace. Each unit includes multiple resources where the explanations match the code, plus tangible examples to help you see pixels come to life in real-time. We write as if we are next to you: with no fluff, but to respectfully honor your valuable time and work. If you run into trouble on a line of code that won’t compile — send us an email and we will work through it together, step-by-step.

Our narrative revolves around emails. In the beginning, we exchanged five a week. Gradually the frequency grew to fifty emails a week, and eventually we decided to consolidate all of this content into one repository. This was how the Horizon, Prime and Luma collections were born — not difficulty "levels," but simply different lengths of immersion time. Horizon is a starting point where you learn to make an object move across the screen. Prime is when the game begins to respond to your choices. Luma is the experience where you design an entire universe that has logic for every pixel. Each one builds from the previous, and you could dive in at any one of them if your hands are itching to code.

We don't refer to ourselves as teachers — we are just coders sharing experiences. Every lesson has come from our own projects: from arcade games on break to prototypes running on home computers. We know the headache of when something doesn't collide at two in the morning and the joy when a game actually starts working. That is why, in addition to writing "how" to do something in every code example, we always write "why." And we don't hide the mistakes we made; we share them, and how we fix them, so you can keep our all-night debugging stories to a minimum.

Suntrixxis is not about being a "pro after a week" — it is about one day, when you open your project and say: "I wrote this." We can't promise you a career or millions of players — but we offer you tools that can help you create a game you will actually want to share with friends. Or someone you don't know yet. Or keep it for yourself, because coding is like building a castle out of blocks, except the blocks come to life!

We remain committed to email. No messages, discussion boards, or shared platforms — just you, your code and our response in your inbox. Please send us an email whenever you are stuck, when you want to show progress or just when you want to say: "The game launched!" We'll reply. Because Suntrixxis is not a website, a brand, or a file dump for a style guide. It is correspondence between people that love when code is developed into a game.