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Pygame is a set of Python modules designed for writing games. It is written on top of the excellent SDL library. This allows you to create fully featured games and multimedia programs in the python language. Pygame is highly portable and runs on nearly every platform and operating system.

4.57895
   
  0 reviews  |  78 users  |  449,587 lines of code  |  13 current contributors  |  Analyzed 6 days ago
 
 

A free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severely lacking. The library is object orientated, written in C++, and targeted at games developers who should be spending their time creating great games, not building GUI sub-systems!

4.0
   
  0 reviews  |  49 users  |  165,041 lines of code  |  12 current contributors  |  Analyzed 7 days ago
 
 

Frets on Fire is an excellent opensource clone of Guitar Hero for Windows, Linux, and OSX. It can import songs from a Guitar Hero I or II disc, can play user-created songs, or lets you to create your own songs with its song editor. For hardcore players, your results are automatically posted to the ... [More] World Charts on the website, so that you can see how awesome you are. (Written in Python using bindings to many fast C libraries.) [Less]

4.0
   
  0 reviews  |  13 users  |  18,978 lines of code  |  0 current contributors  |  Analyzed about 19 hours ago
 
 

Thousand Parsec

claimed by KDE

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Thousand Parsec is not only a game by itself, it is also a framework for creating a similar group of turn-based space empire building games, which are often called 4X games, from the main phases found in them: eXplore, eXpand, eXploit and eXterminate. Some examples of games which Thousand Parsec ... [More] draws ideas from are Stars!, VGA Planets, Reach for the Stars, Master of Orion and Galactic Civilizations. The idea is that a protocol is specified which defines how game servers and game clients communicate with each other. Protocol also specifies which objects are available for custom games or rulesets, which can have different rules of gamplay. Any client should be able to connect with any server and player should be able to play any game with it. [Less]

5.0
 
  0 reviews  |  11 users  |  58,624 lines of code  |  2 current contributors  |  Analyzed 29 days ago
 
 

Started as a mod to Frets On Fire, FoFiX is recognized now as a fork to the original boasting high amounts of customizability, improved stability, and plenty of new features. You can jam to songs with actual controllers from the Guitar Hero or Rockband games, or you can just use your keyboard. ... [More] Plenty of charts can be found on the internet that are compatible with FoF, but only FoFiX can play the drums and vocal sections (if present). Our latest stable version is 3.121. Version 4.0 is in development and already has tons of improvements including improved performance and the ability to make your own setlists and rockmeters. [Less]

4.66667
   
  0 reviews  |  5 users  |  53,286 lines of code  |  5 current contributors  |  Analyzed 9 days ago
 
 

PyFC: SolitariThis project is a solitaire computer game with spanish cards. It can have more than one solitaire. This solitaire features are: Multiplatform game (windows, linux, mac) can save or load a game undo game movements multilingual NewsDownload now pyfcsolitari 1.0 windows Download now ... [More] pyfcsolitari 1.0 mac os X Documentationcatalan manual The future objectives are: play in lan with colaboration mode (2 persons resolving one solitary) Translate to more languages (actually only support catalan) Create a configuration menu [Less]

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  0 reviews  |  1 user  |  3,310 lines of code  |  1 current contributor  |  Analyzed 5 days ago
 
 

FretsOnFire fork with plenty of features, customizable themes and options

5.0
 
  0 reviews  |  0 users  |  52,911 lines of code  |  2 current contributors  |  Analyzed 7 months ago
 
 

This is a project started at the UCR department of Computer Science for a class in software engineering. The project is currently maintained by Josef Spjut.

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  0 reviews  |  0 users  |  3,764 lines of code  |  0 current contributors  |  Analyzed 5 days ago
 
 

µWar is a Space Invader–style arcade game in the cruel micro-computer industry. You are an Apple Computer faced to Wintel hordes.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed about 5 hours ago
 
 

We (mediachicken dev team) are making a 2d Game engine + a coding language! Here's our recent post on blenderartists.org: Hey, us devs over at MediaChicken were conversing casually about making a game engine, we weren't really going to make a fully fledged game engine, just doing small ... [More] talk Well IceMan (our main coder) ran some prototypes in python and was able to whip up an impressive little gravity demo using nothing but python code. He gave me the script and I quickly turned it into a module that could be adapted so I made my own demo Well anyway we were wondering if any python coders here would be interested in helping out. We can manage the project on our own but with more people it's more fun. You can either telecommute or come find a meeting spot were we can all converse (like starbucks or something) Right now I'm the only one in town (Ft Myers Florida) but IceMan is coming back down for a meeting in a few days (the weekend) Here's our basic feature list (it's a 2d engine) Sprite support (PNG, or transparent gif) Multisprite (ability to render multiple different sprites without any conflicts) Sprite Changing (ability to easily switch a sprite image without changing any properties or aspects, size, height, etc) Properties (We already have basic properties setup object name, etc but we want more advanced ones) Gravity (100% done) Rigid bodies (15%?) Soft bodies (Just basic realtime pixel rendering for lava-lamp like fluids) Liquid (IceMan is currently working on a fuid simulator, it's AMAZING one of the best features fo-sho) Friction (0%) Restitution (100%) Then we also have random features like the ability to draw objects easily (spawnCircle, spawnCube, etc) So any takers? Sounds pretty tempting, we're working on setting up the sourceforge and SVN for it. We also will be anouncing the .gamecode project on MediaChicken.com pretty soon and probably will buy out some google ads for it. In it's current state it's all free (NOT open source though) and the only profit were making is off of advertisements (please sign up for web hosting through the banner on http://www.mediachicken.com). But if you would like to donate to the project you are more then welcome to (just PM me, very unlikely anyone will donate though) but if we do get donations we'll discuss cuts when we meet. Anyway have a good day and be happy you read about .gamecode OMG I never mentioned this, .gamecode IS a programming language. I wrote the python that parses the code you insert. The code works like this MyAwesomeGameProject.py (Python file, main structure) (Contents of .py is a demo and doesn't work) import gamecode gamecode.createScene("C:/scene.gamecode") gamecode.addEvents("C:/events.gamecode") gamecode.loop() now in your scene.gamecode file you will have something like this: ## !--- This is a valid .gamecode file ---! ## &import='mysprite.png'(as=mysprite); mysprite.x=100; mysprite.y=174; mysprite.animated=NO; mysprite.dynamic=YES; mysprite.fluid=NO; mysprite.rigidbody=NO; mysprite.bounds.x=16; mysprite.bounds.y=16; and then it will render it just the way you entered in .gamecode, now your events file will look like this: ## !--- This is a valid .gamecode file ---! ## &import='scene.gamecode'(as=scene); .fetch=scene.mysprite; &controls(ARROW_KEYS).target=mysprite; eventKEY.IS.DOWN(key=ARROW_KEY_LEFT) { playTimer(moveLeft)[properties:refresh=0.001s,repeat=YES; } eventTimer=moveLeft { mysprite.x = + 1; scene.updateAll; } Then that's basically the best way I can sum it up. I hope that you can read through that little snippet and see how it works. The way the character is moving is based on a timer that was triggered when the key was down, now the character will keep moving even if you release the left key, that's why were now working on the KEY.IS.UP function. It's not easy work, but after the parser is 100% it'll be all just adding features here and there. So, lookover my code, tell me if it looks too complicated. I don't think it should be, I wrote it so a complete noob could figure out how to make games. So... later =) [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 1 day ago
 
 
 
 

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