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A turn-based tactical role-playing game developed in Python using pyglet.

5.0
 
  0 reviews  |  1 user  |  28,510 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

The goal of pytform is to be a fully featured 2d polygon-based game development kit. I'm starting to create a 2d game, and developed this to make my work easier. It could be useful for more people, so I've decided to share it! If you want more details, check the pytform's home page: ... [More] http://sites.google.com/site/pytform With pytform, you code in Python. Pytform is mainly composed of a level editor and a "game class", used to implement your game. You can download the first release (v0.1) in the Downloads pane. Please consider that this is a very early beta! Hehe... I'm now focusing on documenting everything. This project uses the following libraries (if you get the source, you'll need to download them too): pyglet pybox2d pyyaml py2exe [Less]

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  0 reviews  |  0 users  |  1,832 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

DatesSunday 30th August to Sunday 6th September (00:00UTC to 00:00UTC) T e a m P r e s e n t sBird Strike LibsWe will use the following libs pygame 1.9.0 http://www.pygame.org/download.shtml pyglet 1.1.3 http://pyglet.org/download.html cocos2d 0.3.0 http://cocos2d.org/download.html ... [More] Remember to clean out your site-packages directory to make sure you are using the right versions. Current Screen [Less]

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  0 reviews  |  0 users  |  46,136 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

Jack Nutting and Simon Wittber's entry for pyweek #6.

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  0 reviews  |  0 users  |  4,946 lines of code  |  0 current contributors  |  Analyzed about 2 years ago
 
 

cocos2d is a framework for building 2D games, demos, and other graphical/interactive applications. It is built over pyglet. It provides some conventions and classes to help you structure a "scene based application". A cocos2d application consists of several scenes, and a workflow ... [More] connecting the different scenes. It provides you with a "director" (a singleton) which handles that workflow between scenes. Each scene is composed of an arbitrary number of layers; layers take care of drawing to the screen (using the pyglet and OpenGL APIs), handling events and in general contain all of the game/application logic. Cocos simplifies the game development in these areas: Defining a workflow for your game Creating special effects in layers Creating transitions between scenes Managing sprit [Less]

3.0
   
  0 reviews  |  0 users  |  29,058 lines of code  |  3 current contributors  |  Analyzed 7 days ago
 
 

LightsyLightsy has moved to github: http://github.com/adamjforster/lightsy

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  0 reviews  |  0 users  |  148 lines of code  |  0 current contributors  |  Analyzed 8 days ago
 
 

Python port of Wake Breaker game, originally written in C++ by Peter Angstadt for the Khronos Group's OpenGL ES Coding Challenege. This port uses pyglet library for OpenGL bindings, windowing and input. Original descriptionA high speed water race between you and the computer through a ... [More] beautiful ocean environment. The boats pound the water behind them as they speed, through the randomly generated courses. Each ocean environment does not only features reflections and the option of turning fog on and off, but like the race course, is different every time you play. Controls are as follows UP accelerate RIGHT turn right LEFT turn left DOWN reverse NUMPAD1 turn fog on NUMPAD2 turn fog off [Less]

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  0 reviews  |  0 users  |  2,512 lines of code  |  0 current contributors  |  Analyzed 8 days ago
 
 

http://code.google.com/p/sole-scion/ STATUS: Unfinished. On hold. Only of interest to the geekiest of my enthusiastic programmer friends. The vision of Sole Scion is to be a slow-paced but real-time 2D vector graphic RPG, styled somewhat on Nethack, but with smoothly moving and rotating vector ... [More] shapes. I hope to supplement the limited amount of content I can produce with some emergent behaviours based on the shape of objects and a rigid-body physics system. (eg. imagine the player stacking boulders to block a corridor before the monsters arrive.) Currently complete are: SVG objects loaded conversion of SVG into vertex arrays for OpenGL rendering conversion of SVG into shapes for the Chipmunk rigid-body engine A basic random procedural level generation The player can zoom a small shape around within the level Camera pans around to follow the player, (with added subtle zooming and rolling for comedy vertiginous disorientation.) Player can push and shove a bunch of randomly generated objects in the level, derived from loaded SVG, and they tumble and roll around in appropriate response. I am pleased with the work to date, but progress has been very slow. I plan to postpone completion of this for the time being, and work on a few very small, less ambitious games, before hopefully returning to this vision when I have a little more experience. Screenshots More screenshots are here. To PlayWindows: Download the latest Windows binaries from the downloads page. Run SoleScion.bat Linux, Mac, PyPy: A simple way to download and play does not yet exist. The complicated way is: Install Python v2.5 or v2.6. Install Python packages: pyglet, Pymunk, Shapely. Install the C library GEOS. Download the source distribution. Run bin\run.sh To examine or modify the source codeSee the Subversion repository. You will need to install the above dependencies. Known ProblemsThere isn't a game there yet. It's still very early days. Lower your expectations. See the issues page. ThanksMany thanks to the creators of the following excellent libraries, without which this project could not exist. Pymunk, Excellent Python bindings to the magnificent Chipmunk physics library, which provides 2D rigid body dynamics. pyglet game library, providing fantastic facilities for creating windows, OpenGL graphics, keyboard and mouse input, sound, etc. Shapely, superb Python wrapper of GEOS (Geometry Engine Open Souce), which provides 2D geometry operations. Many thanks to Martin O'Leary of http://supereffective.org, whose Squirtle module inspired the SVG data loading for this project, and in particular his sublime tessellation code, which I have copied wholesale under the terms of the BSD. ContactJonathan Hartley, tartley at tartley dot com, http://tartley.com, @tartley [Less]

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  0 reviews  |  0 users  |  4,195 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

You must work your way through levels with your faithful robot companion. Unfortunately your robot has been damaged so it will only respond to voice commands and is leaking fuel. Make it to the exit with your robot before he runs out of fuel and you win, but beware the turrets and pools of toxic ... [More] waste. Includes a built in level editor to challenge yourself and others. [Less]

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  0 reviews  |  0 users  |  0 current contributors
 
 
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  0 reviews  |  0 users  |  69,913 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 
 
 

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