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馃惐鈥嶐煆 stuntcat early release. What #39;s next? mdash; 7 Jan, 2019
馃惐鈥嶐煆 stuntcat is our open source mini-game we worked on in order to drive pygame 2 development forward. We wanted to make a real mini-game and try to release it for sale on as many platforms as possible. So that other people can look at the source code and distribute their game on more platforms too.
We only had 4 days... but during that time more than 14 people got involved. We learnt a lot during this. The compilation instructions for pygame 2 were improved so that more people could build development versions. We automated the installer generation for Windows, Mac, and pypi on github (so other projects can copy this base-code and do it too). Gif animation saving was started (because when you release your game you want a gif right?). Missing features and areas where documentation could be improved were identified (animated sprites, and scenes anyone?). Fixes to pymunk (a great 2D physics engine) were made so distributing physics games to end users is now easier. There's also an example of using the tile map loader (PyTMX) with the physics engine. More than a month after the game jam finished we are working on issues discovered during the making of 馃惐鈥嶐煆 stuntcat.
We want to make distributing pygame apps easier for people. You made your game, now you want to share it with your friends or even sell it right? The first place we made a release was on, a platform for selling games and apps. There we uploaded the Mac, Windows, and source for people to download with a pay-what-you-feel option.
Next step is to release the game on Steam (another popular games platform). For the next step we need to raise $100 for the Steam App fee. We also have to make the game better! It's already a pretty fun mini game, but requires more mini games and more polish. We also need to make pygame 2 pre-release binaries so that we can actually publish on Steam.
馃惐鈥嶐煆 stuntcat on a unicycle, Shark with a lazer on it... and more. Have fun. Download stuntcat here, and if you can afford some small money... pay-what-you-feel to support pygame 2 development. We need to raise at least $100 to move onto the next step.
Thanks to the makers of stuntcat: bitcraft, blubberquark, Bottersnake, claudeb, illume, Kuba | ThePolish, TJWhale, hfoxp, xeno, M, CaptHurls, dlon, dirk0, viblo, and kleines filmr枚llchen.
day 0: $0 of $100 raised for Steam app fee.
day 1: $5 of $100
day 2: $57 of $100
day 3: $100 of $113.20
day 14: $107 of $113.20
day 20: $127 of $113.20
If you ever wanted to support pygame development financially and you can afford it, this is how you can by purchasing stuntcat on for $2 or what ever you feel.
update: we raised enough to make a steam release. Thanks to everyone who chipped in!
PyPy low latency improvements for apps like games. mdash; 4 Jan, 2019
See the post on the PyPy blog: "PyPy for low latency systems",
and also this post: Experiments with new low latency PyPy garbage collector in a thread.
馃惐鈥嶐煆 鈥 the first pygame 2 community game mdash; 27 Nov, 2018
To help drive pygame 2 development, we are making a game with pygame 2.The whole pygame community is invited to take part. In making this one game. In 4 days.More info here.github repo:
pygame Artist in Residence exhibit - timelapse of development in October mdash; 26 Nov, 2018
Josh Bartlett has made a video for his pygame Artist in Residence exhibit. It's a timelapse of Trosnoth development in October.
There is also a blog post about it: timelapse trosnoth development video. See the trosnoth tag on his blog to see his earlier blog posts made during October.
ps. if you want to see the text more clearly you'll need to watch it fullscreen in 1080p.
Trosnoth is a networked multi player game originally developed as part of a computing class.
pygame 2 status mdash; 5 Nov, 2018
Here are some updates from where we're up to on pygame 2 with SDL2.
pygame now compiles with SDL2 from source on at least Mac, Linux, and Windows.
SDL2 now does batching with the existing API. Should be in the next release. So no need to integrate SDL_gpu, or to change how we submit surfaces for rendering.
Many things are working with SDL2, there are dozens of known issues and test failures however. The main one is color keyed surfaces not working properly. The other big piece of work is getting it to compile on the build bots (travis, appveyor), and making pre releases available.
There have been a few more developers contributing (10 in the last month).
Work continues on cleanups, making it more developer friendly, and developer out reach. The repo has been cleaned up, removing the clutter, and beginning an internal CAPI refactor. Unit tests have also undergone some cleanups using newer features. python 2.4/2.5/2.6 support has been removed in the code. The contribution guide has been improved.
If anyone using pygame in Berlin wants to come along and help talk with people interested in contributing, I am presenting here:
We're working toward the 1.9.5 release (the refactor release).
There could be 'one more SDL 1.2' release, and we may use that SDL1.2 branch for a 1.9.6 release.
Here's the milestone for pygame 2:
When is pygame 2 done? TLDR; When the pygame API is mostly running in a backwards compatible way on SDL2. When the few parts that are not working are documented as such. When there are binaries available for python 2.7, 3.4, 3.5, 3.6, 3.7 in 32bit/64bit varieties on at least Mac, Linux, Windows.
Here's the milestone for pygame 1.9.5 (the refactor release).
The 1.9.5 release is the 'refactor' release, with the SDL2 branch merged and many cleanups. Being able to compile SDL2 support in is possible from source, but there are known issues with it. Binaries (on pypi and otherwise) should be distributed with SDL 1.2.
Thanks to the following people who have been helping out since the last release (sorry if I've missed anyone).
(@alphaCTzo7G) | Amos Bastian (@amosbastian) | Andrey Lopukhov (@andreyx86) | Augusto Noronha (@augusto2112) | (@Bottersnike) | (@Cerealdragon) | (@cmtrapp02) | Daniel Molina (@daniel-molina) | David Caughell (@DavidCaughell) | David L (@dlon) | burmer (@dtschirmer) | Ren eacute; Dudfield (@illume) | (@LambdaGoblin) | Lenard Lindstrom (@llindstrom) | Marius Gedminas (@mgedmin) | (@metulburr) | Dominik George (@Natureshadow) | Nunu-Willump (@Nunu-Willump) | Nik (@nikolas) | Sett (@sw00) |
Super Potato Bruh released on steam mdash; 20 Oct, 2018
Congrats to DaFluffyPotato for the release of "Super Potato Bruh" on steam:
Super Potato Bruh is a difficult platformer that uses some elements of the bullet hell genre to create an intense platforming experience. (And it uses python and pygame :) Also... the source is available on (
Josh Bartlett 鈥 pygame Artist in Residence mdash; 11 Oct, 2018
The pygame Artist in Residence grant celebrates the Python arts community and lends a tiny bit of support to someones art practice. Josh Bartlett is the first recipient.
An artist residency usually works something like; a person spends some time in either a gallery making something to present or in a music club doing a weekly spot. The pygame artist in residence will do it in their own space, but be present on the top of the pygame website in the form of a thumbnail and a link to their patreon/blog/artist statement/website/whatever.
Josh Bartlett who has shared with us some things of what he's been up to. Please see the pygame artist in residence profile page for more info.
Also, Josh is blogging, so you can read about him and some updates on his work there.
ps. Thank you to everyone who applied, and those who helped with selection. Hopefully the next one will go more smoothly as the process is improved.
Announcing the pygame artist in residence mdash; 31 Aug, 2018
An artist residency usually works something like; a person spends some time in either a gallery making something to present or in a music club doing a weekly spot. The pygame artist in residence will do it in their own space, but be present on the top of the pygame website in the form of a thumbnail and a link to their patreon/blog/artist statement/website/whatever.
"pygame artist in residence" grant mdash; For someone using python or pygame in their arts practice. Email: email-redacted-because-spam Applications or nominations close: September 15th. Announced: October 1st. Amount: euro;512 paid by paypal.
Full details at:
DUGA 1.0, the first person shooter is out. mdash; 27 Aug, 2018
For a couple of years Maxwell Salmon has been working on a game and making a raycaster engine.An old style game, done in contemporary times.And it's been made with python and pygame!! An amazing accomplishment. Support Maxwell, and python+pygame gaming...Play the game here
pygame badge mdash; 17 Aug, 2018
SMA-DEV has made a badge for us to use (now all we need is a pygame poem). (800x512) (200x128)
The badge uses the wtfpl license.
ps. An early Super Magic Adventure demo is out and available at
Hello Internet traveller,
welcome to our humble (and slightly strange) little part of the World Wide Web. Let me give you a quick introduction about what you've stumbled upon here.
pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games. (the website) welcomes all Python game, art, music, sound, video and multimedia projects. Once you have finished getting started you could add a new project or learn about pygame by reading the docs. For more information on what is happening in the pygame world see the community dashboard web page, which lists many things like our projects we are working on, news (our blog with rss), twitter, reddit (forum), stackoverflow (Q amp;A), Bitbucket (development), irc(chat), mailinglist (we love writing electronic mail to each other) and other various bits and pieces about pygame from around the internets.
pygame (the community) is a small volunteer group of creative humans who #9829; making things (there may also be a few cats, several koalas, dozens of doggos, 3.14 gnomes, and 42 robots who also tinker amongst us). We respect each other, and follow the Python community code of conduct, whilst we help each other make interesting things.
Enjoy yourself whilst looking around. We look forward to your creations.
Best humanly possible wishes and extra toasty warm regards,pygame
ps. We spell colour without the u (sorry), and we always spell pygame with lower case letters. Also, please do excuse the mess - we're doing some renovations around here you see.
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