A shooter game.

Overview

InfiniteShooter

Screenshots

Installation

GNU/Linux

  1. Go to the Releases tab.
  2. Download InfiniteShooter.flatpak from the latest version of InfiniteShooter
  3. Open the terminal in your downloads folder and type flatpak install InfiniteShooter.flatpak.
  4. Profit

Hardware/software requirements

Minimum hardware: I tested this generally on an Intel Pentium processor. Unfortunately, since I don't know which, I can only garuntee that it works within this range. I'm guessing since there are many performance optimizations and that there is no heavy rendering going on that you can run this on any Pentium, but beware.
Tested hardware: AMD Ryzen 5 3500U with mobile graphics (Lenovo ThinkPad E595). Watch out for some stuttering with this hardware.
Recommended hardware: Nvidia GeForce GTX 1050 or higher (a.k.a anything above the tested hardware should work fine. Better GPU == better overall performance in most cases)
Recommended OS: GNU/Linux (specifically Arch or Fedora Linux. Alpine Linux (Busybox/Linux) has not been tested but if there's a Godot runner it should be fine. Watch for audio potentially randomly clipping out on Windows 10 or higher)
Tested OS: Fedora 34

Contributing

TODO: Make CONTRIBUTING.md

Trivia

This game was my final project for my Computing Science 10 class! The first ever version (before 1.0) was made ~June of 2021 and since then the game's received a lot of improvements.
But expect more changes to come! You can see my port of InfiniteShooter to the Godot engine in the godotengine-port branch.

Roadmap for the future

  • [.] Improve gameplay (somehow)
  • Release on Steam, possibly using: https://gramps.github.io/GodotSteam
    • Achievements handled on Steam's server side (no in-game menu makes programming easier)
    • Up to 4 person multiplayer?

Known (and unfixable) issues

  • Instancing scenes for the first time can be very slow, especially on older hardware. This is because Godot is compiling shaders for each scene when it instances for the first time. There should be a fix in Godot 4.0 (but the chances of that releasing soon are as slim as HL3 releasing soon). All issues related to slowness should also be fixed in Godot 4.

Credits

EXTERNAL ASSETS FROM FREESOUND.ORG:

Comments
  • Feature request: Add the ability to adjust the speed of the background movement in the settings.

    Feature request: Add the ability to adjust the speed of the background movement in the settings.

    Is your feature request related to a problem? Please describe. I often find that the background moves too fast, which sometimes makes me feel a little dizzy.

    Describe the solution you'd like It would be nice to add an additional option in the settings menu to solve this problem.

    Describe alternatives you've considered If you can't add an extra option, you can hardcode the speed of the background in the code itself.

    enhancement 
    opened by Frizy13 6
  • Bug: The new physics frame limit per second makes some objects a bit shaky.

    Bug: The new physics frame limit per second makes some objects a bit shaky.

    Describe the bug Limiting physics frames per second visually breaks some elements of the game, such as walls or the red arrow. This is most evident when the limiting is low.

    To Reproduce Steps to reproduce the behavior:

    1. Launch the game.
    2. Set the physics frame limit to the minimum.
    3. Press the start button.
    4. Observe unusual behavior of some objects on the screen.

    Desktop (please complete the following information):

    • OS and OS version: Windows 10 21H2
    • InfiniteShooter version: latest commit
    bug 
    opened by Frizy13 5
  • Feature request: Add the ability to save and load games

    Feature request: Add the ability to save and load games

    So. InfiniteShooter is designed to be a quick game, or at least a game that can last as long as you want it to, while being a rougelike of sorts in the sense that when you die you have to start all over again. The problem with this, however, is that this means each "session" of the game you have ends when you die. What if you only had 10 minutes of spare time, but it's been half an hour now and you still haven't died? This is why I'm thinking of including saves for InfiniteShooter. With this, you should be able to save your game after the ten minutes and come back to it another day. However, this can lead to cheating the rouge-like-ness of the game by just reloading your last save when you die. Therefore, I suggest that saves:

    • Should respect the rouge-like-ness of InfiniteShooter (sorry, I really don't have a better word). This can mean, for example, deleting saves for a run once you die (and organizing saves by runs).
    • Should allow you to pick up where you left off so time for each "session" can be of any amount. I'll probably add more points when I come up with them, but I think this would be really beneficial for InfiniteShooter.
    enhancement 
    opened by pastthepixels 4
  • Feature request: Add the ability to sort upgrades by certain parameters

    Feature request: Add the ability to sort upgrades by certain parameters

    Is your feature request related to a problem? Please describe. It would be nice to be able to sort upgrades by damage, price, or amount of health added.

    Describe the solution you'd like For each option, there will be a corresponding sorting column at the top of the upgrade menu.

    enhancement 
    opened by Frizy13 4
  • Feature request: Add some changes to the mechanics of the game's bosses

    Feature request: Add some changes to the mechanics of the game's bosses

    Is your feature request related to a problem? Please describe. It seems that the boss mechanics don't change at all with different game difficulty choices. The boss will be the same whether on "Medium" or "Nightmare" difficulty.

    Describe the solution you'd like I suggest changing maybe his health, frequency of his shooting or speed of moving through space depending on the chosen game difficulty.

    Additional context Perhaps the difficulty of regular opponents will also have to be adjusted to the selected one.

    enhancement 
    opened by Frizy13 4
  • Feature request: Add

    Feature request: Add "FPS Limit" option to the settings menu

    Is your feature request related to a problem? Please describe. I think the frame limit is an important option because it allows you to remove unnecessary load from the GPU. For example, it makes no sense to play at 200 fps if your monitor only allows 60.

    Describe the solution you'd like You can add an additional option to the "Graphics" section of the settings.

    Describe alternatives you've considered Unfortunately, I haven't come up with an alternative.

    If possible, provide any screenshots or mockups of your intended feature image

    Additional context

    enhancement 
    opened by Frizy13 4
  • Feature request: Redesign the select square and allow for mouse support

    Feature request: Redesign the select square and allow for mouse support

    Right now, the selection square is a bit of a hack. There's code that works to do actual "selection" by cycling through indexes of a node (usually titled "Options"), and then the selection square itself is just displayed on top of a selected child node, resizing to the same size as the node. This, however, is not without its problems. For one, you can't do horizontal selection and things get difficult when you start to take scrolling menus into effect. (For example, just look at Settings.tscn. It's a lot of hassle to try and get it to work, and it's full of hacks.) For that, I think the selection square needs a sort of redesign. I think a redesigned version of it might use Godot's default way of highlighting objects, and labels can be replaced with buttons (to help with mouse support). Doing this should help to lay the groundwork to tackle #15 and #5.

    enhancement 
    opened by pastthepixels 3
  • Feature request: Make the GUI more useful

    Feature request: Make the GUI more useful

    Right now there's a lot of things that's going on in the game that the player can easily be unaware of, like how much points you get after you blow up an enemy ship. In short, my idea is that we can use the GUI to highlight when some of these events happen. Here's a short list of some of the stuff that could have alerts/HUD notifications:

    • [x] How much points you get after blowing up enemy ships
    • [x] Current/upcoming changes for each level (ex. Difficulty reset in 5 levels, [game mechanic change] in 2, or [an image indicating an enemy type] in 6)
    • [x] Elemental types of lasers acquired (ex. fire/ice/corrosion)
    • [x] How much coins you get after blowing up a coin crate
    • [x] How much levels are next until the next warp/reset (every 10 levels)
    enhancement 
    opened by pastthepixels 2
  • Feature request: Update InfiniteShooter for Godot 3.5

    Feature request: Update InfiniteShooter for Godot 3.5

    What? Godot 3.5 is now out!

    Describe the solution you'd like Try out some of the cool settings in Godot 3.5 to tweak InfiniteShooter to get better performance! While I'm at it, I'll try to add implement some new features from 3.5 into InfiniteShooter.

    Describe alternatives you've considered THERE ARE NO ALTERNATIVES

    enhancement 
    opened by pastthepixels 2
  • Feature request: What is up with my branches?!

    Feature request: What is up with my branches?!

    Is your feature request related to a problem? Please describe. I'm a bit concerned with how I'm working with branches in InfiniteShooter. Here's the thing:

    • I want to have something for each stable release, like 0.4.x, where bug fixes happen.
    • I also want to have a branch for 0.5.0, where I can start adding new features. But how do I make sure that bug fixes for the game apply to both 0.5.0 (dev) and 0.4.x (0.4.x)?

    Describe the solution you'd like I... actually have no idea. That's mainly why I'm asking--if I knew how to make something, and have it be sustainable, I would do so in a heartbeat.

    Describe alternatives you've considered Something like what Godot's doing? But unfortunately I didn't really see any solutions to my issue in their repository/docs.

    enhancement help wanted 
    opened by pastthepixels 2
  • Feature request: Add mouse support in the actual game

    Feature request: Add mouse support in the actual game

    Now that the GUI's almost done, and it supports being controlled by a mouse, why not add that kind of support to the game itself? In doing this, we need to make sure that the game clamps fast mouse movement while allowing for more precise adjustments and otherwise not negatively impacting the player's experience with the game. A good example of this is in Tyrian (specifically OpenTyrian). You can get the source port, OpenTyrian, off Flathub and I really recommend trying it out because the mouse controls are superb. Anyway, I think that after messing around with the game and with a very basic prototype for InfiniteShooter where I've added these controls, it would be a good feature to polish up for InfiniteShooter 5.0.

    enhancement 
    opened by pastthepixels 1
  • Feature request: Permanent laser/ship upgrades

    Feature request: Permanent laser/ship upgrades

    Beside regular upgrades that deal with how much damage lasers do/how much health your ship has, an idea could be to split the upgrades screen into two tabs: one for regular upgrades and one for laser upgrades. These upgrades would be fixed, so not randomly generated each time the upgrade screen is shown, and you would only be able to equip one upgrade at a time. For example, there could be an upgrade for firing two lasers at once or three lasers in different directions, and you could purchase both, but you could only equip one for the next level. This could also work for the ship too, where for example you could have an upgrade for shields.

    enhancement 
    opened by pastthepixels 0
  • Bug: Saving does not take into account difficulties

    Bug: Saving does not take into account difficulties

    So as soon as I merged my code for saving games I noticed a bug with it :(

    Describe the bug When you save a game, it saves certain variables from Game.tscn that are initially set when you set the difficulty of the game. Therefore it shouldn't be tampered with for the rest of the run... but you can actually save it and go to the main menu, change the difficulty of the game, and then mess up some values when you load the save. This can be especially apparent under the "carnage" difficulty where InfiniteShooter will then save the game with variables changed. So, for a game that was in Medium difficulty, you can exit and come back to it in carnage, but when you save that again it will save the number of enemies that should be on the screen at one time. So something in medium difficulty will perpetually be stuck on a harder one!

    To Reproduce Steps to reproduce the behavior:

    1. Create a save on any difficulty (ex. medium)
    2. Play a bit of the game (because why not?)
    3. Now, save and exit back to the main menu
    4. Open the settings dialog and set the difficulty to something else (ex. carnage)
    5. Watch it affect your save in unintended ways

    Desktop:

    • OS and OS version: All
    • InfiniteShooter version: 0.5.0
    bug 
    opened by pastthepixels 0
  • Feature request: More visually engaging background/less intensive skybox animation

    Feature request: More visually engaging background/less intensive skybox animation

    Is your feature request related to a problem? Please describe. The way I have backgrounds right now is that they're very detailed images projected onto a very large spinning sphere. While this is nice to animate, the fact that there's no blurring or anything can make it dizzying to look at. I mean, Tyrian was able to make moving backgrounds pretty well. But Tyrian was in 2D, and I have to make a fully 3-D implementation of a flat scrolling background. So there's a bit of ground to cover here.

    Describe the solution you'd like Maybe motion blur only for the background to make things in the foreground easier to see? But it would need to be performant so it can run on all machines. Plus, I need to make the background look more flat and less like it's a spinning sphere.

    Describe alternatives you've considered Maybe putting a plane behind everything, and changing that? But then reflections wouldn't work as well...

    enhancement 
    opened by pastthepixels 2
Releases(v0.4.3)
  • v0.4.3(Nov 25, 2022)

    InfiniteShooter 0.4.3!

    Here's another small release where I fixed jankiness with the side walls and generated a new icon that has less eye strain. (It was probably better to move this to 0.5.0, but the current icon was starting to bug me.) I'm in school now, so progress is going to be a bit slow, but InfiniteShooter is not dead!

    Since I don't have much to talk about, here's what GitHub generated as release notes:

    What's Changed

    • 0.4.3: Fix shakiness in some parts of the game by @pastthepixels in https://github.com/pastthepixels/InfiniteShooter/pull/21
    • Re-render the icon with more contrast by @pastthepixels in https://github.com/pastthepixels/InfiniteShooter/pull/22

    Full Changelog: https://github.com/pastthepixels/InfiniteShooter/compare/v0.4.2...v0.4.3

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter-LINUX.x86_64(279.46 MB)
    InfiniteShooter-MACOS.x86_64.zip(132.83 MB)
    InfiniteShooter-WINDOWS.x86_64.exe(277.25 MB)
    InfiniteShooter.pck(240.96 MB)
  • v0.4.2(Aug 16, 2022)

    InfiniteShooter 0.4.2!

    This one's a bit late. 0.4.2's another point release that just fixes bugs and polishes InfiniteShooter. I fixed some Z-fighting with the docking station model by extruding some planes (I mean, why would the station have a landing area that's a bunch of infinitely thin planes anyway?) and ensured InfiniteShooter worked with Godot 3.5 (maybe having some fun along the way), and we also got a cool new contribution from @Frizy13 for a setting to adjust the animation speed of the sky as to help make it less dizzying. Below you can see a bit more detailed list of all the changes. Thanks for playing InfiniteShooter and hope you enjoy this release!

    • Added a slider to adjust the background speed (@Frizy13, #7 and #9)
    • Removed hard-coding for the FPS Limit OptionButton (#10)
    • Added an option to remove the FPS Limit (https://github.com/pastthepixels/InfiniteShooter/commit/b8ada332b00d56fcbd6b3464ca8f60907a1c7948)
    • Enabled asynchronous shader compilation and physics interpolation (https://github.com/pastthepixels/InfiniteShooter/commit/e7e362ec3d82a6dffc63a99dd1369104ef89fd7e)
    • Added an option to adjust the frame rate of the physics engine (https://github.com/pastthepixels/InfiniteShooter/commit/e237fecef59fe5734aa198e46ceaf5878fbabb22)
    • Addressed a lot of errors/warnings (https://github.com/pastthepixels/InfiniteShooter/commit/90e5f35ae2bd52a289e2a228eac581cbc9c5fc1d, https://github.com/pastthepixels/InfiniteShooter/commit/390c4cca8ab94d8f3f32fe4fdfee599efca93a2f)

    Oh hey also here's some cool wallpapers I rendered a long time ago if you want to use them for whatever With the logo Without the logo

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter-LINUX.x86_64(279.46 MB)
    InfiniteShooter-MACOS.x86_64.zip(133.20 MB)
    InfiniteShooter-WINDOWS.x86_64.exe(277.26 MB)
    InfiniteShooter.pck(240.96 MB)
  • v0.4.1(Jul 17, 2022)

    InfiniteShooter 0.4.1!

    This started out as a quick patch to fix issues with key mapping in the settings menu, but expanded to include some changes to difficulties and some more bugfixes for the game. I was going to rename this the "Oh my god, I released a broken game!" update but since then a bit more changes to the game have been made. Hope you enjoy this release and as always thanks for playing InfiniteShooter!

    Changelog:

    P.S A lot has happened since the release of InfiniteShooter 0.4.0. InfiniteShooter's flatpak got on Flathub, the popularity of InfiniteShooter started to increase, and I got my first contributor! So it goes without saying, thanks for everyone who helped make this happen. Even if I sound kind of silly from time to time. And again, a special thanks to @Frizy13 for being the first contributor to InfiniteShooter. Without you, InfiniteShooter 0.4.1 wouldn't have had some of the much needed changes that it has now. Thank you all, and hope you enjoy this latest release!

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter-LINUX.x86_64(276.60 MB)
    InfiniteShooter-MACOS.x86_64.zip(131.96 MB)
    InfiniteShooter-WINDOWS.x86_64.exe(275.01 MB)
    InfiniteShooter.pck(240.94 MB)
  • v0.4.0(Jul 3, 2022)

    InfiniteShooter 0.4.0!

    After many months of hard work, I'm proud to release the fourth version of InfiniteShooter! For this release, I tried to fix everything I felt was wrong or lacking about InfiniteShooter, such that I wouldn't have to make huge gameplay changes like this (or like I did in previous releases) ever again. It's almost an entirely different game now, but alongside bug fixes and quality-of-life improvements, here are some changes you can expect to find in this release:

    • A new default window size that is resizable and supports fullscreen
    • New enemy types that get introduced every 10 levels
    • LOTS of balancing (enough to drive me to the brink of insanity)
    • New music
    • A couple new skyboxes
    • 2 more bosses
    • Improved upgrades system featuring coin crates
    • New shader effects
    • New models for enemies
    • Removed tutorial in favor of an instructions screen On top of that, while developing this version of InfiniteShooter, I also played DOOM 2016 and Tyrian, which served as huge inspirations for where I wanted to take InfiniteShooter. So anyway,
    • You can now glory kill enemies. Yes, you heard me right.

    Don't forget to clear your configuration files for InfiniteShooter if you've played an older version before!

    Lastly, thanks for playing my game, and I hope you have as much fun playing it as I do making it!

    P.S For instructions on how to run the files below, please refer to the README.

    P.P.S Protip:

    1. Difficulty=Carnage
    2. BFG Division

    Oh yeah, and don't use the powerup that wipes all enemies with this difficulty. That literally breaks the game.

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter-LINUX.x86_64(275.62 MB)
    InfiniteShooter-MACOS.x86_64.zip(131.04 MB)
    InfiniteShooter-WINDOWS.x86_64.exe(274.03 MB)
    InfiniteShooter.pck(239.96 MB)
  • v3.0(Dec 24, 2021)

    InfiniteShooter 0.3.0 (formerly 3.0)!

    This is version 0.3.0, the newest and most polished version of InfiniteShooter! Here are some of the many changes I made:

    • New sounds and music
    • A tutorial screen
    • Improved menus with blur and other effects
    • A new start screen
    • A wave/level system
    • Elemental damage (you can burn, freeze, or corrode enemies)
    • An improved settings menu that lets you set keybindings
    • Lasers that follow you
    • New mechanics (ex. limited ammo refills)

    Make sure to clear your configuration files for InfiniteShooter before playing version 3.0!

    Oh, and one last thing... Feel free to use this image as an app icon for InfiniteShooter! Thanks for playing InfiniteShooter!

    Note: The files listed below are portable files: InfiniteShooter.x86_64 is for Linux systems and InfiniteShooter.x86_64.exe is for Windows systems. See the README for instructions on how to install the Flatpak provided.

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter.flatpak(52.67 MB)
    InfiniteShooter.x86_64(128.34 MB)
    InfiniteShooter.x86_64.exe(126.77 MB)
  • v2.0(Aug 17, 2021)

    InfiniteShooter 0.2.0 (formerly InfiniteShooter 2.0)!

    It's finally here! What started off as a simple remake of InfiniteShooter in another engine led to a total remaster of InfiniteShooter! Now with new songs, better controller support, better graphics, less bugs, and more, InfiniteShooter 0.2.0 can be in your hands! Here's what the many attached files do:

    • InfiniteShooter.flatpak --> A 64-bit Flatpak of InfiniteShooter! Look at the README under the "Installation" header for more instructions on how to install this.
    • InfiniteShooter.x86_64.exe --> A portable executable of InfiniteShooter for Windows.
    • InfiniteShooter.x86_64 --> A portable executable of InfiniteShooter for GNU/Linux.

    Data and logs are stored in:

    • InfiniteShooter.flatpak --> ~/.var/app/com.pastthepixels.InfiniteShooter/data/InfiniteShooter
    • InfiniteShooter.x86_64 --> ~/.local/share/InfiniteShooter
    • InfiniteShooter.x86_64.exe --> %AppData%\InfiniteShooter
    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter.flatpak(38.76 MB)
    InfiniteShooter.x86_64(115.72 MB)
    InfiniteShooter.x86_64.exe(114.80 MB)
  • v1.4(Jul 22, 2021)

    InfiniteShooter v1.4!

    Sloppy changelog:

    • Lots of bugs were fixed - mainly to do with concurrency errors (something that I don't think I should be dealing with in Python!)
      • Mainly these bugs looked like this: If you killed an enemy in which two lasers hit it at the same time, one would hit it while the other would say "Okay, yep, I've reached the point where all checks to see if the enemy was still there passed *the enemy gets removed by the other laser*... Now to remove the enemy- wait, it can't be removed from the scene because it wasn't there! Time to throw an exception!"
    • Added basic controller support: While in the game, you can...
      • move around (left joystick)
      • shoot stuff ("A" on Xbox controllers but you can press some other buttons too I think)
    • Changed up a bit of assets (e.g. the InfiniteShooter title image)
    • Better NVIDIA driver support on GNU/Linux
    • Changed the look of the upgrades+leaderboard menus

    It's not enough to be a 1.5 release, but then again, InfiniteShooter's had quite a bit of improvements. So I decided to label this release 1.4.

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter-v1.4.zip(77.05 MB)
  • v1.0(May 13, 2021)

    This had no description when I released it??? Really? Anyway, as you may have guessed, this is the Python version of InfiniteShooter. You should be able to run the install scripts provided to install InfiniteShooter, and I think it should make an uninstall script in some directory once it's done. Otherwise, I think you can run it by going under engine/game.py or engine/game-windows.py. Have fun exploring this old and possibly very broken version of InfiniteShooter!

    Source code(tar.gz)
    Source code(zip)
    InfiniteShooter.zip(80.13 MB)
Owner
PastThePixels
PastThePixels
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