r/pygame • u/Scapaflow69 • 3h ago
Flak 2.0
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Lots of action without any 3D engine..
r/pygame • u/AutoModerator • Mar 01 '20
Please use this thread to showcase your current project(s) using the PyGame library.
r/pygame • u/Scapaflow69 • 3h ago
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Lots of action without any 3D engine..
r/pygame • u/Icy-One2420 • 8h ago
Hi everyone!
This project started as a simple prototype and gradually evolved into a much bigger project while I learned more about game architecture, balancing, AI, and optimization.
Some of the features currently included:
• Quest system
• Achievement system
• Campaign mode
• Multiple playable characters
• Several weapons with different mechanics
• New elite enemies
• Smarter boss attacks
• Character progression and unlocks
• Balance improvements and lots of bugs fixes
I'd really appreciate any feedback, especially regarding the gameplay balance, since that's the main focus of the next update.
🎮 GitHub:
https://github.com/yagizkoryurek/Vampire_Survivors-clone
Thanks for taking a look!

r/pygame • u/ContextDifferent8516 • 40m ago
Hi everyone,
I’m a solo dev, and for the last nearly three years (since October 2023), I’ve been head-down building Limbs Alive—a web-based engine for 2D side-scroller character animation automation.
I’m sharing it here to get early feedback from fellow Pygame devs who want to save time on frame-by-frame character rigging.
How It Works
Upload Limbs: You upload static PNG images of your character’s limbs.
Set Pivots: You select pivot point locations on all limb images.
Generate: Click submit, and the engine generates animated spritesheets. You can additionally generate Pygame code for free for a playable side-scroller level to test your character motion instantly.
Zero AI, 100% Deterministic Engineering
To be clear: This is not an AI tool. It is built strictly on exact mathematical transformations. You get predictable output every single time.
This was written by humans, for humans, and was not "vibe coded." It took almost three solid years of manual engineering, math, and debugging to refine this system into something with robust enough performance and user experience for me to bring live.
Pricing & Token Model
Because compute scales with character size, Limbs Alive runs on a transparent, usage-based token system ($1.00 USD = 100 tokens):
Cost Example: A full animation set for a 400px tall character costs 100 tokens ($1.00).
Quadratic Scaling: Costs scale as a function of character height (Width \times Height). A character half as tall (200px) costs approx 4x less, while a smaller character costs even less.
No Hidden Fees: Costs can be calculated and displayed before you launch a job, and tokens are only debited after a job successfully completes.
I’d love for you to take a look at the 1-minute overview and and check out the walkthrough. They are both on the landing page at mauvebay.dev but I've also linked them below
Any feedback on the workflow, Pygame code output, or engine mechanics would mean the world to me after working on this since late 2023. Thanks for checking it out!
r/pygame • u/Competitive-Comb-244 • 7h ago
Title : Diptera Protocol
Playable Link : https://vector-byte.itch.io/diptera-protocol
r/pygame • u/rottaposse • 1d ago
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I made this for topdown games where I wanted the audio to actually originate from somewhere.
Audio pitching, timescale, low pass filtering, volume control and panning on the fly. Uncapped audio channels.
r/pygame • u/TheLastDogStudio • 1d ago
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Ahoy everyone!
After months of work, I’m excited to finally share the playable Free Demo of my indie game: Motín o Botín.
It’s a fast-paced, pirate-themed card game about pushing your luck, collecting loot, and backstabbing your opponents.
⚔️ What is the game about?
Push your luck: Draw cards to increase your loot, but beware! If you draw a duplicate number, your crew will suffer a Mutiny and you lose everything.
Use dirty tricks: Play special action cards to freeze an opponent's score, force them to draw, or wave a White Flag to save yourself from busting.
Vengeful AI: The bots have their own emotions and a "Mood" system. If you betray them, they will hold a grudge and hunt you down!
✨ Features:
🎮 Native Controller Support (PlayStation, Xbox) & Keyboard.
🌍 Translated into 24 languages (Voices in English & Spanish).
⚠️ About this Free Demo:
Designed to test core mechanics and PC performance. Max 1 human player (vs 1-3 AI bots). Extra modes locked.
I would absolutely love to hear your feedback on the game!
🎮 Play the Free Demo here: https://the-last-dog-studio.itch.io/motinbotin
📺 Watch the Trailer: https://youtu.be/Brpq7xGEFQE
🌐 Website: thelastdogstudio.com
Thank you so much for checking it out, and may the loot be with you!
r/pygame • u/Scapaflow69 • 2d ago
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Left-handed, right-handed, soft drop, hard drop, anything you want. :)
r/pygame • u/_DedSec_0x90 • 1d ago
Hi, Finally I release my first beta version game "Last Breath" on itch.io for free to be tested and with your valuable ideas :)
r/pygame • u/chunky_lover92 • 2d ago
I've been making a roguelike with pygame for about a week. I have a super basic prototype. I would like it to be playable online so I can get feedback. I hacked together a pygbag deployment last night with github pages and it seems like it's having some issues with audio playback. I'm not just trying to figure out if I can fix this specific issue. There are others with the UI scaling, and text is blurry. I'm trying to decide if its worth bothering with or if I would be better off focusing on the desktop version. Does this path lead to too much compromise?
https://synaption.github.io/Tales_of_Derision/
UPDAT: looks like I have to drop web support anyway because there doesn't seem to be a good pathfindig library that will work with web.
r/pygame • u/BNis12345 • 3d ago
I’m making a top down survival game and I’m stuck on how to make each object have its own health.
Right now I’ve got a class that renders and draws my whole map if it’s in the screen. Now I’m trying to get it so you can’t run through the trees and you can break them so they’ll drop wood. However I’m stuck on what I should do. Does anyone have any ideas I can show my code so far if you’d like.
What I was thinking about but I hadn’t fully thought a way for it to work was to check how many trees there are and where they are, then somehow create an instance in a Trees for each. But I don’t know if that’s possible
r/pygame • u/_DedSec_0x90 • 3d ago
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Hi, I finally finished this stable update with many features:
1- add game scenes
2- add settings
3- enable player death screen
4- add +3 zombie types with enhanced ui
5- Put the multi player files but not finished yet, need many time for testing
6- add zombie hit animation
please give me your feedback, the whole game based on your ideas :)
r/pygame • u/Bobbybonana69 • 2d ago
r/pygame • u/DreamDev43 • 4d ago
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r/pygame • u/Dodecaquinox • 3d ago
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Pybag gets 19-21 FPS while pygodide gets 19-24 FPS when looking horizontally (so not much of a difference). Experiment ran Chrome. Both bundles were generated from the same source: https://github.com/Elan456/pygodide-pyvorengi-sdk-demo.git
Let me know what you guys think of the new pygodide loading screen.
Pygbag version on itch: https://elan456.itch.io/pygbag-pyvorengi-sdk-demo
Pygodide version on itch: https://elan456.itch.io/pygodide-pyvorengi-sdk-demo
Check out pygodide!: https://github.com/Elan456/pygodide
Thanks to u/herbal1st for providing the game demo this test was built around.
r/pygame • u/TheLastDogStudio • 4d ago
Hey everyone! I’ve been working solo on a local multiplayer pirate card game ("Motín o Botín"). Since Pygame is strictly 2D, I had to figure out how to make a static board feel "alive".
I spent the last few weeks focusing purely on "Game Feel" and "Juice" to make the digital table feel chaotic and fun. In this clip you can spot:
It's amazing how much polishing these tiny animations changes the vibe of the whole game. I'd love to hear your thoughts or any feedback on the UI readability!
r/pygame • u/Crazy_Spend_4851 • 3d ago
Hey guys, if any of you get chance I wonder if you could give some feedback on the new animations in my game where I've utilised shaders to try and make animations more impactful and professional! As some of you guys helped shape my direction with this I'd love to hear what you think ❤️
r/pygame • u/Initial_Client_7585 • 4d ago
Pythemc-Voxelgame is a Python game that utilizes its own custom engine called Pythkernel, using OpenGL and Python3.
Its surprisingly stable at the time of its release, and the game has upgraded enough that its no longer even a clone of Minecraft anymore.
The game features Multiplayer LAN, Voice chat (Prox based), Character customizations, Natural Disasters, Better Physics with TNT's being able to make affected blocks fly away, Wind physics, Water/Lava Physics, Survival and Creative mode, Electronics system (Resistors, Capacitors, ICs and more), Background music, CUDA support (CuPy GPU acceleration for NVIDIA GPUs with CPU Fallback),MIDI Music player, Save and load worlds. Its most recent update was Oceans and Villagers with introductions of villages, 3 new mobs (Villager with 4 professions, squids and drowned hostile zombies), Trading system, new items like emerald and tool durablity and more.
All you need beforehand for installation is Python3.8 or newer, as necessary libraries like OpenGL and Numpy come bundled with the game. (You will also need CUDA Toolkit and CuPy if you plan to use CUDA In the game).
Early development so bugs are expected.
For anyone who wants to play it or check it out, the github link is right here:
https://github.com/AntacidDT/Pythemc-Voxelgame
If you want to dm me, my user is antaciddt on Discord, and github profile is AntacidDT.
r/pygame • u/BNis12345 • 4d ago
I wouldn’t say I’m a beginner but by no means am I an expert and I’m trying to make a top down survival game and I’m kind of puzzled on the map part of it. What I have right now works but I’ve only tested it on a small scale and I’m worried it will drop my frames a ton if I make it bigger plus I think my method is quite inefficient . I was wondering what some of you have done in the passed?
How my code works:
I store a list like this [[Grass1,grass2],
[dessert1,dessert2]]
And each one of these is a grid of however many tiles I want there to be in each chunk. Let’s say each one is 5x5.
In Grass1 I have three separate 5x5 lists with different numbers and each of these lists represents a differnt thing. List 1 is for the ground layer so all zeros will put grass etc. list 2 is for trees and stuff the player can break. List three is for blocks the player places down(I haven’t done anything with this but from what I’m planning I think I can make it work)
To get the position of each block I create a list that contains the x and y coordinates of every block
Then I add the offset to the position and check whether it’ll be in the screen and if it is I’ll display it.
I can share my code if someone is willing to look at it
r/pygame • u/Competitive-Comb-244 • 6d ago
Download : https://vector-byte.itch.io/diptera-protocol
r/pygame • u/IceFurnace83 • 6d ago
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4 examples of converting a Pygame surface to ANSI and rendering to the terminal using a combination of Numpy, ANSI escape codes and the Blessed library.
Example 1: Downscaling Pygame screen down to 100 by 28 and converting each pixel to an ANSI coloured block and printing to the Terminal.
Example 2: Playing GIFs and MP4s in Pygame and downscaling and converting to 24-bit ANSI graphics in the terminal in real time.
Example 3: Different Palette/Plasma effects in Pygame and the Terminal simultaneously.
Example 4: Image to 24-bit ANSI/ASCII art converter program converting images to ANSI in a Pygame window and then being downscaled and converted to ANSI (again) and rendered in the Terminal.