our projects - recent releases

pygame.org welcomes all python game, art, music, sound, video and multimedia projects. If they use pygame or not. Once you finished getting started you could add a new project or collaborate with other people. Or perhaps you're interested in making pygame (the python multimedia library) itself better? First you may need to learn a thing or two about pygame by reading the docs.

Albow Python 3 2.7.6, by Humberto A. Sanchez II

Pygame UI widget set
August 17, 2019

katy mattress 2.0, by best mattress

Very different from what I was used to. The firm feel was a bit odd at first but after a couple of sleeps it felt really nice. I guess I need to use this more often so I can take...
August 17, 2019

Pygame menu 2.0.4, by Pablo Pizarro

Menu for pygame, simple, lightweight and easy to use
August 16, 2019

try https://www.pygame.org/1111111111111111111, by Aya

try
August 16, 2019

The Adventure Zone: Magic Brian Fight 0.0.0, by Dana Kullgren

tbd
August 14, 2019

lol 1, by marshikav17

lol
August 14, 2019

Ever's Bone Hunt Platform, by Sophie Wright

This is a test game I think I made a game before on one of my computers but could not locate it... so I am remaking my first game about my dog in my animated series that is a comic called " Dogs Without Tales ". Please Enjoy!
August 14, 2019

Minuteman 1.5, by Super Nunb

A small, challenging colonial era-themed videogame I just finished developing. Please try it out!
August 12, 2019

Brickout Game v1, by THE MASTER

It's not too bad.
August 12, 2019

The Quest For The Holy Cream Betweens 0.0.0, by Anthony

A 2d turn based rpg where you try to aquire your lost knock off brand oreos Btw im the same guy who made 5 nights in the basement and dynamic equilibrium (sword battle) so if u liked those please check this out
August 11, 2019

ducks-in-a-row 0.5, by Stephen Minton

Tile-matching game
August 11, 2019

The Quest For The Holy Cream Betweens 0.0.0, by Anthony

A 2d turn based rpg where you try to aquire your lost knock off brand oreos Btw im the same guy who made 5 nights in the basement and dynamic equilibrium (sword battle) so if u liked those please check this out
August 09, 2019

nothing https://www.pygame.org/members/projects/new, by kassu malm

nothing
August 09, 2019

Paper Football League 1.0, by Josh Klipstein

2.5D sports arcade game made in Python 3.6.3 with Pygame 1.9.4
August 09, 2019

Hordeslayer 1.0, by David Sadler

Simple 2D zombie shooter game.
August 08, 2019

my first game 1.0, by clark

my first game, so don't complain it is bad.
August 08, 2019

Pygame menu 2.0.3, by Pablo Pizarro

Menu for pygame, simple, lightweight and easy to use
August 08, 2019

Najlepsza giełda transportowa 1, by Anna Kurierska

Dla wszystkich szukających ekonomicznego transportu, dla których ponadto ważne jest środowisko dobrym rozwiązaniem będzie skorzystanie z giełdy transportowej, takiej własnie jak Clicktrans. Ekologiczny transport, który nie kosztuje fortunę.
August 07, 2019

Python.io 1.5, by Rehatbir Singh

Snake game inspired from Slither.io but features a python instead of a Snake. Made in Python 3
August 06, 2019

Game 1.0, by Aadya Tiwari

game
August 06, 2019

Avoid the Void 1.0, by minefled

A game made in less than 45 min. It is very bad but fun!
August 04, 2019

Alien Park beta 2, by Michael Palmer

Survive an alien invasion at the park
August 04, 2019

Game of Ur 7 1.0.0., by Per

Old Mesopotamian game board
August 04, 2019

Alien Park beta 1, by Michael Palmer

Survive an alien invasion at the park
August 03, 2019

2D Multiplayer game engine (chmups) 1.0, by Berenguer

Multiplayer engine demo
August 02, 2019

GreenCubic 1.4.4, by Oleg Kucheryavenko

The simple game about Green Cubic.
August 02, 2019

Best courier service https://clicktrans.com, by clicktrans

Great way to find professional transport service.
August 02, 2019

GreenCubic 1.4.3, by Oleg Kucheryavenko

The simple game about Green Cubic.
August 01, 2019

PROJECT0 1, by Illanna Partida

A video game.
August 01, 2019

non toxic mattress non toxic mattress, by sweet

Our mattresses are proudly handmade in the U.S. Having our mattresses made to order right here in the U.S. gives us the ability to offer a healthier and fresher sleep.
August 01, 2019

memory foam mattress 2.0, by best mattress

All of our foams are US made and CertiPUR-US certified with no prohibited phthalates, ozone depleters, PBDEs, Mercury, Lead, heavy metals, formaldehyde or any harmful chemicals.
July 31, 2019

memory foam mattress 2.0, by sara taylor

All of our foams are US made and CertiPUR-US certified with no prohibited phthalates, ozone depleters, PBDEs, Mercury, Lead, heavy metals, formaldehyde or any harmful chemicals.
July 31, 2019

Pygame menu 2.0.1, by Pablo Pizarro

Menu for pygame, simple, lightweight and easy to use
July 31, 2019

GreenCubic 1.4.2, by Oleg Kucheryavenko

The simple game about Green Cubic.
July 30, 2019

GreenCubic 1.4.1, by Oleg Kucheryavenko

The simple game about Green Cubic.
July 30, 2019

GreenCubic 1.3.4, by Oleg Kucheryavenko

The simple game about Green Cubic.
July 29, 2019

news

Learn python by contibuting to pygame (at the europython 'sprint' and online)

pygame europython sprint

If you want to join in online, come into our 'Discord' #contributing channel https://discord.gg/r8yreB6. If you're at EuroPython you can find information about the sprints on their website.

July 12, 2019

pygame 1.9.6 released with a few regression bug fixes

Whilst we focus like a shark-lazer on pygame 2, here is a bonus pygame 1.9.6 with a couple of small regression bug fixes.

- mp3 via smpeg was missing in manylinux builds.
- mixer thread deadlock issue when controlling it from different threads.
- pygame.version.vernum now has major, minor, and patch attributes.
April 25, 2019

pygame 1.9.5 released into the wilds

pygame 1.9.5

TLDR; Some highlights.

Every single source file has been heavily modified and moved in this release. Initial (source code only) support for SDL2 has been merged in. We also support compiling with SDL1 in the same code base, so the migration to pygame 2 is easier. pygame 2 will be released with SDL2 being the default backend when some remaining issues are ironed out. The 1.9.x releases will continue with SDL1 until then. Also, the C API of pygame is undergoing a transformation with lots of cleanups. Then there have been plenty of other cleanups all throughout the python code as well. There's still lots to clean up, but things should be significantly easier for people to contribute (👋 hello and thanks new contributors!). The documentation has been improved with better examples links, search functionality, and improved navigation. Support for older Macs, and newer Macs has been improved. The mask, midi, draw, and math modules have gotten lots of polish with rough edges removed.

Thanks

A very special thanks to the people who have volunteered commits to pygame since the last release. In alphabetical order...

(@alphaCTzo7G) | Amos Bastian (@amosbastian) | Andrey Lopukhov (@andreyx86) | Augusto Noronha (@augusto2112) | Bernardo Sulzbach (@bernardosulzbach) | (@Bottersnike) | Cai Q.T. (@CAIQT) | (@Cerealdragon) | Charles (@charlesej) | (@ChrisWeissNike) | (@cmtrapp02) | Daniel Molina (@daniel-molina) | David Caughell (@DavidCaughell) | David Lönnhager (@dlon) | (@dr0id) | burmer (@dtschirmer) | (@e1000) | xFly_Dragon (@husano896) | (@IchMageBaume) | René Dudfield (@illume) | (@LambdaGoblin) | Lenard Lindstrom (@llindstrom) | François Magimel (@Linkid) | (@LiquidFenrir) | Mark Hurley (@markph0204) | Marius Gedminas (@mgedmin) | (@metulburr) | Michael Farrell (@micolous) | Dominik George (@Natureshadow) | Nik (@nikolas) | Nunu-Willump (@Nunu-Willump) | (@pleboulanger) | Rebecca Chen (@rchen152) | (@robertpfeiffer) | Sett (@sw00) |

Quite a few new people have helped out with this release 🤗

An equally special thanks to everyone else who has contributed in other ways. Thanks to claudeb, imallet, and deshipu for moderating the discord chat to keep it friendly. Thanks to the twitter folk, and the stackoverflow Q&A people. Thanks to everyone who puts their game up on the pygame website for others to look at. Thanks to people making tutorials and sharing articles & books they've written. Thanks to the r/pygame mods and community. Thanks to pyladies groups for running fun sessions, and for making things better. Thanks to the teachers providing feedback, and for doing something fun with their students. Thanks to Debian, Raspberrypi, Arch, Fedora, and all the other community groups. 🖤

More details.

#945 Vector: Explain slices and swizzling
#944 Update surface documentation
#937 Make mask offset boundary checking consistent
#936 Update midi documentation
#931 Fix drawing 1 pixel wide off-surface ellipses
#929 Use SDL_RWops instead of pg_FopenUTF8.
#928 Fix LayeredDirty's inconsistent use of its source rect
#927 Workaround for locale errors with PyPy
#926 Update dependencies for manylinux builds.
#924 Upload .whl binaries to a github draft release when creating tag.
#923 Update scrap documentation
#922 #881 #879 Fix zero-sized mask segfaults
#920 Fix the SystemError when no type specific clipboard content exists.
#917 Update scrap tests
#914 Update freetype tests
#911 #893 #889 #876 #874 #844 #840 #831 #819 Improved mask tests
#900 Add sprite tests
#899 bugfix for dirty sprite when using a source rect
#891 Add missing Vector2.magnitude()
#873 Fix mask index out of bounds segmentation fault
#806 Mask constructor 'fill' argument
#807 Use version directives consistently in documentation and update style
#805 Event functions: pump parameter and keyword arguments
#803 Add customized repr()/str() output for Mask objects
#802 Fix aaline()/aalines() not drawing on a surface's border
#797 Keep surface alpha value for copied surfaces with SRCALPHA flag
#760 #707 Load images on multiple threads properly
#783 Fix overlap_mask() making incorrect mask
#751 #749 #748 #746 #745 Added get_init() to all modules with an init() function
#725 Allow camera module to be used on Windows
#722 API version macros
#698 Use pre styles in docs
#670 Converting between ANSI notes and MIDI notes or frequencies
#663 Compile for PyPy 3 and PyPy fixes
#665 Chimp tutorial: reindent and clean some code
#664 Chimp tutorial: fix reST syntax
#656 #649 Handle Unicode objects and paths properly
#631 Fix failing tests test_aapolygon and test_pie
#630 Fix freetype rotation rendering
#596 aaline cleanup
#582 draw.aaline: blend correctly
#577 #573 Fixed FreeType memory leaks
#571 Fix surface.blits() bugs

#560 Added math.Vector2 subclass test for issue
#558 Raise TypeError on invalid point arguments
#557 Update typecheck to allow subtypes
#545 update system font lists in sysfont.py
#538 Mac fonts support using system_profiler
#559 Allow clean silencing of support prompt
#553 Fix homebrew travis mac builds
#551 Fixed freezing while playing music from file objects
#550 updated for python 3
#546 Improve message on failed imports & cleanup
#544 Spelling fix in examples/glcube.py
#540 DirtySprite subclass allow other _layer values
#536 dependency version into README & Cleanup SDL1.2
#534 More test cleanups.
#535 draw_py for Python algos & aaline testing
#534 More Test cleanup
#518 Organise the docs modules by usage, add search form.
#517 Test cleanup n+1 : yet another test cleanup branch
#516 PY_VERSION_HEX < 0x02070000 : cleanup
#515 Fix draw polygon ; tests & code cleanup
#514 Cleanup Python < 2.7 references
#511 Fix odd-width ellipses not drawing correctly
#510 Update unit tests draw.ellipse, add unit tests draw.(aa)line(s)
#509 Midi tests : add, refactor, cleanup
#508 More test method cleanup
#507 Improve mac compile times on travis.
#505 Remove "if 1:" pattern in tests
#504 Cleanup mixer test
#503 Clang format all the src_c/.c files
#502 Cleanup some test methods & test/sndarray_test.py
#501 Add draw_ellipse unit test
#500 Test for overlap mask
#499 Remove boilerplate imports from top of test files
#498 Adding a test for Thick Line Bug
#493 0 sized masks are now possible
#489 transform.scale does not crash for zero sized surfaces
#488 Added unit test 'test_zero_surface_transform' for issue 411
#486 Moved jquery.plugin.docscomments.js into pygameweb.
#485 Repo cleanup. 8 things in top level. Rest in buildconfig/. Old stuff removed.
#484 Added mac sdl2 support. Changed config.py -sdl2
#483 Support older mac core duo 2 cpus
#482 The giant SDL2_patches merging PR.
#476 Do not try to add portmidi on freebsd. It does not exist.
#475 Resurrect Python 3.4 builds on Appveyor

March 31, 2019

🐱‍🏍 stuntcat early release. What's next?

🐱‍🏍 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 🐱‍🏍 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 itch.io, 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.

Thanks to the makers of stuntcat: bitcraft, blubberquark, Bottersnake, claudeb, illume, Kuba | ThePolish, TJWhale, hfoxp, xeno, M, CaptHurls, dlon, dirk0, viblo, and kleines filmröllchen.



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 itch.io for $2 or what ever you feel. update: we raised enough to make a steam release. Thanks to everyone who chipped in!

January 07, 2019

PyPy low latency improvements for apps like games.

January 04, 2019

🐱‍🏍 — the first pygame 2 community game

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: https://github.com/pygame/stuntcat

November 27, 2018

pygame Artist in Residence exhibit - timelapse of development in October

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.

November 26, 2018

pygame 2 status

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. https://www.pygame.org/wiki/Contribute
  • If anyone using pygame in Berlin wants to come along and help talk with people interested in contributing, I am presenting here: https://www.meetup.com/opensourcediversity/events/255369540/
  • 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: https://github.com/pygame/pygame/milestone/4
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). https://github.com/pygame/pygame/milestone/7
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) | René Dudfield (@illume) | (@LambdaGoblin) | Lenard Lindstrom (@llindstrom) | Marius Gedminas (@mgedmin) | (@metulburr) | Dominik George (@Natureshadow) | Nunu-Willump (@Nunu-Willump) | Nik (@nikolas) | Sett (@sw00) |

 
November 05, 2018

Super Potato Bruh released on steam

Congrats to DaFluffyPotato for the release of "Super Potato Bruh" on steam: https://store.steampowered.com/app/951360/

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 itch.io. (https://cmlsc.itch.io/super-potato-bruh)

October 20, 2018

Josh Bartlett — pygame Artist in Residence

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.

October 11, 2018

tweets

reddit

videos

About

Hello internet traveller,

More silly nonsense about Pygame

  • Silliness built in. Pygame is meant to make software things fun. New silliness is added every 3.1415 seconds.

  • Does not require OpenGL. With many people having broken OpenGL setups, requiring OpenGL exclusively will cut into your user base significantly. Pygame uses either opengl, directx, windib, X11, linux frame buffer, and many other different backends... including an ASCII art backend! OpenGL is often broken on linux systems, and also on windows systems - which is why professional games use multiple backends.

  • Multi core CPUs can be used easily. With dual core CPUs common, and 8 core CPUs cheaply available on desktop systems, making use of multi core CPUs allows you to do more in your game. Selected pygame functions release the dreaded python GIL, which is something you can do from C code.

  • Uses optimized C, and Assembly code for core functions. C code is often 10-20 times faster than python code, and assembly code can easily be 100x or more times faster than python code.

  • Comes with many Operating systems. Just an apt-get, emerge, pkg_add, or yast install away.  No need to mess with installing it outside of your operating systems package manager. Comes with binary installers (and uninstallers) for Windows or MacOS X.

  • Truly portable. Supports Linux (pygame comes with most mainstream linux distributions), Windows (95,98,me,2000,XP,vista, 64bit windows etc), Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported. You can use it on hand held devices from nokia, game consoles like gp2x, the One Laptop Per Child (OLPC), and the Orange Pi.

  • It's Simple and easy to use. Kids and adults make games with pygame. Before the Raspberry Pi, the microbit, or the OLPC, Pygame has been taught in courses to young kids, and college students. It's also used by people who first programmed in z80 assembler, or c64 basic, and for Indie game productions.

  • Does not require a GUI to use all functions. You can use pygame without a monitor - like if you want to use it just to process images, get joystick input, or play sounds.

  • Small amount of code. It does not have hundreds of thousands of lines of code for things you won't use anyway. The core is kept simple, and extra things like GUI libraries, and effects are developed separately outside of pygame.

  • It's not the best game library. It's not even the second best. But we think it's sort of ok.

tutorials

The PYGAME Documentation page has a number of tutorials. A Newbie Guide to pygame is very good.

There are lots of examples that come with pygame. See https://github.com/pygame/pygame/tree/master/examples. They should be installed, and are runnable like:

python -m pygame.examples.aliens

Below are unofficial tutorials and guides. Anything with wrong install instructions is not allowed.

General Tutorials

Pygame Tutorials on Specific Topics

Non-English Resources

Spanish

Brazilian Portuguese

Italian

  • All Pygame tutorials Questa � una traduzione non ufficiale del tutorial su pygame di Pete Shinners, curata dagli utenti di python-it.

Français (french)

  • Sur Wikibooks, Traduction compl�te des tutoriels officiels de Pete Shinners.

Greek

Polish

CookBook

def show_cook_book_love(screen):
    txt = "I love the CookBook!"
    f = SysFont("Arial", 12)
    s = f.render(txt, 1, (0,0,0))
    screen.blit(s, (0,0))

Posting A Recipe:

  • Please start a new page for each recipe.
  • Use the <pre><code>YOUR CODE</code></pre> tags to put in code.(View source of some other pages to see how it is done.)
  • Except where otherwise noted, recipes posted in the pygame cookbook are in public domain.
  • Tabs are lost when posting, so convert tabs to spaces first if you use them.

Generic recipes

Profiling
RunningInCorrectDirectory
LinearInterpolator
SmoothInterpolator
BoundingBox
2DVectorClass
3DVectorClass
CommandDispatch (A pattern for building GUIs)
2DGeometryEngine
QuadTree
MemoizingDecorator (Another lazy resource loader)
SignalSlot (A signal/slot implementation)
Interpolator (An improved interpolator)
BezierCurve
RGBColorConversion
CalculateDist
SpatialHashMap
ConstantGameSpeed

PyGame recipes

LazyImageLoading
SimpleFontManager
TTFToBitmapConverter
toggle_fullscreen
Joystick_analyzer
ImagePacker
SmallerRectForSpriteCollision
GradientCode
ConchMusicSoundToolkit
FastPixelPerfect
SettingWindowPosition
DummyVideoDriver
WindowResizing
TextWrapping
CairoPygame
Load_32-bit_BMP_with_Alpha
HeadlessNoWindowsNeeded (Use pygame without using creating a window)
SubtractRects
ShadowEffects (Using arrays)
MatplotlibPygame
IntersectingLineDetection
MmapSurfaces
WxPython
Pygame2exe
InputWrapper
RotateCenter
MidiScheduler
SpatialHash_for_Pygame
Spritesheet
Tint
SoundGeneration
DrawWaveform

PyOpenGL recipes

SimpleOpenGL2dClasses
OBJFileLoader
GLLight
GLSLExample
GLSL_ARB_Example
TextureCoordinateArithmetic
MakeOpenglDrawIn2D
CrossPlatformTextOpengl

Resources

Cookbook Code

3D Models

Tutorials

Textures

Music

Royalty Free Music

Sound Effects

Royalty-Free Sound Effects

Fonts

Stock Photos

Clip Art

Free Game Engines

Pixel Art

Other Resource lists

Help (irc, lists)

Discord chat, pygame server

If you want to discus projects you're working on, there is a new chat server on 'Discord': https://discord.gg/r8yreB6, a chat service very popular in other game dev communities.

Mailing List

Pygame maintains an active mailing list. You can email the list at pygame-users@seul.org

If you do not have a mail client configured on your computer you can subscribe to the mailing list by sending a plain-text e-mail to majordomo@seul.org. Leave the subject field blank and in the body put only "subscribe pygame-users" (without the quotes).

You will receive an authentication response. Follow the directions in that e-mail to complete the subscription process.

Forums and Newsgroups

GMane, and google groups offer web based, and newsgroup access to the pygame mailing list. So you can talk with a forum-like interface to the pygame mailing list.

If you prefer newsgroups, GMane is running a newsgroup gateway at gmane.comp.python.pygame.

If you have a google account, and like google groups, there is a mailing list mirror at google groups mirror. To post, you must subscribe to the real mailing list first. It started mirroring the mailing list in 2008/04/28.

For a forum-like interface, you can use Nabble which started mirroring on 2012/05/21.

Mailing list archives are hosted by Gmane and Seul.org.

irc

pygame IRC channel. irc.freenode.net 6667 #pygame

questions and answers

Hacking

Notes for hacking, developing, and modifying pygame.

Building pygame

See the wiki page: Compilation to figure out how to compile pygame on different platforms.

How to do debug builds?
python setup.py build --debug install
How to speed up compilation? The build only compiles things that have changed by default. Parallel builds can be done with python 3.5+, where you can set the -j option with the number of workers you want to use. Probably setting it to the same as your number of CPU cores is a good idea.
python setup.py build -j4 install

Buildbots, pygame compiled on every change

There is a pygame github page. Development now happens on github.

The set up more buildbots issue tracked developments in the buildbots.

Linux manylinux builds

Manylinux builds are binary files for pip which should work on many versions of linux. See in the pygame repo manylinux-build/README.rst

Generating docs

python setup.py docs

This runs buildconfig/makeref.py which runs Sphinx to generate HTML docs and src_c/docs/{module}_doc.h C headers from reStructuredText source.

The reStructuredText .rst files are stored in the pygame/docs/reST/ref/ (reference manual) and docs/reST/tut/(tutorials) directories.

An online reStructuredText primer can be found on the Python website site.

Sphinx specific markup is described in theSphinx Documentation.

Parameters for functions should be documented with param info field lists.

The Python Sphinx package itself depends on Docutils, Jinja2, and Pygments.

You need a recent sphinx to build the pygame docs (1.7 at time of writing).
pip install sphinx --user

Running tests

To run the tests from the test sub-directory in the pygame distribution:

python test/__main__.py

To run the tests from the installed pygame.tests module:

python -m pygame.tests

In either case the --help command line option will give usage instructions.

Code style

Try and follow the code style of the particular file you are editing.

Use 4 spaces instead of tabs, and Pep-8 generally.  Make sure your editor doesn't insert tabs.

Try to keep things under 80 characters wide.

Try not to mix in white space commits with other code commits.  This makes reading diffs easier if you separate the whitespace updates from the actual changes.

For C code, we use clang-format. There is a config in src_c/.clang-format which tries to use a pep-7 style.

Writing tests.

Tests are in the test/ directory.

Please see test/README.txt (in the pygame repo) for more of a description on the tests, and the testing framework.

A naming convention is used for all tests. So from the name of a module, class, method, or function, you can find the tests for it.

Each module has a test file.  eg. for pygame.surface there is test/surface_test.py

In that file there are methods for each of the classes, functions and methods. So Surface.blit has a 'test_blit' method.  There can be multiple test methods for each method. eg. 'test_blit_keyword_args' in surface_test.py one of a few tests Surface.blit.  Add extra words at the end of the method name to make multiple tests for the same method.

Methods named with todo at the front "todo_blit" are methods that need to be written. Or finished. By default all of the todo tests are skipped by the test runner.  You can however, make the todo_ tests fail - to see how many more tests need to be finished.

Tests can use tags in order to organise them. There are optionally [modulename]_tags.py files for each module. A test/surface_tags.py file is used to specify tags for the pygame.surface module. You can use tags to skip tests on different platforms, or to choose different tests to exclude or run.

There are some test related tools + code in test/util/ .

To see if anything in a module is not documented... you can use: python compare_docs.py pygame.sprite sprite.doc

To generate some test stubs for your unittests from an existing file... you can do: python gen_stubs.py midi

Submitting changes to github

See http://www.contribution-guide.org/. If you are a member of the pygame repo on github you can start a new branch like this:
git clone git@github.com:pygame/pygame.git
cd pygame
git checkout -b my-fixes-branch
# Edit your changes here.
git commit .
git push --set-upstream origin my-fixes-branch
Then go to the web https://github.com/pygame/pygame to create a pull request. Add a couple of reviewers who you think might want to review the code. If you are not part of the github pygame organization, then fork pygame with github, and then when you're ready, send us a pull request.

issues

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downloads

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developers

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the content

project comments

meetups

awesome sauce

spotlighted projects

Mastermind Networking Lib 4.2.0, by Ian Mallett

A networking lib designed to be simple to use.
October 17, 2018

Albow 2.2, by Gregory Ewing

A Little Bit of Widgetry for PyGame
January 29, 2014

glLib Reloaded 0.5.9, by Ian Mallett

OpenGL Library + Shader OpenGL Library + TONS MORE STUFF!
January 26, 2014

Program Arcade Games With Python and Pygame 1, by Paul Vincent Craven

Learn to program using Python and Pygame!
July 19, 2013

QANAT 0.7, by Paul Paterson

A shoot-em-up inspired by the classic Galaxians game. Repel waves of invaders using your gun turret. Manage the temperature of the turret to avoid overheating.
April 19, 2013

SGC 0.2.1, by Sam Bull

A GUI toolkit for Pygame, to ease game development for Pygame developers. Works with no code change with a normal Pygame display or with an OpenGL display. This is a lightweight toolkit, with focus on the attention to detail. It is also customisable, allowing developers to theme the widgets to match their game.
March 25, 2013

SubTerrex 0.3.1, by Paul Paterson

Explore deep subterranean caves using only your trusty ropes and flares.
September 02, 2012

Making Games with Python & Pygame 1, by Al Sweigart

A free book covering the Pygame library for beginner and intermediate Python programmers. Includes the source for 11 game clones including Tetris, Bejewled, Othello, Connect Four, and others.
July 03, 2012

Life as a Bit DLX-v1.01, by Sean J McKiernan

A full-featured cellular automata simulator. The focus is on "Conway's Game of Life." With the 'Rule Panel' you can also explore other rule combinations.
December 26, 2011

Toonloop 1.1.3, by Alexandre Quessy

Toonloop is a live stop motion animation software.
December 31, 2009

Arcade Tonk Tanks 0.0.6, by Koen Lefever

Just use the cursor keys and the space bar to shoot the other tanks.
December 28, 2009

Foodforce2 1.0, by Deepank Gupta

Food Force 2, based on Food Force, is being developed as free software. It is cross-platform as it is written in the Python programming language, and runs on platforms including the One Laptop Per Child XO and the Sugar desktop environment. Food Force 2 is currently in beta, and available for download on Linux and Windows platforms.
December 06, 2009

PixelPaint F-b, by Pie

A simple paint program.
October 06, 2009

PaintBrush 1.1, by John Eriksson

A public domain class that can be used in drawing applications or games. Two demos included.
September 16, 2009

Ardentryst 1.71-testing, by Jordan Trudgett

Ardentryst is a free, open-source, cross-platform action/RPG sidescrolling game that is fun for all ages. Follow hero Pyralis, a warrior with fire magic, and heroine Nyx, an ice mage, on a quest through a castle, forests and snowy mountains to reclaim peace in the realm of Ardentryst.
August 12, 2009

Plague 3.38, by benedict carter

Plague is a real-time top down â??rogue-likeâ? arena shooter pitting humans against the zombie horde, inspired by the games Syndicate, XCOM and Gauntlet. Currently under development, Plague already features procedural level generation, cellular automata modeling for physical effects, a 2D physics engine, AI and line of sight vision for every â??sentientâ? game entity, multiple weapons and a whole heap more, all running in real-time.
August 12, 2009

555-BOOM! 0.6.1, by Gregory Ewing

Puzzle game and electromechanical sandbox. Based on my PyWeek 5 competition entry.
February 02, 2009

Disk Field 1.01, by Jeremy

Navigate the disk to the end point.
September 25, 2007

Woody Tigerbaum's Interplanetary Package Delivery 0.92, by Dave LeCompte

Deliver packages in space with the power of interplanetary slingshots.
July 10, 2007

Trip on the Funny Boat 1.5, by Pekka Kujansuu

A side scrolling shooter game starring a steamboat on the sea.
April 23, 2007

Barbie Seahorse Adventures 1.0, by Phil Hassey

Barbie the Seahorse wants to go to the moon! Let the good times roll with this swell side-scroller. Won teams category in pyweek #4!
April 22, 2007

Bouncy the Hungry Rabbit post-r4, by Richard Jones

You play Bouncy the Hungry Rabbit. You're in a garden with yummy veggies and a farmer who's not keen on you eating them. You can hide (and move around) under the ground.
October 05, 2006

Typus Pocus Pyweek3, by Team PyAr

A typing game, with a twist.
October 02, 2006

Colonel Wiljafjord and the Tarbukas Tyranny contest, by Phil Hassey

An adventure game tribute to some of the old LucasArts and Sierra classics -- Monkey Island and Space Quest. Made for pyweek #3.
September 25, 2006

Nelly's Rooftop Garden 1.0, by Alex Holkner

A physics-based puzzle game written for PyWeek 2.
April 22, 2006

20,000 Light Years Into Space 1.2, by Jack Whitham

"20,000 Light Years Into Space" is a single-player real-time strategy game with a "Steampunk" sci-fi theme.
April 17, 2006

GalaxyMage 0.3.0, by Colin McMillen

GalaxyMage is a free, open-source tactical/strategic RPG for Windows, Linux, and Macintosh.
March 26, 2006

Angry, Drunken Dwarves 1.0.1, by Joe Wreschnig

In Angry, Drunken Dwarves, you are an angry, drunken dwarf. Why are you so angry? Who knows. But you've decided to take your aggression out on other dwarves, by dropping gems on their heads. Lots of gems.
January 12, 2006

The Witch's Yarn 1.3, by Keith Nemitz

Graphical Interactive Fiction Stage director metaphor UI. Sit-com inspired interactive comic book as theater.
September 16, 2005

Dynamite 1.1, by Phil Hassey

The evil potentate is ruining everyone's lives! Use the power of dynamite to destroy his strongholds.
September 15, 2005

Quido: Failed Experiment 1.1, by Simon Wittber

This was TeamXerian's entry in pyweek 2005.
September 09, 2005

Pylonoid 1.2, by Sami Hangaslammi

Puzzle game where you direct a stream of electricity with different kinds of power pylons.
September 06, 2005

OUTERSPACE .5.13, by Administrator

A massive multiplayer online strategy game. The game itself supports internal message boards, self updating clients, and it doesn't stop there. An amazing accomplishment.
December 05, 2002