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PyFighter - 0.2

Francis Stokes (stokesie19)



The project is in the early stages at the moment. To follow or assist in the games development, goto the homepage (


Finally, a sort of working version! This release is a sort of proof of concept for the fighting game. Im actually pretty pleased with it.


Home Page:


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PyFighter - 0.2 - Sep 30, 2010
PyFighter - 0.1.5 - Mar 11, 2010
PyFighter - 0.1.4 - Mar 10, 2010
PyFighter - 0.1.1 - Mar 6, 2010 account Comments

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October 2, 2010 9:06am - Temia Eszteri - nickname: (prerisoft)
Funny how that goes - Fighter Framework gets an update, then right after it PyFighter's resurrected with a new update too.

Can't say I'm really interested in either since I'm not a fighter fan, but it should be fun to see what a little friendly competition between you two will yield in the end.
October 1, 2010 7:41am - Francis Stokes - nickname: (stokesie19)
Yeah I've just started work on it again.
March 29, 2010 10:46am - Leif Theden - nickname: (bitcraft)
Any plans on continuing this?
March 9, 2010 3:57am - Donpachi - nickname: (donpachi)
Oops, looks like I did a slight misread on the project page, it's not aimed as a Double Dragon game but a Street Fighter game. ;) Either way, it'll be cool. Alright, if you've got the code planned out then that's good enough for me. :)
March 9, 2010 3:14am - Francis Stokes - nickname: (stokesie19)
@donpachi: Thanks man i appriciate the comments. Ill probably do a whole load of refactoring once i have the main parts of the system up and running (which at the momment (0.1.4) is just AI and a bit of collision detection).

By the way, draw_fs() is draw_fight_screen(). I whacked out most of the variable and main method names really early on so ill change those at some point too.

March 9, 2010 3:05am - Donpachi - nickname: (donpachi)
Great proof of concept.

The only gripe I have is that the code looks a bit messily organized, and if the source file was bigger it would be a real pain to get into. I took a look at the 0.1.3 code you posted on the homepage. In the Player class __init__ you have these comments what all the variables mean... Why not use what you've explained in the comments as the variable names? Then they wouldn't need explanation. Like self.attackflag_melee and self.attackflag_range instead of self.a_m and self.a_r. Also I'm confused by the naming of the draw_fs function. Shouldn't all the KEYDOWN events be processed by a keyhandler class (or function)? :)

Like a class method that takes the event key after confirming that it's a KEYDOWN event or just the whole event stack as an argument, which could then call a drawing class instance with the sprite image argument. Though as I mentioned, this is hardly a problem at 400 lines. Could be different a few versions later...

Also continuous movement by the way of holding arrow keys down would be nice. :)

Hope you keep punching out new versions, I'll be very interested to play a more completed version. DD2 was one of my most favorite games as a kid.

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