RSS 4 projects tagged "Games"

No download No website Updated 10 Sep 2011 Beat Back the Horde

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Pop 17.86
Vit 1.00

Beat Back the Horde is a rhythm-time strategy game for Android 2.2 and up, focusing on fast-paced placing of units while tapping to the beat! Build up combos to spawn Über Units! It is playable in single-player mode, or in multi-player mode over Bluetooth, and can be learned in a minute and played for hours. It includes many achievements to unlock, five songs to master, adjustable difficulty single-player AI, and particle effects.

Download Website Updated 11 May 2010 Ditchers

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Pop 28.09
Vit 37.94

Ditchers is a multiplayer action game where underground tanks use a variety of weapons to find and destroy each other. Tanks dig tunnels in the soil with a limited supply of energy that can be refilled only in homes (as well as health). the GUI is controlled mainly by mouse, while gameplay is controlled only by keyboard. It is not difficult to create your own maps or to draw your own tank. The game supports split-screen, network games, and artificial players whose intelligence is programmable in the Lua scripting language. The game is inspired by Tunneler.

Download Website Updated 27 Jun 2009 HoldingNuts

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Pop 99.23
Vit 2.05

HoldingNuts is a multi-platform poker client and server. You can play the popular Texas Hold'em variant with people all over the world, meet your friends, run your own games, and even set up your own poker network.

No download Website Updated 13 May 2009 PodSixNet

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Pop 34.99
Vit 42.44

PodSixNet is a lightweight network layer designed to make it easy to write multiplayer games in Python. It uses Python's built in asyncore library and rencode.py (included) to asynchronously serialize network events and arbitrary data structures, and delivers them to your high level classes through simple callback methods. Each class within your game client that wants to receive network events subclasses the ConnectionListener class and then implements Network_* methods to catch specific user-defined events from the server. You don't have to wait for buffers to fill, check sockets for waiting data, etc. Just do connection.Pump() once per game loop and the library will handle everything else for you, passing off events to all classes that are listening. Sending data back to the server is just as easy by using connection.Send(mydata). Likewise on the server side, events are propagated to Network_* method callbacks and data is sent back to clients with the client.Send(mydata) method.

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pyrpm-manage

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