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117 results tagged games  ✕   ✕
exil3net/exilenet-client https://github.com/exil3net/exilenet-client
Mon 23 Jun 2025 03:00:41 AM PDT archive.org

This command-line interface serves as the backbone of EXILENET - a signal-based delivery system for immersive digital mythologies. Terminal-based storytelling engine. Supports splash animations, glitchtext, hooks, and links. Simple module-based delivery (drag-and-drop new chapters).

It's not quite a hacking simulator, more like an ARG for one or an exploration/adventure/thriller game.

retro games arg mythology mysteries python
PursuedPyBear | Unbearably Fun Game Development https://ppb.dev/
Fri 13 Jun 2025 12:31:32 AM PDT archive.org

PursuedPyBear, also known as ppb, exists to be an educational resource. Most obviously used to teach computer science, it can be a useful tool for any topic that a simulation can be helpful.

At its core, ppb provides a number of features that make it perfect for video games. The GameEngine itself provides a pluggable subsystem architecture where adding new features is as simple as subclassing and extending System. Additionally, it contains a state stack of Scenes simple containers that let you organize game scenes and UI screens in a simple way.

The entire system uses an event system which is as extensible as the rest of the system. Register new values to existing event types, and even overwrite the defaults. Adding a new event type to the system is as simple as firing an instance of your new event class with signal. Instead of a publisher system, the engine knows everything in its own scope and only calls objects with appropriate callbacks. The most basic event is Update and your handlers should match the signature on_update(self, update_event, signal).

Github: https://github.com/ppb/pursuedpybear

python games frameworks modules educational
Jeff Easley https://jeffeasleyart.com/
Sat 10 May 2025 01:41:39 AM PDT archive.org

Jeff Easley was born in Nicholasville, Kentucky in 1954. He had an early interest in art, especially when it had a fantastic element. To say he is a huge Frank Frazetta fan is an understatement. He graduated from Murray State University with a BFA degree in painting in 1977.

Easley began his professional carreer as a freelancer, including a few projects with Warren Publishing and Marvel comics. In 1982, he joined the art staff at TSR Inc. which would also include such talents as Larry Elmore, Keith Parkinson, and Clyde Caldwell. Easley's art contributed significantly to the success of TSR's Dungeons and Dragons role playing game in the 1980's and early 1990's.

During his more than two-decade tenure at TSR/Wizards of the Coast, Jeff painted many rulebook, boxed set, and module covers, including iconic Advanced Dungeons and Dragons (AD&D) core rule books. In addition, Jeff was responsible for many famous Dragonlance and Drizzt paintings.

After parting ways with WOTC in 2003, Jeff found himself freelancing once again, and is currently producing art for various companies and individuals.

art illustration store prints classics d&d games rpgs
Larry Elmore https://larryelmore.com/
Sat 10 May 2025 01:37:42 AM PDT archive.org

I have been creating fantasy and science fiction art for over 40 years. After receiving a BFA degree from Western Kentucky, I married Betty Clemons and was drafted into the army almost at the same time. After two years in the service, I got a job at Fort Knox, Kentucky as an illustrator. In addition, I started freelancing at home and was published in a few magazines, including Heavy Metal and National Lampoon. During this time I produced my best work with my wife, our two children, Jennifer and Jeremy.

Eventually, I was contacted by TSR Inc., the company that produced the role playing game Dungeons & Dragons, and I went to work there from 1981 to 1987. While at TSR, I helped set the standards of gaming art in the role-playing genre. Besides creating covers for Dungeons & Dragons, AD&D, Star Frontiers and other gaming books, I created SnarfQuest Tales for the company’s Dragon Magazine. I may be best known for my work with the world of Dragonlance, exemplified by the covers of the DRAGONLANCE book series.

Since 1987, I’ve been working as a freelance illustrator, creating covers for comics, computer games, magazines, fantasy and science fiction books and many other projects. I have worked for other publishers such as BAEN books, Bantam, Warner Books, ACE/Berkley, Doubleday, and Del Rey. I am also the co-author of Runes of Autumn and creator of the Sovereign Stone series. In the gaming and comic industries, I have freelanced for TSR, Inc, FASA, Mayfair Games, Game Designer’s Workshop, White Wolf, Iron Crown Enterprises, Dragon Magazine, Amazing Magazine, Wizard Press, D. C. Comics, First Comics, Eclipse Comics and Frank Frazetta’s Fantasy Illustrated. Miscellaneous credits include LJN Toys, Mattel, Lucas Films, Tonka, Monogram Models, Western Publishing, Sony Entertainment’s EverQuest, and various computer game covers.

art illustration store prints classics d&d games rpgs
niklasf/python-chess https://github.com/niklasf/python-chess
Tue 01 Apr 2025 01:29:12 PM PDT archive.org

python-chess is a chess library for Python, with move generation, move validation, and support for common formats. If used with ipython or Jupyter, it'll render the board as SVG images so you can see what's going on. Otherwise it'll display an ASCII chess board. Supports multiple variants of chess. Seems fairly smart at detecting situations, like check, repetitions, checkmates, stalemates, and draws by insufficient material.

Designed such that you can interface it with other software, such as chess playing engines, endgame searchers, GUIs, and AI research environments.

python module games chess svg
Commodore Games https://www.commodoregames.net/
Thu 20 Mar 2025 02:12:53 PM PDT archive.org

Over 30,000 Commodore 64 games playable in your browser. We have over 50 gigs of Commodore tapes, disk images, originals, and manuals

archive commodore software games emulation downloads documentation
Fimeg/NetworkChronicles https://github.com/Fimeg/NetworkChronicles
Fri 07 Mar 2025 12:49:04 PM PST archive.org

A gamified self-discovering documentation system that transforms traditional network documentation into an immersive mystery adventure.

Network Chronicles revolutionizes technical documentation by transforming it from a passive reading experience into an interactive adventure. By embedding critical infrastructure knowledge within an engaging narrative framework, it addresses the fundamental challenge of IT documentation: making it compelling enough that people actually want to engage with it.

Players assume the role of a new system administrator tasked with maintaining a network after the mysterious disappearance of their predecessor, known only as "The Architect." Through exploration, puzzle-solving, and documentation, players uncover both the network's secrets and the truth behind The Architect's vanishing.

Run on Linux or OSX. Written for bash and zsh. Requires jq; node.js is optional but provides advanced features.

Can be installed system-wide (as root) or isolated to a user (without additional privileges).

shell scripts linux games arg sysadmin puzzles interactivefiction
VintageAppleMac.com - Classic Mac Survival Kit https://www.vintageapplemac.com/classic-mac-survival-kit/
Wed 26 Feb 2025 08:55:32 PM PST archive.org

Every vintage Apple Mac enthusiast knows the importance of having a stockpile of key software to call upon when refurbishing or maintaining their collection. Well, here’s an off-the-shelf solution that’ll answer the prayers of many of us. This is a treasure trove of essential utilities that every Classic Mac OS user absolutely needs to have.

Everything is packed into a single three hundred meg .sit archive to make it easy to grab. Download it, unpack it, and there you have it.

retrocomputing apple mac software applications utilities archive languages games drivers hypercard ebooks documentation os archived
bitsy by adam le doux https://bitsy.org/
Sat 18 Jan 2025 09:14:39 PM PST archive.org

Bitsy is a little engine for little games, worlds, and stories. The goal is to make it easy to make games where you can walk around and talk to people and be somewhere.

Bitsy games are composed of several rooms that your avatar can walk between. As your avatar walks around your Bitsy world they may interact with sprites (people, objects etc. that you can talk to) and items. Anything non-interactive in a room is called a tile, which is used for decoration. In Bitsy you create your sprites, items, tiles, and behaviour such as dialog and transitions between rooms in different tools from the toolbar, and then put them all together inside the room tool. Has its own scripting engine.

At any point you can download your game to play it outside of the Bitsy editor.

itch.io: https://ledoux.itch.io/bitsy

GitHub: https://github.com/le-doux/bitsy

games editors engines fun pixels scripting javascript
HyperRogue, the non-Euclidean roguelike https://roguetemple.com/z/hyper/
Sat 18 Jan 2025 09:04:24 PM PST archive.org

You are a lone adventurer in a strange world, where geometry does not work in the expected way. Gather as much treasure as you can before the nasty monsters get you. Explore about 50 different worlds, each with its own unique treasures, enemies, and terrain obstacles. Your quest is to find the legendary treasure, the Orbs of Yendor. Collect one of them to win! Or just ignore your quest and collect smaller treasures.

The twist is the unique, unusual geometry of the world: it is one of just few games which takes place on the hyperbolic plane. Witness a grid composed of hexagons and heptagons, straight lines which seem to be parallel, but then they diverge and never cross, triangles whose angles add up to less than 180 degrees, how extremely unlikely is it to reach the same place twice, and how the world seems to be rotated when you do return. All this matters for the gameplay. The game is inspired by the roguelike genre (although in a very minimalist way), works of M. C. Escher, and by puzzle games such as Deadly Rooms of Death.

With more space than anything Euclidean. The game dynamically generates new parts of the world as you move. No previous understanding of hyperbolic geometry is required -- actually, playing HyperRogue is probably the best way to learn about this, much better and deeper than any mathematical formulas. It is virtually impossible to get back to a place where you have been before, unless you go back exactly the same way. Show your true mastery of hyperbolic navigation by finding the Orb of Yendor, Holy Grail, rescuing the Prince(ss)!

Github: https://github.com/zenorogue/hyperrogue

Itch: https://zenorogue.itch.io/hyperrogue

In the AUR.

cpp sdl games rogue geometry surrealism crossplatform
Integer Overflow https://antijingoist.itch.io/integer-overflow
Fri 17 Jan 2025 12:52:45 PM PST archive.org

You are a private investigator in debt. A group of people have showed up at your door with a large cash deposit, and a request that you find their missing loved ones: local employees of the international tech corporation Visual Corp., makers of Visual DOS and other critical programs the world relies on. The police have ignored them, and they promise a large payday on just finding information on their whereabouts. Using your cyberdeck and hacking skills, tackle cryptograms and clues, sneaking around to survive the abandoned offices of Visual Corp and find the missing employees!

Visual DOS 2024 is not a system requirement for playing Integer Overflow.

games visual novels cyberpunk investigation
Visual DOS 2024 https://antijingoist.itch.io/visual-dos-2024
Fri 17 Jan 2025 12:50:21 PM PST archive.org

Visual DOS 2024 is a narrative / cryptogram puzzle game. After upgrading to Visual DOS 2024, you start exploring the OS, but instead meet someone trapped at the other end. Using cryptogram puzzles, and a pre-installed news reader, you unravel the mysteries behind the scenes, and attempt to save your trapped friend. Visual DOS has over 60 cryptogram puzzles, a DOS like environment with DOS and other command-line commands that do things, and no real generative AI behind it.

There's a prequel, too - Interger Overflow.

games crossplatform dos retrogaming puzzles cryptology
Nethack Wiki https://nethackwiki.com/wiki/Main_Page
Wed 15 Jan 2025 10:13:01 PM PST archive.org

A wiki about Nethack, Rogue, and roguelike games in general. Excellent descriptions of how to play them as well as strategies and the odd cheat or easter egg.

games wiki rpgs rogue tutorials strategies tricks eastereggs
meyfa/CobolCraft https://github.com/meyfa/CobolCraft
Sun 29 Dec 2024 08:42:50 PM PST archive.org

A Minecraft server written in COBOL. It supports Minecraft v1.21.4 (the latest version at time of writing). Supports what looks like all of the basic functionality. Developed using GnuCOBOL and is meant to be run on Linux. Support for other operating systems such as Windows has not been tested. However, it is possible to use Docker for a platform-independent deployment.

Note that blocks with multiple states, orientations, or interactive blocks require large amounts of specialized code to make them behave properly, which is way beyond the scope of this project. Some are supported, however: Torches (all variants), slabs (all variants), stairs (non-connecting), rotated pillars (such as logs or basalt), buttons (non-interactive), doors (including interaction), trapdoors (including interaction), and beds.

The official Minecraft (Java Edition) server and client applications contain large amounts of data. Fortunately, the freely available server .jar offers a command-line interface for extracting this data as JSON. The CobolCraft Makefile has a target that downloads the .jar and extracts the JSON data from it. The JSON files are evaluated at runtime using a custom-built generic JSON parser, such that CobolCraft can inter-operate successfully with the Minecraft client without distributing potentially copyrighted material.

cobol server games hacks
Procedural Content Generation in Games book https://www.pcgbook.com/
Mon 23 Dec 2024 08:18:52 PM PST archive.org

Welcome to the Procedural Content Generation in Games book. This is, as far as we know, the first textbook about procedural content generation in games. As far as we know it is also the first book-length overview of the research field. We hope you find it useful, whether you are studying in a course, on your own, or are a researcher.

We wrote this book for two reasons. The first reason was that all three of us were doing research on PCG in games, and we wanted a good overview. As we come from somewhat different methodological backgrounds, we realized that many researchers did not know about methods that had been developed in other communities. For example, researchers using logic programming and those using evolutionary computation might not know that the other type of algorithms was applicable to the same problem; and researchers coming from computer graphics might not even know that artificial intelligence methods are being used for PCG problems. As PCG in games has just recently started to be seen as its own research field, this was not surprising, but pointed to the need for a book such as this one.

The second reason was that we were teaching a course on PCG (in fact, entitled simply “Procedural Content Generation in Games”) at the IT University of Copenhagen, where at the time the three of us were faculty members. When this course was started in 2010, it was probably the first of its kind in the world. Naturally, there was no textbook to teach it from, so we assembled a syllabus out of academic papers, mostly recent ones. As we taught the course in subsequent years, the syllabus matured, and we felt that we were ready to turn the content of our lectures into a textbook.

online ebooks textbooks games proceduralgeneration algorithms videogames archived
retroUSB https://www.retrousb.com/
Fri 20 Dec 2024 03:39:50 PM PST archive.org

New school tech for old school gamers.

store nes adapters controllers console parts games
Internet Archive: Game Books Collection https://archive.org/details/gamebooks
Sun 15 Dec 2024 09:44:46 PM PST archive.org

The Internet Archive's collection of classic game books.

archives games books
Project Aon https://www.projectaon.org/
Sun 15 Dec 2024 09:43:58 PM PST archive.org

Joe Dever has most generously offered to allow some of his books to be published on the internet thereafter to be downloaded free-of-charge. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Peter Parr, Graham Round, and Brian Williams have also generously offered similar permission for their contributions to the world of Magnamund. Project Aon is a volunteer group of fans dedicated to publishing these works.

"I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my 'millennium gift' to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.…"
Joe Dever 1999

archives games books adventures downloads free
Frovu/DandyBot https://github.com/Frovu/DandyBot
Sun 15 Dec 2024 12:28:38 PM PST archive.org

А simple programming game. You write Python scripts to control your bot in a roguelike (or Dandy-like) world. The goal is to collect as much gold as possible in the presence of other bots. The game uses only the Python standard library. Implements a simple API and ruleset for players to build their bots around.

python games bots programming
marukrap/RoguelikeDevResources https://github.com/marukrap/RoguelikeDevResources
Sat 14 Dec 2024 09:30:52 PM PST archive.org

A curated list of roguelike development resources.

awesome rogue algorithms proceduralgeneration AI libraries tutorials games
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