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Java Games 1.0

Java Games 1.0


Java Games is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser. more>>
Java Games project is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser.

Currently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
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Added: 2007-02-20 License: GPL (GNU General Public License) Price:
985 downloads
Puppy Linux 4.2.1

Puppy Linux 4.2.1


Puppy Linux provides you with a perfect and very useful evolutionary operating system which is based on GNU Linux. more>>

Puppy Linux 4.2.1 provides you with a perfect and very useful evolutionary operating system which is based on GNU Linux. Whats different here is that Puppy is extraordinarily small, yet quite full featured. Puppy Linux can boot into a 64MB ramdisk, and that's it, the whole caboodle runs in RAM. Unlike live CD distributions that have to keep pulling stuff off the CD, Puppy in its entirety loads into RAM. This means that all applications start in the blink of an eye and respond to user input instantly.

Major Features:

  1. Puppy Linux has the ability to boot off a flash card or any USB memory device (flash-Puppy), CDROM (live-Puppy), Zip disk or LS/120/240 Superdisk (zippy-Puppy), floppy disks (floppy-Puppy), internal hard drive (hard-Puppy).
  2. Puppy occupies about 50-60M on my USB Flash drive, CDROM, or whatever is the storage media.
  3. When Puppy boots, everything uncompressed into a RAM area that we call a "ramdisk". The live-CD will bootup on systems with only 32M RAM, but the more RAM you have the more Puppy is able to keep files permanently in ramdisk hence more speed. A PC with 128M RAM is the recommended minimum.
  4. Note that Puppy will automatically use a swap partition if it exists. When booting from a USB Flash device, Puppy tries to load all the Flash files into physical RAM, but if there is not enough RAM then Puppy is able to copy the excess to a swap partition if it exists. This eliminates writes to the Flash memory during a session, greatly extending its life span.
  5. You may need to have a swap partition to run Firefox or Mozilla on PCs with less than 64M RAM. Certainly, for a PC with only 32M RAM, a swap partition is necessary to run most of the large GUI applications.

Enhancements:

  • CUPS-1.3.10 regressed from 1.4b2 to resolve ongoing issues with CUPS printing.
  • Fixed printing from Geany, Leafpad and Gnumeric using CUPS-1.3.10
  • Abiword-2.6.3 with 2.6.6 plugins has been patched for improved .doc & .docx support (Liberation ttf fonts required for some documents)
  • Pwidgets updated to 2.0.8
  • Pcrypt updated to 17 May 2009 release and now requires Ccrypt to function. Bcrypt has been dropped in consequence.
  • Ccrypt-1.7 added as dependency for Pcrypt
  • MIME-types updated in Rox-2.6.1
  • Patches for gtk+ Xinput and b43 broadcom network driver
  • Pmusic updated to 0.6.4
  • Pschedule updated to 0.7
  • Plus previously issued patches for nbtscan, mountcifs, jwm-tray, xsane, network wizard (now at April 4 release), mtpaint-snapshot, gtk+2.12.1-Xinput-fix and pcp (Puppy control panel).
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Added: 2009-05-22 License: GPL Price: FREE
1 downloads
 
Other version of Puppy Linux
Puppy Linux 2.17.1Puppy Linux is an evolutionary operating system, based on GNU Linux. Puppy Linux 2.17.1 - Barry ... to boot off a flash card or any USB memory device (flash-Puppy), CDROM (live-Puppy), Zip disk or
License:GPL (GNU General Public License)
Download (93.2MB)
525 downloads
Added: 2007-08-05
QEMU-Puppy 2.15-1

QEMU-Puppy 2.15-1


QEMU-Puppy is an OS and a set of applications on a USB memory stick. more>>
QEMU-Puppy is an OS and a set of applications on a USB memory stick. QEMU-Puppy can be booted natively, or on top of an other, already installed, OS. Just borrow a PC, boot your own environment and return the PC unaffected.

Once upon a time, I realized that having your data on a USB memory stick wasnt exactly what I wanted. I wanted more. Carrying your files is nice. Carrying your applications as well would be even better. What the heck, carrying your OS and even your own machine on your memory stick would be the best!

If you have your files on your memory stick, you can take any machine and access those files. Being able to handle the files, depends on the installed software. If you dont want to depend on the installed software, you can put your own software on the memory stick as well. But most of the software needs to be installed, which is not easy, or possible, or desirable, or allowed on a lot of machines. You dont want to pollute a machine you borrowed... Having a complete OS at hand, including applications and files would take away these constraints. Just put everything on a USB memory stick and boot from it.

A bootable USB memory stick has some disadvantages as well. First of all, not every PC is able to boot from USB. Second, if the machine does boot from USB, not all hardware is detected or configured properly, since the hardware "changes" every day. Third, booting from USB "locks" the machine: Its either the natively installed OS or your OS, not both at the same time.

To get rid of these disadvantages, you can carry your own machine as well, not just your files, your applications and your OS. You can do this by buying a laptop. But its expensive, a physical burden and risky. The USB memory stick is cheap, light and easier to protect. A virtual machine , like QEMU, is cheap, light and easy to protect as well. With such a virtual machine, we are able to boot our OS on top of the natively installed OS. Now we have two OSs running concurrently on one machine!

ALT-TAB is enough to hide your machine and get back to work...
The tricky part is trying to have the OS on your USB memory stick to be able to boot natively, as well as in a virtual machine. But it can be done. And thats what this document is all about...
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Download (93MB)
Added: 2007-04-14 License: GPL (GNU General Public License) Price:
570 downloads
Wolvix Games 1.0.4

Wolvix Games 1.0.4


Wolvix Games is a new edition of the Wolvix live CD, featuring over 50 games. more>>
Wolvix is a GNU/Linux LiveCD built from SLAX. Wolvix is a desktop oriented distribution made to fit the needs from regular to advanced desktop users.

Along with the applications youll get some of the best free Linux games. (No 3D gfx card required).

Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.

You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.

None of the games require 3D drivers, so you should be able to play most games on any graphics card
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Added: 2005-12-12 License: GPL (GNU General Public License) Price:
1428 downloads
Davids Perl Games 0.1.1

Davids Perl Games 0.1.1


Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl. more>>
Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl.

These games are recreations of simple ASCII graphics games originally written in BASIC.

They are ideal for use as Perl programming tutorials. Some of the first few games are PerlBlaster (defend your planet from invading aliens), PerlRacer (steer your car through the twisting passages), and PerlArena (eliminate the mutant hordes).

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Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1076 downloads
iPup 1.02

iPup 1.02


iPup is a simplified build of Puppy Linux for use in institutional settings. more>>
iPup is a simplified build of Puppy Linux for use in institutional settings. iPups applications are limited to those typically used in libraries and schools. iPup comes with AbiWord, Firefox, gFTP and mtPaint.

The purpose behind building iPup has been to create a puplet (custom build of Puppy) that is easy for novice users to understand (at least when it comes to getting on the Internet or typing a paper), but not too user friendly when it comes to things like mounting flash drives, CD-ROMs and the like.

Instant messaging, CD ripping software and media players have not been included. Having said this, most, but not all, of the library files found in the standard version of Puppy have also been included in iPup. This allows you to add software with minimal headache.

MD5: 06635cd572deab1a02d764bdf2192281
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Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1078 downloads
Games::3D 0.09

Games::3D 0.09


Games::3D is a package containing an object system for (not only) 3D games. more>>
Games::3D is a package containing an object system for (not only) 3D games.

SYNOPSIS

use Games::3D::World;

my $world = Games::3D::World->new();

$world->save_to_file( $filename );

my $loaded = Games::3D::world->load_from_file( $filename );

my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );

$world->link($thing1, $thing2);

Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.

The Games::3D::World container also enables you to save and restore snapshots of your objects system.

Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).

You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.

This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.

State changes are transported in the object system with signals.

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Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
OneBone Puppy 2.00r1

OneBone Puppy 2.00r1


Puppy Linux is an evolutionary operating system, based on GNU Linux. more>>
This is a play-thing, requested by a few people on the forum, and definitely not for the average user. In other words, Linux commandline nerds only! OneBone does not have any X GUI applications.

It does have Elinks web browser, Ytree file manager and MP text editor. The Lucent and SmartLink modem drivers are included. There are lots of text-mode applications out there and a very interesting flavour of Puppy could be created, based on this starting point.

Puppy Linux is an evolutionary operating system, based on GNU Linux. Whats different here is that Puppy is extraordinarily small, yet quite full featured. Puppy Linux can boot into a 64MB ramdisk, and thats it, the whole caboodle runs in RAM.

Unlike live CD distributions that have to keep pulling stuff off the CD, Puppy in its entirety loads into RAM. This means that all applications start in the blink of an eye and respond to user input instantly.

Puppy Linux has the ability to boot off a flash card or any USB memory device (flash-Puppy), CDROM (live-Puppy), Zip disk or LS/120/240 Superdisk (zippy-Puppy), floppy disks (floppy-Puppy), internal hard drive (hard-Puppy).
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Download (26.4MB)
Added: 2006-06-12 License: GPL (GNU General Public License) Price:
1234 downloads
Games::Alak 0.18

Games::Alak 0.18


Games::Alak is a simple game-tree implementation of a gomoku-like game. more>>
Games::Alak is a simple game-tree implementation of a gomoku-like game.

SYNOPSIS

% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:

Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.

This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.

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Added: 2007-01-02 License: Perl Artistic License Price:
1027 downloads
Games::Dice 0.02

Games::Dice 0.02


Games::Dice is a Perl module that can be used to simulate dice rolls. more>>
Games::Dice is a Perl module that can be used to simulate dice rolls.

SYNOPSIS

use Games::Dice roll;
$strength = roll 3d6+1;

use Games::Dice roll_array;
@rolls = roll_array 4d8;

Games::Dice simulates die rolls. It uses a function-oriented (not object-oriented) interface. No functions are exported by default. At present, there are two functions which are exportable: roll and roll_array. The latter is used internally by roll, but can also be exported by itself.

The number and type of dice to roll is given in a style which should be familiar to players of popular role-playing games: adb[+-*/b]c. a is optional and defaults to 1; it gives the number of dice to roll. b indicates the number of sides to each die; the most common, cube-shaped die is thus a d6. % can be used instead of 100 for b; hence, rolling 2d% and 2d100 is equivalent. roll simulates a rolls of b-sided dice and adds together the results.

The optional end, consisting of one of +-*/b and a number c, can modify the sum of the individual dice. +-*/ are similar in that they take the sum of the rolls and add or subtract c, or multiply or divide the sum by c. (x can also be used instead of *.) Hence, 1d6+2 gives a number in the range 3..8, and 2d4*10 gives a number in the range 20..80. (Using / truncates the result to an int after dividing.) Using b in this slot is a little different: its short for "best" and indicates "roll a number of dice, but add together only the best few". For example, 5d6b3 rolls five six- sided dice and adds together the three best rolls. This is sometimes used, for example, in roll-playing to give higher averages.

Generally, roll probably provides the nicer interface, since it does the adding up itself. However, in some situations one may wish to process the individual rolls (for example, I am told that in the game Feng Shui, the number of dice to be rolled cannot be determined in advance but depends on whether any 6s were rolled); in such a case, one can use roll_array to return an array of values, which can then be examined or processed in an application-dependent manner.

This having been said, comments and additions (especially if accompanied by code!) to Games::Dice are welcome. So, using the above example, if anyone wishes to contribute a function along the lines of roll_feng_shui to become part of Games::Dice (or to support any other style of die rolling), you can contribute it to the authors address, listed below.

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Added: 2007-07-25 License: Perl Artistic License Price:
821 downloads
Games::Cards 1.45

Games::Cards 1.45


Games::Cards is a Perl module for writing and playing card games. more>>
Games::Cards is a Perl module for writing and playing card games.

SYNOPSIS

use Games::Cards;
my $Rummy = new Games::Cards::Game;

# Create the correct deck for a game of Rummy.
my $Deck = new Games::Cards::Deck ($Rummy, "Deck");

# shuffle the deck and create the discard pile
$Deck->shuffle;
my $Discard = new Games::Cards::Queue "Discard Pile";

# Deal out the hands
foreach my $i (1 .. 3) {
my $hand = new Games::Cards::Hand "Player $i" ;
$Deck->give_cards($hand, 7);
$hand->sort_by_value;
push @Hands, $hand;
}

# print hands (e.g. "Player 1: AS 2C 3C 3H 10D QS KH")
foreach (@Hands) { print ($_->print("short"), "n") }

$Hands[1]->give_a_card ($Discard, "8D"); # discard 8 of diamonds

This module creates objects and methods to allow easier programming of card games in Perl. It allows you to do things like create decks of cards, have piles of cards, hands, and other sets of cards, turn cards face-up or face-down, and move cards from one set to another. Which is pretty much all you need for most card games.

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Download (0.089MB)
Added: 2007-01-03 License: Perl Artistic License Price:
1034 downloads
Games::Score 0.02

Games::Score 0.02


Games::Score is a Perl module to keep track of score in games . more>>
Games::Score is a Perl module to keep track of score in games .

SYNOPSIS

use Games::Score;

# these three values are the default ones, by the way
Games::Score->default_score(0);
Games::Score->default_step(1);
Games::Score->step_method(inc);

# start two players
my $player1 = Games::Score->new();
my $player2 = Games::Score->new();

# set a winning condition
Games::Score->victory_is( sub { $_[0] >= 20 } );

# and something to do if it is achieved
Games::Score->on_victory_do( sub { print "Won!" } );

# give points to the players
$player1->add(2);
$player2->step();

# look at section FUNCTIONS for more functionalities, such as
Games::Score->invalidate_if( sub { $_[0] > 20 } );

Games::Score can be use to keep track of several players points in a game, regardless of the starting amount of points, winning and/or losing conditions, etc.
It provides several useful methods so that the user doesnt have to keep testing values to see if theyre valid or if the player condition has changed.

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Added: 2006-12-27 License: Perl Artistic License Price:
1031 downloads
Games::Goban 1.100

Games::Goban 1.100


Games::Goban is a board for playing go, renju, othello, etc. more>>
Games::Goban is a board for playing go, renju, othello, etc.

SYNOPSIS

use Games::Goban;
my $board = new Games::Goban (
size => 19,
game => "go",
white => "Seigen, Go",
black => "Minoru, Kitani",
referee => &Games::Goban::Rules::Go,
);

$board->move("pd"); $board->move("dd");
print $board->as_sgf;

This is a generic module for handling goban-based board games. Theoretically, it can be used to handle many of the other games which can use Smart Game Format (SGF) but I want to keep it reasonably restricted in order to keep it simple.

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Added: 2007-01-06 License: Perl Artistic License Price:
1035 downloads
Games::Euchre 1.02

Games::Euchre 1.02


Games::Euchre is an Euchre card game for humans and computers. more>>
Games::Euchre is an Euchre card game for humans and computers.

SYNOPSIS

Simply run my game wrapper:

% euchre.pl

or write your own:

use Games::Euchre;
use Games::Euchre::AI::Simple;
use Games::Euchre::AI::Human;

my $game = Games::Euchre->new();
foreach my $i (1..3) {
$game->setAI($i, Games::Euchre::AI::Simple->new());
}
$game->setAI(4, Games::Euchre::AI::Human->new());
$game->playGame();
my @scores = sort {$b $a} $game->getScores();
print("The winner is " . $game->getWinner()->getName() . " with a score of " .
"$scores[0] to $scores[1]n");

This software implements the card game of Euchre. The game is played with four players composing two teams. Any of the four players can be human or computer players, but more than one human is not well supported yet.

The Games::Euchre::AI module implements a simple framework for adding new classes of human interfaces or computer opponents. I recomment that AI writers use Games::Euchre::AI::Simple (a REALLY dumb computer opponent) as starting point.
Aside from the ::AI class and its descendents, this package also implements the following classes: Games::Euchre::Team, Games::Euchre::Player and Games::Euchre::Trick.

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Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1034 downloads
Games::Object 0.11

Games::Object 0.11


Games::Object is a Perl module to provide a base class for game objects. more>>
Games::Object is a Perl module to provide a base class for game objects.

SYNOPSIS

package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);

sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;

# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...

return $self;
}

package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);

sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}


my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);

ABSTRACT

The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:

Attributes

You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:

It ranges from 0 to 100.

Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.

It will automatically tend towards the maximum by 1 every time process() is called on the object.

A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.

Flags

You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.

Load/Save functionality

Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.

The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.

Object Managers

New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.

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Added: 2006-09-30 License: Perl Artistic License Price:
1119 downloads
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