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LibRPG - 0.5

Henrique Nakashima (hnakashima)



LibRPG provides, as of version 0.5:

  • A 2D map engine for RPGs, allowing object movement and interaction.
  • Message dialogs.
  • Party and inventory management modules.
  • The beginning of a standard resources library.
  • A customizable camera system.
  • Persistence mechanisms for saving the game.
  • Highly customizable map and dialog modules.
  • Context stack engine for controlled parallel processing.
  • Menu with RPG-specialized widgets and theme support.

To be implemented in 0.5.1:

  • More widgets.
  • Sample party, inventory and save menus.


0.5 Basic menu engine implemented.


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LibRPG - 0.5 - Nov 2, 2009
LibRPG - 0.4 - Oct 4, 2009 account Comments

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September 29, 2010 11:42pm - fullthrottle - nickname: (fullthrottle)
i can't compile examples. i got a bug:

File "C:\...\Python31\lib\site-packages\librpg\", line 25, in <module>
from librpg import virtualscreen
ImportError: cannot import name virtualscreen

I have installed python 3.1, LibRPG 0.5, pygame-1.9.1.win32-py3.1 on windows xp

file '' is exist and contain the VirtualScreen class

how can i fix this?
May 8, 2010 5:56pm - Henrique Nakashima - nickname: (hnakashima)
Yes, you are right. Another one of those trade-offs between processing and memory consumption.
May 4, 2010 3:03pm - Ondra Musil - nickname: (rivon)
As I'm looking at your map code, it looks like you make one big surface, draw the whole map at once on it and then just draw the subsurface of it which is actually seen. Am I right? Because that's a genial and so simple idea that I can't believe, I didn't find it out earlier :)
January 3, 2010 4:34pm - Henrique Nakashima - nickname: (hnakashima)
No, the source distribution contains only the lib. The samples are at:
January 3, 2010 2:59am - Peter R - nickname: (fmoo)
Are there any sample apps or demos included in the source distribution? I can't seem to find any.
December 13, 2009 7:47pm - Henrique Nakashima - nickname: (hnakashima)
Yes, you could randomly generate a map by dynamically creating a .map file, that is just a .csv file with the tile matrix. Soon, I'll add a way to do this without having to write a file, just passing a python matrix to the MapModel class.
December 8, 2009 5:59pm - Nathan Timmerman - nickname: (dullstar)
I may try this, because I don't really feel in the mood to code something from scratch...

Is there a way I could produce a random map generator?
October 13, 2009 1:46am - Henrique Nakashima - nickname: (hnakashima)
For now the map layouts are loaded from .csv files, but that is a cool idea to implement, I probably will when I get back to maps.
October 12, 2009 10:11pm - John Grissom - nickname: (grind3r) - 3/5
I like this, would it be possible if I designed a map in Photoshop and it read the pixels color to determine the tile's?
October 11, 2009 3:09pm - Henrique Nakashima - nickname: (hnakashima)
Thank you, I'm moving on with the menu system now. If anyone wants to take a look, the Mercurial repository in Google Code is always updated.
October 10, 2009 6:46pm - Jordan Trudgett - nickname: (tgfcoder)
This looks good so far, I hope it turns out well!

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