More screenshots

More screenshots showing high-res and text sprites, and mouse support.

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Update release supports cursor and text objects

Update release 18d17 of Puzzlang is now available on Github. This release fixes a few bugs and implements support for cursor games and text objects. The release is here. See the release notes for more information. Screenshot here:

And you can play it online. Try it here.

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Update release now available

Update release 18c30 of Puzzlang is now available on Github. This release fixes a few bugs and implements a few remaining features of Puzzlescript. See the release notes for more information.

Now the real work begins, extending the pattern matching language of PuzzleScript to new game genres. Suggestions are most welcome.

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First Puzzlang release on GitHub

The first release of Puzzlang is now available on GitHub!

This release of Puzzlang implements a pattern language compatible with PuzzleScript. The release includes a Puzzlang games engine, a Unity player and a selection of games.

The Puzzlang engine compiles and executes games scripts. It is nearly feature complete with PuzzleScript, and has a few extensions. The Unity player is quite basic, compared to what Unity can achieve, but it can play games and it too has a few enhancements. The games are selected from the PuzzleScript demos, and show the range of what now works.

Here are a few screenshots.

More on the Puzzlang page.

Check it out and let me know what you think.

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The Puzzlang Project Begins

PuzzleScript is a fascinating language for writing puzzle games, particular those of the block-pushing variety. It has a strong following, with hundreds of games written in it to various levels of quality. It is particular well-suited to prototyping a game (of a suitable genre) prior to turning it into a commercial quality distributable game. Full credit to Stephen Lavelle, whose many other creations may be found at increpare.

The aim of the Puzzlang project is to implement the PuzzleScript language using modern compiler tools, to put it on a firm footing from which it can be developed further. One reason is to target different platforms, such as Unity or mobile devices. Another is to improve the visual appearance, with higher resolution images and text. And there is the possibility of adding new features such as mouse support and new genres of puzzles based on the same pattern matching ideas.

So we begin.

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Polygamo Release with User Games

An update to Polygamo has just been released. The release

  • supports user games
  • supports BMP files for user games
  • supports random players
  • has an improved script picker and shows the readme
  • has settable options for think time
  • macros now expand correctly, including inside strings
  • turn order works, including pass and random start
  • pieces can be defined in any order
  • fixes a number of bugs
  • improves Zillions compatibility.

The release includes 3 internal games and copies of around 30 user-created games, each with a readme.txt.

The release can be found on GitHub here.

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Polygamo Initial Release

Polygamo is a language compiler and general player for abstract games and puzzles. You can read more about it here.

The aim of Polygamo is to allow a human to play any general games and puzzles as long as there is a Game Description Language to describe them and a device to play them on.

The initial release is a Unity player with an implementation of the ZRF language. The project includes a games library, responsible for parsing the game description and providing the logic to play the game, an AI based on MCTS, a player for Unity, and a few sample games. This is just the first release, to get some feedback and gauge interest. More will follow.

This is open source software and it is free, in both senses. You are free to download it, free to use it or modify it and free to create games with it, at no charge. If you pass Polygamo or your games on to others you have to do so in exactly the same way: open source, free to use, free to modify and at no charge. For more details see Licence.

You can download Polygamo from Github here. You can submit issues there, or contact me through this web site.

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PySol is an exciting collection of more than 200 solitaire card games. Its features include support for lots of distinct games, very nice look and feel, multiple cardsets and table tiles, sound and background music, unlimited undo & redo, load & save games, player statistics and log files, hint system, demo games, support for user written plug-ins, integrated HTML help browser and lots of documentation.

Among the supported games are classics like Aces Up, Baker’s Game, Canfield, FreeCell, Forty Thieves, Golf, Klondike, Pyramid, Scorpion, Spider, Yukon, and many more…

PySol is copyrighted OpenSource software distributed under the terms of the GNU General Public License. PySol is written in 100% pure Python.

The original PySol project was discontinued in 2004, but PySolFC is a collection of more than 1000 solitaire card games. It is a fork of PySol Solitaire.

There are games that use the 52 card International Pattern deck, games for the 78 card Tarock deck, eight and ten suit Ganjifa games, Hanafuda games, Matrix games, Mahjongg games, and games for an original hexadecimal-based deck.

Its features include modern look and feel (uses Ttk widget set), multiple cardsets and tableau backgrounds, sound, unlimited undo, player statistics, a hint system, demo games, a solitaire wizard, support for user written plug-ins, an integrated HTML help browser, and lots of documentation.

PySolFC is distributed under the terms of the GNU General Public License.

The reason for including it here is as an example of the kind of game or puzzle that Polygamo intends to play, and a collection that might well be ported.

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Tatham Puzzles

Simon Tatham is a software engineer who created a collection of portable single-player puzzle games. Simon is better known in some circles as the author of PuTTY, but as a side project this one has been rather successful. With the help of others there are now around 40 puzzles, which run on Windows (desktop and Store), Linux, Mac OS X, Android and the Web. They are well worth a look.


The puzzles are Open Source and written in C. The common code framework is rather low level, which rather limits the ability to implement new games or port existing ones to a games engine like Unity. The relevance to the Polygamo project is as working models: in principle it should be possible to re-implement all these games reasonably easily.

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A High Level View

Many abstract games and puzzles can be described in terms of players, pieces and moves on a board.

Games have two or more players, human or computer, who compete to reach some defined goal. Puzzles have one player and the goal is to solve the puzzle.

A game board consists of a set of predefined locations, each of which can hold a piece. The locations are arranged in some way for display purposes and may be related by directions and grouped into zones to assist in defining legal moves, but there is nothing special about any particular arrangement. A chess board or a card table or a crossword puzzle are all kinds of game board.

Each piece is owned by a player when it is played to a location. Pieces have a fixed visual appearance, to make them recognisable on display. As a simplifying assumption, a location can hold only one piece of one kind, so groups of pieces on a single location and pieces that are modified to look different are represented as different pieces.

Pieces are provided with legal moves according to a set of rules.Moves are arbitrarily complex, from simply placing a piece on a location on the board, to long sequences of moves and captures that may affect the entire board.

The game proceeds from a starting position through a series of played moves until it ends. The state of the game is represented by a sequence of board states comprising played pieces. These are games of perfect information, with no hidden state.

The game ends when some specific condition is satisfied. A player may win, lose or draw at the end of any turn and before the next player can move.

Both legal moves and ending conditions may have arbitrarily complex rules which depend on the players, pieces and locations. The game may define neutral players, dummy pieces and dummy locations to assist in defining complex moves and ending conditions.

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