Two trainees embarking on their coding adventure!
A lack of beginner-level projects brought us to the idea of starting our own little game forge.
Using Python, Pygame and a lot of creativity.
(Hopefully) Starring Geeko, Sleeko and you! :D
Looking for hackers with the skills:
This project is part of:
Hack Week 11
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Bring to Cockpit + System Roles capabilities from YAST by miguelpc
Bring to Cockpit + System Roles features from YAST
Cockpit and System Roles have been added to SLES 16 There are several capabilities in YAST that are not yet present in Cockpit and System Roles We will follow the principle of "automate first, UI later" being System Roles the automation component and Cockpit the UI one.
Goals
The idea is to implement service configuration in System Roles and then add an UI to manage these in Cockpit. For some capabilities it will be required to have an specific Cockpit Module as they will interact with a reasource already configured.
Resources
A plan on capabilities missing and suggested implementation is available here: https://docs.google.com/spreadsheets/d/1ZhX-Ip9MKJNeKSYV3bSZG4Qc5giuY7XSV0U61Ecu9lo/edit
Linux System Roles:
- https://linux-system-roles.github.io/
- https://build.opensuse.org/package/show/openSUSE:Factory/ansible-linux-system-roles Package on sle16 ansible-linux-system-roles
First meeting Hackweek catchup
- Monday, December 1 · 11:00 – 12:00
- Time zone: Europe/Madrid
- Google Meet link: https://meet.google.com/rrc-kqch-hca
Improve chore and screen time doc generator script `wochenplaner` by gniebler
Description
I wrote a little Python script to generate PDF docs, which can be used to track daily chore completion and screen time usage for several people, with one page per person/week.
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tbd (Gitlab repo)
Enhance git-sha-verify: A tool to checkout validated git hashes by gpathak
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git-sha-verify is a simple shell utility to verify and checkout trusted git commits signed using GPG key. This tool helps ensure that only authorized or validated commit hashes are checked out from a git repository, supporting better code integrity and security within the workflow.
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Ideal for teams and projects where the integrity of git history is crucial.
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A minimal python code of the shell script exists as a pull request.
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Collection and organisation of information about Bulgarian schools by iivanov
Description
To achieve this it will be necessary:
- Collect/download raw data from various government and non-governmental organizations
- Clean up raw data and organise it in some kind database.
- Create tool to make queries easy.
- Or perhaps dump all data into AI and ask questions in natural language.
Goals
By selecting particular school information like this will be provided:
- School scores on national exams.
- School scores from the external evaluations exams.
- School town, municipality and region.
- Employment rate in a town or municipality.
- Average health of the population in the region.
Resources
Some of these are available only in bulgarian.
- https://danybon.com/klasazia
- https://nvoresults.com/index.html
- https://ri.mon.bg/active-institutions
- https://www.nsi.bg/nrnm/ekatte/archive
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- Information about all Bulgarian schools with their scores during recent years cleaned and organised into SQL tables
- Information about all Bulgarian villages, cities, municipalities and districts cleaned and organised into SQL tables
- Information about all Bulgarian villages and cities census since beginning of this century cleaned and organised into SQL tables.
- Information about all Bulgarian municipalities about religion, ethnicity cleaned and organised into SQL tables.
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- Add more statistical information about municipalities and ....
Code and data
Song Search with CLAP by gcolangiuli
Description
Contrastive Language-Audio Pretraining (CLAP) is an open-source library that enables the training of a neural network on both Audio and Text descriptions, making it possible to search for Audio using a Text input. Several pre-trained models for song search are already available on huggingface
Goals
Evaluate how CLAP can be used for song searching and determine which types of queries yield the best results by developing a Minimum Viable Product (MVP) in Python. Based on the results of this MVP, future steps could include:
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The code for this project will be entirely written using AI to better explore and demonstrate AI capabilities.
Result
In this MVP we implemented:
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- Free Text Search of the songs
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We also documented what went well and what can be improved in the use of AI.
You can have a look at the result here:
Future implementation can be related to performance improvement and stability of the analysis.
References
- CLAP: The main model being researched;
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Gods & Steel: Tactical Prototype by pherranz
Description
A turn-based tactical combat prototype built in Godot, featuring two techno-sorcery factions in strategic warfare. This proof-of-concept demonstrates core gameplay mechanics including alternating activations, unique faction abilities, and tactical positioning on a grid-based battlefield.
Goals
Primary Objectives: Implement a complete turn-based tactical combat loop with alternating unit activation Create two distinct factions with 3-4 units each, showcasing unique mechanical identities Develop a modular code architecture for easy expansion to additional factions Deliver a playable 3v3 battle scenario with basic AI opponents
Technical Milestones: Grid-based movement and positioning system Alternating activation turn manager Unit ability system with faction-specific mechanics Basic AI decision-making (move → attack patterns) Health/damage system with win/lose conditions
Stretch Goals: Simple cover system for tactical positioning Additional faction-specific special abilities Enhanced visual feedback for actions
Resources
Technology Stack: Engine: Godot 4.2 Art Style: Top-down 64x64 pixel art Programming: GDScript Version Control: Git Tools: Aseprite/LibreSprite for pixel art, TrenchBroom for level blocking
Development Approach: Day 1: Core architecture (scenes, grid system, unit base class) Day 2: Turn management and basic movement Day 3: Combat system and faction abilities Day 4: AI implementation and balancing Day 5: Polish, bug fixing, and demo preparation
Technical Architecture: Scene Manager (handles game flow) Grid System (pathfinding, positioning) Unit Manager (turn order, activation) Faction System (modular ability definitions) AI Controller (state-based decision making)
Asset Pipeline: Placeholder art → Greybox prototyping → Final pixel art Modular unit definition using Godot's resource system Data-driven ability definitions for easy balancing