Posted on October 14th, 2005 by Carlos Camacho
LAB3D/SDL is a port of Ken’s Labyrinth (a predecessor to his Build engine which was used in Duke Nukem 3D, Shadow Warrior, Redneck Rampage and others) to modern operating systems, using OpenGL for graphics output and the SDL library to provide user input, sound output, threading, and some graphics support functions. Music output is through Adlib emulation or MIDI (MIDI only on Windows, Linux and other operating systems with OSS-compatible sound APIs).
3d,engine,lab3dsdl
Posted on October 14th, 2005 by Carlos Camacho
Crimson Fields is a tactical war game in the tradition of Battle Isle.
The outcome of the war lies in your hands. You decide which units are sent to the front lines, and when to unleash the reserves. Your mission objectives range from defending strategically vital locations to simply destroying all enemy forces in the area. Protect supply convoys or raid enemy facilities to uncover technological secrets or fill your storage bays so you can repair damaged units or build new ones in your own factories. Lead your troops to victory!Tools are available to create custom maps and campaigns. You can also play the original Battle Isle maps if you have a copy of the game. You can pit yourself against another human player either in hot-seat mode in front of the same machine or via e-mail, or against the computer. Crimson Fields is distributed under the terms of the GNU General Public License (GPL).
tactical,war,game,crimson,fields
Posted on October 12th, 2005 by Karl Becker
A forum member who is most definitely not Aarku has helped complete Loonyland, a new adventure game just released by Red Marble Games for Mac OS X. In Loonyland, players will find a series of big-headed, goggle-eyed goofy monsters, including werewolves, skeletons, trees that breathe out putrid gas, fire toads, drunken zombies, and more. Players control Loony on a quest to save Halloween Hill.
Loonyland, by Red Marble Games
http://www.redmarblegames.com/loonyland.html
Loonyland Demo
http://www.redmarblegames.com/downloads/LoonyDemo.sit
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loonyland,released,by,red,marble,games,2
Posted on October 11th, 2005 by Daniel Lurie
Golden T Game Engine (GTGE) is an advanced cross-platform game programming library written in Java language. GTGE library provides a complete routines for making 2D game from low level routines such as hardware accelerated 2D graphics, mouse and keyboard input, audio support, game timing, to game specific routines such as sprite, background, collision detection.
GOLDEN T Game Engine
http://goldenstudios.or.id/products/GTGE/
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java,golden,t,game,engine,2
Posted on October 11th, 2005 by Daniel Lurie
Create your own text adventures, like the old Infocom classics: Zork, Enchanter or Planetfall.
Alan is one of the most easy to use tools specialized for creating works of Interactive Fiction, a.k.a text adventures. It’s focus has always been on the authoring aspects.
Alan
http://www.alanif.se/index.html
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interactive,fiction,alan,adventure,language,2
Posted on October 11th, 2005 by Daniel Lurie
Ren’Py is a programming language and runtime, intended to ease the creation of visual-novel type games. It contains features that make it easy to display thoughts, dialogue, and menus; to display images to the user; to write game logic; and to support the saving and loading of games. It’s hoped that, through the use of executable scripts, Ren’Py will reduce the effort required to make a visual novel game.
This seems to be like SCUMM , so I’d expect you can use this to make your own Sam & Max or Leisure Suit Larry type games.
Its built on top of pygame, so your projects should be portable.
Ren’Py
http://www.bishoujo.us/renpy/
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renpy,visual,novel,interpreter,2
Posted on October 9th, 2005 by Daniel Lurie
This page documents the implementation of a low-fi 3D-engine in Cocoa (Objective C) that will run on a G3 iMac or faster. The 3D-engine will be called RSF, the demo game Polygonesia. Basic knowledge of Cocoa is required.
Note: Not all 14 lessons are finished yet, but there seems to be some good stuff in here.
Polygonesia
http://ruthless.zathras.de/facts/apps/polygonesia/index.php
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polygonesia,programming,a,3d,engine,in,cocoa,2
Posted on October 8th, 2005 by Karl Becker
On Monday, Oct. 10, iGame Radio, the Mac gaming radio program, will cover the IndieGamesCon 2005. Host Omaha Sternberg’s reports will include interviews with members of the Independent game development community, previews of Indie games on display, and a review of a brand new game (you’ll have to tune in to find out), along with news, commentary, and giveaways. Omaha will also take questions live from listeners in the iGame Radio chat room (AIM/iChat room name “iGameRadio”).
iGame Radio can be heard live on MacRadio from 6 to 7:30 pm Pacific Time, 9 to 10:30 pm Eastern (Tuesday from 0100 to 0230 UTC), and on demand thereafter.
iGame Radio
http://www.macradio.com/igameradio/
IndieGamesCon 2005
http://www.indiegamescon.com/
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igame,radio,wraps,up,indiegamescon,2005
Posted on October 6th, 2005 by Karl Becker
iDevGames member Will Thimbleby is developing a new drawing application for Mac OS X entitled ‘Imprint.’ It is completely vector based, making it useful for projects as small as a 2D game sprite or big as a six foot tall poster. Written entirely in Cocoa, it will include some features found only in Adobe Illustrator, but for a fraction of the cost: $69 at the time of this writing.
Imprint Website
http://will.thimbleby.net/draw/
Imprint comparison to other Mac OS X drawing programs
http://will.thimbleby.net/draw/compare.html
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imprint,your,artistic,ideas,2
Posted on October 5th, 2005 by Daniel Lurie
Welcome to Zombies, a turn-based game where the only goal is to outlast and destroy the zombies before they do the same to you. Can you save humanity from being overrun?
Zombies is an open source 3D strategy game made in REALbasic.
Zombies
http://www.codenautics.com/zombies/
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3d,strategy,game,zombies,10,released,2