I am going to give it a go. Mainly in the form of a blocko man 3d fighter (with weapons) using directX.
It will invovle cyborgs, zombies, humans, commando missions and maybe even one or two nukes for good measure!
[Edited by - Aiursrage2k on June 11, 2005 8:29:08 PM]
[4E4] Are you competing?
Insufficent Information: we need more infromationhttp://staff.samods.org/aiursrage2k/
I think i'm going to participate in spirit.
A vid of my Pengo adv. remake in beta stage_____________
Game Title: Legend of the Mystical Sausage starring Kielbasa... er... I mean Kobayashi.
Language: Either a game based form of Postscript (which I've named "Variables") if I can implement it quickly enough. Otherwise a quick demo version of Kid Radd Tubular engine written in C++ (which has yet to be written and will use libSDL).
Resolution: 240x160. While right now I do not plan to put it onto the GBA for this contest, I do plan to port it in the future. I think mode 5 or 6 has 240x160 for a resolution. This is meant for forward compadibility issues. I may have a full screen option.
Restrictions: General GBA restrictions. Correct me if I am wrong on any part here, but I am guess that sprites are limited to 16 colours (assumption made based on the ammount of SNES games getting ported to GBA).
Genre: Arcade game... perhaps it is best to view this story arc in the infamous webcomic Kid Radd. Yes, Kobayashi will be the enemy.
More information: The game will consist of 8 levels, 1 intro and nine plot points.
I tell the plot in the first post on this page (should give the 29th post in the thread).
The biggest problem I foresee is doing all the art. I've got four months to code it, so if I start now, I can atleast hope to get something semi decent out. Again the plot requires all sorts of pixelated art. But the resolution I am basing it around is 240x160... so it shouldn't be too hard.
[Edited by - DakeDesu on June 11, 2005 9:07:52 PM]
Language: Either a game based form of Postscript (which I've named "Variables") if I can implement it quickly enough. Otherwise a quick demo version of Kid Radd Tubular engine written in C++ (which has yet to be written and will use libSDL).
Resolution: 240x160. While right now I do not plan to put it onto the GBA for this contest, I do plan to port it in the future. I think mode 5 or 6 has 240x160 for a resolution. This is meant for forward compadibility issues. I may have a full screen option.
Restrictions: General GBA restrictions. Correct me if I am wrong on any part here, but I am guess that sprites are limited to 16 colours (assumption made based on the ammount of SNES games getting ported to GBA).
Genre: Arcade game... perhaps it is best to view this story arc in the infamous webcomic Kid Radd. Yes, Kobayashi will be the enemy.
More information: The game will consist of 8 levels, 1 intro and nine plot points.
I tell the plot in the first post on this page (should give the 29th post in the thread).
The biggest problem I foresee is doing all the art. I've got four months to code it, so if I start now, I can atleast hope to get something semi decent out. Again the plot requires all sorts of pixelated art. But the resolution I am basing it around is 240x160... so it shouldn't be too hard.
[Edited by - DakeDesu on June 11, 2005 9:07:52 PM]
Come on, everyone should get in on this.
But yeah, with any luck I will be, with pi=3 actually doing the whole leading of the project thing... woo!
But yeah, with any luck I will be, with pi=3 actually doing the whole leading of the project thing... woo!
gsgraham.comSo, no, zebras are not causing hurricanes.
I will be entering - isometric RTS game developed in Delphi (maybe freepascal) using SDL and OpenGL.
I have a progress thread open on www.pascalgamedevelopment.com if anyone wants to see exactly how I develop the game. Each time I make significant changes tot the engine and or game I post the updated version onto the thread along with a screen shot and a source download link.
I have a progress thread open on www.pascalgamedevelopment.com if anyone wants to see exactly how I develop the game. Each time I make significant changes tot the engine and or game I post the updated version onto the thread along with a screen shot and a source download link.
Cibressus and I are working on a game using C#, SDL.NET, and LUA. We're going to try and keep quiet about the gameplay and stuff until we have something to show.
I might participate with an old-school arcade-action-adventure-thingy, if GBA entries are allowed.
Here is a litle pixelpushing on the theme.
Here is a litle pixelpushing on the theme.
I'll be competing with a DirectX 9 C++ zombie/pirate/robot/Ninja.... well.... erm, I'd love to share my idea, but I actually think it's part of what will hopefully make it so good. Lets just say I was originally planning to go for bomberman and have now decided on a slight variation on the theme of bomberman which will hopefully be a blast to play :).
Suffice it to also say that I have a pretty good twist in mind for the robots ;)
Ermm, well sorry to be so cryptic, but hopefully by October all will be revealed!
Cheers,
Steve
Suffice it to also say that I have a pretty good twist in mind for the robots ;)
Ermm, well sorry to be so cryptic, but hopefully by October all will be revealed!
Cheers,
Steve
Cheers,SteveLiquidigital Online
Hopefully I'll have something to enter :)
C++/OpenGL. Doubtful whether or not I'll be able to fit robots into it but definately ninjas and pirates (they're the coolest) and probably zombies.
C++/OpenGL. Doubtful whether or not I'll be able to fit robots into it but definately ninjas and pirates (they're the coolest) and probably zombies.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement