Posted on May 4, 2009 by spotup
This is just a quick port to MorphOS from HAK (hak()vip.at).
...And an ever faster recompile for AmigaOS 4.0 by Spot / Up Rough.
Thanks to HAK for doing the hard work.
For further information read the original README or take a look at the
the original website at http://www.aelius.com/primateplunge/
PS: Due to the fact that the MOS version of SDL_Mixer library doesn't
support MIDI there is no title music.
Note, This doesn't apply to the AmigaOS 4.0 version, i converted all
sounds to OGG to save some valuable disk space, and I also converted
the intro tune from midi to OGG, so the AmigaOS 4.0 version is
complete. Enjoy the beautiful graphics and the kick ass gameplay!
/Spot
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Posted on June 30, 2008 by spotup
SDL Jump 1.0.0 - AmigaOS 4.0 version.
Compiled from the MorphOS sources by Spot / Up Rough.
Thanx to HAK for doing all the work.
There is a small bug in this version, that wasn't in
the previous ones.
In the key config menu, it asks you to configure
the key for running left at two places, however the
one at the bottom is for configuring the Jump key.
The game is compiled with MiniGL support, but it
doesn't work for me. Let me know if it does for you.
.. Spot / Up Rough 2006
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Posted on June 30, 2008 by spotup
Posted on June 30, 2008 by spotup
| escription: |
Blocks of the Undead |
| Download: |
botu.lha |
| Size: |
3Mb |
| Version: |
1.0 |
| Date: |
29 Jun 08 |
| Author: |
Jared Luxenberg, Korina Loumidi, Justin Lokey, Keith Bare, AmigaOS 4.0 compile by Spot/PFP |
| Submitter: |
Spot / Up Rough |
| Email: |
spot/triad se |
| Category: |
game/puzzle |
| Replaces: |
game/puzzle/botu.lha |
| License: |
GPL |
Blocks of the Undead
--------------------
The objective is to clear all the blocks on the playing field.
Blocks are cleared when there are three of them (or more) in a row.
Also, "L-shaped" patterns can be formed, and all the blocks in the L will be
cleared. Move the white cursor around on the playing field by moving the mouse,
and click to swap the two blocks under the cursor. Press escape to exit, your
progress will be saved.
There are three stages, each with six levels. Good luck!
- BOTUD team
Credits:
Jared Luxenberg - Lead Programmer/Project Leader
Korina Loumidi - Artwork and Sound Effects
Justin Lokey - Artwork, Sound Effects, Level Design
Keith Bare - Visual Effects/Linux compatibility
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Posted on June 27, 2008 by spotup
------------------------------------------------------------------------------
Super Mario War 1.7 ReadMe
2004-2006 �
Florian Hufsky, Two52 and contributors
ORIGINAL GRAPHICS � NINTENDO
ORIGINAL SOUNDS � NINTENDO
GRAPHICS AND AUDIO FROM FAN-MADE CONTENT � THEIR RESPECTIVE HOLDERS
Original game concept: Samuele Poletto
http://smw.72dpiarmy.com
have a lot of fun
------------------------------------------------------------------------------
------------------------------------------------------------------------------
If you create a map you would like to share or if you would like to share your
comments in general, please visit the Super Mario War website located at:
http://smw.72dpiarmy.com/
and post a message on our forums.
New maps, announcers and music packs are posted all the time, so please come
visit!
Also go visit out fan-made content repository at http://smwstuff.com
It is full of new maps, music tracks, menu skins, announcers, tours, and
lots more!
Super Mario War was developed by Florian Hufsky, Two52 and many
more contributors. For a complete list of great people see THANKS.txt
------------------------------------------------------------------------------
For controls, descriptions of modes, and everything else you would expect to
be in a proper manual, please see the file README.html which was included with
this distribution.
We hope you enjoy the game!
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Posted on June 27, 2008 by spotup
Hi!
I hope you enjoy this early version of my remake of the
AMIGA/C64 classic "The Great Giana Sisters". All the program code is 100% by
myself,
the graphics however are taken from the AMIGA version of the game and are
copyrighted by the Spellbound AG, Germany. (I guess...)
my goal is to make a remake of the game including all the levels and a usable
level-editor.
There is no need to send me feedback on the quality of the game and code.
I'm currently rewriting most of it to make it more efficient and easier to work
with.
RomanH
P.S. Hope you also like the wintery-touch the snowflakes add...
P.P.S. I am neither the writer of the original AMIGA game nor am I the first one
to
create a remake. Please check out the following links if you looking for a more
advanced version of a remake...
http://www.rbi.informatik.uni-frankfurt.de/~sinsch/
(you will also find a christmassy-snowy version there...
http://www.gianas-return.de/
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Posted on June 27, 2008 by spotup
---===+*Zoid's Quest*+===---
Zoid's Quest is a game in the style of the classic jump-and-run console
games. At the moment only a few levels exist, but hopefully as the versions
progress more will be added.
Game Play
=========
Zoid can attack enemies in two ways. The most basic way is to merely
jump on to the enemies head, as is done in Mario type games. The second
way involves the use of magic. Zoid can collect magic by collecting the
blue liquid contained in vials that are scattered throughout the levels.
The power bar in the left corner measures how magic Zoid has available to
him. As he collects more vials the bar will grow in length. Once Zoid has
enough magic a rune will appear and rotate about Zoid. As more magic is
collected more runes will appear.
These runes serve a number of purposes. Firstly, by holding the '.' key
they can be used to attack; they will spin around Zoid faster and if an
enemy comes into contact with them, it will be killed.
Secondly, the runes are defensive. If Zoid is touched by an enemy while
he has no magic he will die. However, if Zoid is touched while he has
runes, then only the number of runes will decrease.
Spikes and holes in the ground will kill Zoid instantly regardless of the
number of runes.
Default controls
=================
Walk left - a
Walk right - d
Climb up - w
Climb down - s
Jump - Space bar
Magic attack - .
Rotate Runes - ,
Level Editor
============
Level editor can be accessed via ./zoids-quest --lvledit <levelfile>. However
note, this is not a finished program, and although useful manual editing of
the level.xml file is still needed in order to set enemies initial velocity and
set complex routes of moving blocks.
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Posted on June 18, 2008 by spotup
I’ve received a report that the game exe is broken. I’ll fix that ASAP!
Update: It’s fixed now!
Filed under: game/platform | 2 Comments »
Posted on June 18, 2008 by spotup
INTRODUCTION
Thank you for downloading 2H4U v1.2.
This program has been tested and built on Windows. However, it should perfectly
work on Linux, or any other OS supported by SDL.
Please let us know of any successful building with any other OS, as well as the
changes you may have done to the program.
Please do not hesitate to tell us about any change brought to the game, in any
field.
AUTHORS
This game was created by the team I4GOT MY BRAIN, between March and May 2006.
We did it for an I4 project during our 2nd year of preparation cycle of
INSA of Rouen (french school of engineering).
I4GOT MY BRAIN, is composed of two members :
Pierre Lagouge
Pierre-Yves Ricau
LICENSE
This program is released under the terms of the GNU General Public License,
please read COPYING or COPYING.txt for further details.
Engine.h et Engine.cpp files were created from a tutorial available here :
http://gpwiki.org/index.php/SDL:Tutorials:Simple_Engine_Framework
CONTACT
You may contact us by mail, using the following adresses :
Team : i4got_my_brain()hotmail.fr
Pierre Lagouge : pierre.lagouge()insa-rouen.fr
Pierre-Yves Ricau : pierre-yves.ricau()insa-rouen.fr
We would like to thank Kayl for the help he gave us in organizing the
project, he really made 2H4U evolve.
You may contact him at : kayl()kaylnet.com
Also, many thanks to nxdev for the whole English translation of the help
files, you may contact him at : xnoxios()yahoo.com
The help pages were created using GeneeWeb :
http://www.geneeweb.com
email adress : admin()geneeweb.com
(We are also 2 of the 4 members of GeneeWeb project).
We did our best to write in a good english, but some mistakes may remain.
Please do not hesitate to contact us and let us know about any change we
should bring to this file.
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Posted on June 18, 2008 by spotup
Amoebax
=======
Description
-----------
Amoebax is a free multi-platform match-3 puzzle game where the objective
is to beat your opponent in a battle by filling their grid up to the top with
garbage.
You can play as Kim or Tom against six cute creatures controlled by the
amoebas or you can play up to four players in a tournament to check out who is
the amoebas' master.
License
-------
This software is licensed under the GNU General Public License (GPL).
The sound effects, music, and graphics are licensed under the Free Art
License (LAL).
For more details about the licenses, please read `COPYING.GPL' and
`COPYING.LAL' files.
Contact
-------
Amoebax's home page, where the most recent stable version is released, is
located at:
http://www.emma-soft.com/games/amoebax/
If you are a developer and want access to the latest source code, please
take a look at our development page at:
http://trac.emma-soft.com/amoebax/
If you want to reach us by e-mail, you can use the addresses found at the
`AUTHORS' file.
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