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Friends, The time has come to shut the doors on Effect Games, so we can move onto other projects. But we've preserved some of our old games and demos for you to play with: We've also open sourced the entire Effect Games engine, as well as the web IDE. Effect Games, in it's entirety, has been moved to GitHub.
Space Funky B.O.B. Source Code This was originally posted on eludevisibility.org when I ( Matthew Callis ) originally bought these disks off eBay, but I’m consolidating all SNES related things down to superfamicom.org.
Index of /game-formats Name Last modified Size Description
This article was written by myself and Dan Chang back in 1992 for the Journal of Computer Game Design sometime after we finished making M.C. Kids for the NES. Some of it may be still be useful, especially if you are just learning programming and want to do a side scrolling game. Some of the issues solved here are less relevant today. An NES used a 1mhz 6502 processor with only 2k of ram by default. M.C.
(This page has been translated to Serbo-Croatian by Jovana Milutinovich.) The BUILD Engine The BUILD Engine powers the following commercial games:
[ edit ] Generic [ edit ] AE - VN Tools GUI-based toolkit ( primarily archiver ) written in Object Pascal (Delphi 7) by Russian team WKS. Multiple engine support. Distributed under BSD-alike license.
各ファイルはLHAで圧縮されています。 for Win32 (Windows NT / 95 / 98 / ME / 2000 / XP) Susie32 ver0.47b (02/10/20) (408KByte)
DarkBASIC Professional is the most advanced games development package built on the BASIC language currently available. No other package out there makes it as easy to incorporate all of the special features and effects you see in todays games and no other package natively offers the benefits of Microsofts DirectX 9 technology. NVIDIA and ATI's powerful new graphics cards have inspired us to support both Pixel and Vertex shaders.
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>> Thank you for all the support! we have received a lot of attention and support from many users and websites over the world around bringing Lemmings into the radar for iPhone and Palm Pre - even with the cease & desist, it has not put a damper on our enthusiasm for this title. in the event we have no success talking with SCEE (Sony Entertainment) we will rework all the artwork, audio, music and levels to create a brand new title based on the engine - which we wrote from scratch without on our own based on observation in 2001. we did start an independent version a while ago got side tracked with other tasks. level 1 - new artwork redesign (late 2009) using the same engine - but it would require a lot more effort to convert 120 levels.
Note to general visitors from SourceForge: This is mostly serving as our static area from developer communications, so there's not much to see here if you are looking for the game. About the project: We are the RIT chapter of the Electronic Gaming Society, and we are a part of the group wanting to focus on game development. If you are in Rochester, NY USA, and you are interested in our group (either in terms of sponsorship, software/hardware to donate, another college student who wishes to join us, or want to make an inquiry), please e-mail me at: gillius at mail dot rit dot edu
SpriteSortMode.Texture sorts sprites by texture. SpriteSortMode.BackToFront and SpriteSortMode.FrontToBack do the obvious thing. But what is the difference between the Immediate and Deferred sorting modes, and why should you care? These modes both draw sprites in the same order that you call Draw, without any sorting. Performance will be good if you draw lots of sprites using the same texture in a row, and not so good if each sprite uses a different texture: see part 1 for the reason why. In all the sort modes except Immediate, calling Begin just sets some flags on the SpriteBatch object.
Hello all, I actually did some freelance work on such files previously, specifically on DO's Kazoku Keikaku kizunabako. I got the okay, from the one I did it for, to publish details about the script internals, since it won't really hinder the translation project (anyone interested in translating into French?). Unfortunately, I do not know much details about the ggp* graphics details, so I won't be able to help on interface TL issues. First of all, please keep in mind this was done months ago and I don't remember everything perfectly, so you'll have to verify those statements. Moreover, this show how code commenting (done poorly here) is very important.
PhysicsFS October 22nd, 2012: 2.0.3 released! PhysicsFS is a library to provide abstract access to various archives. It is intended for use in video games, and the design was somewhat inspired by Quake 3's file subsystem. The programmer defines a "write directory" on the physical filesystem. No file writing done through the PhysicsFS API can leave that write directory, for security.
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