HighWay Run is an Arcade game, where you are a red car trying to avoid the oncoming traffic. Use the stylus to turn the car. Collect gas cans if you’re running low on gas. Your final score is determined by your time multiplied by the number of gas cans collected.
Dingux Chess uses the GNU Chess version 5.07 for the Artificial Intelligence.
Changes:
– Add skin selector feature (see README)
– Add chess piece skins from NinJato
– Bug fix (memory corruption)
TUcS is a Puzzle/Plattform Game for GP2X and WIZ, it’s written in GLBasic.
Changes:
+ Partial REWRITTEN of movement routine for increase speed (gain of 200%, TURBO mode)
+ Menu options saved on program exit
+ Update Volume control (BETA2)
+ Fixed some game tile positions
+ restored some graphics
+ some minor fix
+ First code optimization
http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,25,2820
SX and Plombo released an official port of the OpenBOR (aka Beats of Rage) beat em up game engine for the Nintendo Wii.
Win2X is an alternative frontend for the Wiz, that points in improving users experience over the default Wiz frontend.
Changes:
– Fixed calendar time set
– Improved shutdown command
– Added desktop icons description
– Other visual and functional improvementsIf you have v2.1 installed,run “upgrade.gpe”(this will keep your current settings).
Otherwise, run “install.gpe” for a fresh and clean installation.
Discussion: http://www.gp32x.com/board/index.php?/topic/51060-win2x-alternative-frontend/
TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over.
Changes:
22-01-2010 Version 0.93
GUI:
– Added weapon fire mode information on weapon help screen.
– Improve weapon reload delay initialisation.
– Added donate screen.
– Bugfix: Weapon fire sprites were 22 degree misaligned.
Core:
– Introduce different weapon fire modes.
– Fire at enemy in range nearest to base (Gun / Rifle)
– Fire at enemy in range with highest energy level (Cannon / Missile)
– Fire at fastest enemy in range (Laser / Nuke)
– Rebalance weapon specifications. Mix features more!
– Optimised some draw methods for beter performance. Thanks Crayon.
– Build game with devkitPPC r19 compiler.
SoundEffects allows you to play six pre-definied sounds.
Changes:
– Added 16 more sounds
– A menu
– Category’s.
http://forums.qj.net/psp-development-forum/163634-soundeffects-v2.html
In Knytt Stories, each level is its own little adventure. Knytt Stories is a 2D platform game.
Quote:
We have been porting a platform game, “Knytt Stories”, for the Nintendo DS for more than a year and a half. A few days ago we released the beta version. A few minutes ago, I opened the source with the New BSD license. I will continue working on the code in the next two months in order to release the final version, so the source code itself will evolve.
Copying the description from the web site:
“Knytt Stories is a freeware platform game made by Nicklas ‘Nifflas’ Nygren ( http://nifflas.ni2.se/ ). The game include several short levels (‘stories’), and there are many new stories created by the community that anyone can play. As a tribute to this great game, we are developing a (free) DS version of it – Knytt Stories DS.”
Baro is working on a Legend of Zelda like game.
Quote:
Hello you guys! I don’t know if you remember this from the old board. It’s Tanuki Tail, a Legend of Zelda style game I’m developing. The thing is still in progress and there’s still a lot of things to do in the engine until I start making the actual levels of the game, because engine goes before content.
If you saw it in the old board, maybe you won’t notice too much progress, but that’s because I’ve been busy with college stuff, and also spent some time making the script compiler as a tool I will use for multiple things in the game.
But let’s get into the stuff. As I already said, the game will be on the style of the zelda games (console versions, think of Minish cap and earlier), but instead of items you’ll transformate yourself to gain a set of abilities (for example, transformate into a bird to be able to fly for a while, but also be smaller so you can sneak in small places, and that sort of things). The engine of the game is being designed so each transformation changes almost all your attributes: size, speed, jump, accelleration… Also, in the actual game, you will be able to select your next transformation by drawing in the bottom screen.
Right now I’ve done the basics, the collision system (perfectioned two or three times… I keep finding mistakes that take me days to fix from time to time), map loading (partially. I load maps divided in blocks of tiles, with collisions and block data separately), the basis of the script system and movement of characters, including things like pushing eachother and stuff. They don’t attack yet though.
Although the game is in 2D, I’m making the maps having different heights for each block, having slopes, etc. This and treating the objects as cilinders give the game a slight idea of a rudimentary, theoretical 3D world.
I think the result of the engine can be very interesting. If everything goes well, I’ll probably maybe perhaps likely release it as open source so it can serve as basis to other games.
Just see if your EyeQ is as high as Einsteins IQ. Give it a try an improve your score. The more you play, the better you get.