XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Capcom Play System (VGM output)
* Commodore 64
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added playback code for the Commodore 64.
Added CPS-1 as a supported target (YM2151. VGM output only).
The compiler now outputs header information to be used when creating .gbs/.sid files (C64, GBC).
Volume is now applied individually per operator (Genesis).
Added support for SSG envelope generation (Genesis).
http://jiggawatt.org/muzak/xpmck/
Added Aug 25, 2008, Under:
Arcade
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Capcom Play System (VGM output)
* Commodore 64
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added playback code for the Commodore 64.
Added CPS-1 as a supported target (YM2151. VGM output only).
The compiler now outputs header information to be used when creating .gbs/.sid files (C64, GBC).
Volume is now applied individually per operator (Genesis).
Added support for SSG envelope generation (Genesis).
http://jiggawatt.org/muzak/xpmck/
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Capcom Play System (VGM output)
* Commodore 64
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added playback code for the Commodore 64.
Added CPS-1 as a supported target (YM2151. VGM output only).
The compiler now outputs header information to be used when creating .gbs/.sid files (C64, GBC).
Volume is now applied individually per operator (Genesis).
Added support for SSG envelope generation (Genesis).
http://jiggawatt.org/muzak/xpmck/
PkK updated his game Colored Gravity.
There are two spaceships, each steered by a ColecoVision controller. At the top of the screen there are two numbers. The upper one is energy left. Energy is lost when firing, changing color or being hit by a missile. Energy recharges while the spaceship isn’t accelerating or decelerating. The other number is the reload. You can’t fire or change color while it’s nonzero. There are three colors. Objects of different color attract each other.
Left fire button: Fire missile of your current color.
Right fire button: Try to change color.
Joystick: Accelerate / Decelerate, turn spaceship.
Spaceships and missiles bounce when hitting the border of the playing area.
Release notes:
I hope I’ll be able to make a cart-releasable game out of this. However I don’t know when that will happen. Since I probably won’t work on it in the next few weeks I’ve attached the current version.
Philipp
http://www.atariage.com/forums/index.php?showtopic=129254
The AllBinary Arcade Game Development Kit contains over 50 very small libraries to help ease arcade game development. The main features include the following:
* Multi-Platform – Android, J2ME, and J2SE
* Game Object Placement (Maps/Levels/Enemy Positions)
* Feature/Configuration Options Framework
* Save/Load/Delete Game State
* Touch Screen Controls
Thanks to http://www.dcemu.co.uk for the news.
http://allbinary.no-ip.biz/
Added Aug 25, 2008, Under:
J2ME
The AllBinary Arcade Game Development Kit contains over 50 very small libraries to help ease arcade game development. The main features include the following:
* Multi-Platform – Android, J2ME, and J2SE
* Game Object Placement (Maps/Levels/Enemy Positions)
* Feature/Configuration Options Framework
* Save/Load/Delete Game State
* Touch Screen Controls
Thanks to http://www.dcemu.co.uk for the news.
http://allbinary.no-ip.biz/
DronS is a 3D Tron style game.
Changes:
* Keyboard glitch, letter was added even if you didnt pressed on the keyboard
* Removed compo screen >.<
* Removed some left unused float left-overs
+ "Failed to connect" message if joining failed
Thanks to http://www.dcemu.co.uk and http://www.tehskeen.com for the news.
http://forum.palib.info/index.php?topic=5268.0
PockeTwit is a twitter client for the Windows Mobile Professional platform.
Features:
– A unique user interface
– Display public, user, and friends timelines
– Update status
– URL shortining with is.gd
– Reply to tweets
– Show profiles
– Clickable @names and URLs
– Option to check for new version on startup
Changes:
GPS support. Crash reporter.
Discussion: http://forum.xda-developers.com/showthread.php?t=411536
http://code.google.com/p/pocketwit/
Aerthel updated his Nintendo DS homebrew game “Project Sheratan”.
This Project aims to create a Card Battle engine for RPG games on Nintendo DS, mimicking the Baten Kaitos series’s card system.
Release notes:
Just a little update, the engine now supports card swapping. Controls for the tech demo:
* Keep Up or X pressed to have your stylus switch to Swap mode. A pair of cards selected with it will swap
* Keep Down or B pressed to have your stylus switch to Discard mode. Any card selected will be discarded
Any suggestions or comments are greatly appreciated 😉
http://forum.palib.info/index.php?topic=5590.0
Page 1,895 of 3,085« First«...102030...1,8931,8941,8951,8961,897...1,9001,9101,920...»Last »