tag:blogger.com,1999:blog-7298399014770637702024-03-13T08:56:51.933+00:00AROS PlaygroundEverything about games on AROS - AROS Research Operating SystemHardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.comBlogger60125tag:blogger.com,1999:blog-729839901477063770.post-10965295556344291012017-04-28T08:33:00.002+01:002017-04-28T08:33:23.005+01:00Help wanted! - AROS Playground is hiring! Of sorts...Fresh blood is needed to keep up AROS Playground.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.clipartkid.com/images/580/legal-marijuana-help-wanted-budtenders-to-accountants-bloomberg-news-EhFc3R-clipart.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220" src="https://www.clipartkid.com/images/580/legal-marijuana-help-wanted-budtenders-to-accountants-bloomberg-news-EhFc3R-clipart.jpg" width="320" /></a></div>
<br />
<br />
To maintain the steady flow of contents for AROS Playground, I'm asking for someone to step forward and pick up the torch and not let die this project started in early 2012.<br />
<br />
I'm unable to maintain this and the other contributors have a lot on their hands as well.<br />
<br />
If you wish to apply or at least lend a hand, please refer to <a href="http://aros-exec.org/modules/newbb/viewtopic.php?topic_id=10409&post_id=103921#forumpost103921">AROS EXEC forum post</a>.<br />
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-6750921870129996282013-03-16T16:25:00.000+00:002013-03-16T16:25:40.978+00:00Alien Breed goes Odamex, interview with XDelusion<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2uS2XZj2Lx8m3EnjIGWJgWTrF9b3PUFJOVQwYxGbAuuMu0xxBYL4s-mN0L1i-KE10QZDBZhV3S78sKaM8yppnB26raimxZ0Lu4NgfbE4h9NkyanvoKRdtLQpcRMXYoHa5t0a0kXJEsIMC/s1600/4.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="111" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2uS2XZj2Lx8m3EnjIGWJgWTrF9b3PUFJOVQwYxGbAuuMu0xxBYL4s-mN0L1i-KE10QZDBZhV3S78sKaM8yppnB26raimxZ0Lu4NgfbE4h9NkyanvoKRdtLQpcRMXYoHa5t0a0kXJEsIMC/s200/4.jpg" width="200" /></a>Very, very long ago when Doom started a new era of gaming on PCs, some brave coders decided that first person shooters weren't for Intel machines and consoles only, but that also good old Amigas - maybe with some acceleration here and there - could afford a decent FPS. Those people where the coder of Alien Breed 3D, which become a little classic for the platform. <i>Tempus fugit</i>, anyway, and nowadays we can get great 3D graphic engines even in the open source planet, which can be modified and "dressed" as we like. So, why not adding to a popular "anternative" DooM engine some new graphics inspired from Alien Breed 3D, to create an amazing remake of the old Amiga classic? User XDelusion from AROS-EXEC.org had exactly this idea and showed a little video of his progress <a href="http://www.youtube.com/watch?v=YglfwJlBx5Y">here</a>. Here at AROS PlayGround we all agreed it was great, and we decided to talk a little with him about his project. Here's the interview.<br />
<br />
<div style="margin-bottom: 0cm;">
<b>- when did you get involved in AROS,
and what were your former projects?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I have had my eye on AROS since the
idea was first proposed on the Internet back in the mid 90's, but I
did not start using it regularly until the past three years. Thus far
this is my only AROS project, unless begging BSzili to port Odamex
counts as one. :)</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYXJys0CpCGb4poVDWEd1FiNT6IMPd3abPj4vQhpcOisbxL9UxMz61d56BpoMQ1No1rbTTQ6uvxxy3jAjb845D1MHZRx6uwWNBQjhjTVDV0DZNC_wdTGvtaZ5eTAdP4nPgm65yo3-JTtH/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="111" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg08PZ-Z-pqwk_jmXjdKdYnjNJZfXwX2tL0oXcd6W24SjBD61TJw1VKPfSs8_rzuQYheafCJ25PZrpxZLdRtHh-z19b0l5n8GgwGOg0wi7WHQvFYtDmHBSJZDQc5g_uCr_2Sjy_v1tOt8Nr/s200/12.jpg" width="200" /> <img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYXJys0CpCGb4poVDWEd1FiNT6IMPd3abPj4vQhpcOisbxL9UxMz61d56BpoMQ1No1rbTTQ6uvxxy3jAjb845D1MHZRx6uwWNBQjhjTVDV0DZNC_wdTGvtaZ5eTAdP4nPgm65yo3-JTtH/s200/1.jpg" width="200" /></a></div>
<br />
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<b>- I guess you were a fond player of
Alien Breed 3D, when did you play it, and what were your dreams at
the time?</b>
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
If I recall correctly, I was able to
play a little Alien Breed 3D sometime shortly after its release. I
think it was at a friends or at an Amiga show, I forget. From that
point on all I could dream about was having an Amiga powerful enough
to run a DOOM clone and of some day making my own FPS game, though by
nature I was a huge RPG fan at the time.</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>- Would you have imagined, at the time,
that many years after you'd start "backporting" the classic
on a newer engine?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Back in the day when Alien Breed 3D was
still relatively new, all I wanted to do was learn how to make maps
for DOOM, but I didn't think I was smart enough at the time to teach
my self. I ended up finding an Amiga program called 3D Construction
Kit and would sit around all day tinkering with it, creating rooms,
populating, them, gliding around them slowly, and dreaming about
virtual reality head sets. Needless to say, I never imagine that I'd
be merging Alien Breed with a DOOM engine, as I said I didn't think I
had the capacity to self teach as I did, but some time later I found
myself doing just that, but I never imagined I'd be creating a new
Alien Breed chapter within the engine, that was actually and idea of
Fishy Fiz's to be honest.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9gHbYLVPD9zSaAr7RuY4xalzOeVlViWmOL68cDivYMlE_Q_AHf5fXgNhYYqJsFwAXXtPjpiKKXdh6s0-PfaUja3I492zvrbi5ti_cD4tG3BrAx9hl_t9EezFqlZWgEThSVLzjtZpcYizD/s1600/13.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSpuKZXiM3RbZPpKP6H0p8tyj3_vgYgrpzKg_xkPdzk6tz5zHGROqhhCTifH9fx24MYyb7sELgvZKoidK4QGZ1v9aZUx1hI_fN3Gpjx0c-8HW8B2q2y75nv28GSyCKWRTpYbs6tic0jKR4/s200/10.jpg" width="200" /> <img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9gHbYLVPD9zSaAr7RuY4xalzOeVlViWmOL68cDivYMlE_Q_AHf5fXgNhYYqJsFwAXXtPjpiKKXdh6s0-PfaUja3I492zvrbi5ti_cD4tG3BrAx9hl_t9EezFqlZWgEThSVLzjtZpcYizD/s200/13.jpg" width="200" /></a></div>
<br />
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<b>- why did you chose Odamex? Are there
any particular feature that drove you to this decision? Were there
any other option available?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Originally the project was intended to
be a clone of the original Alien Breed 3D and was being designed for
Nova's port of BOOM for the 68k Amiga. Fish mentioned it one time in
passing, and I ended up staying up all night thinking about it. The
next morning the projekt was born but it was some time later that I
realized that BOOM did not have all the features necessary to pull
off my vision.</div>
<div style="margin-bottom: 0cm;">
Around this time, BSzili was kind
enough to port as much of Odamex over to AROS as he could. Having
this particular engine is a giant step over having BOOM. In short is
allows for the majority of ZDOOM 1.22 and 1.23's features to function
just fine, this includes nearly every mapping feature available to
Hexen, an advanced scripting language, sloped floors, swimmable
water, controllable gravity, new Railgun weapon, on-line or networked
co-op or death match, the list goes on.</div>
<div style="margin-bottom: 0cm;">
Without using GzDOOM which is Windows
only, I probably won't be able to create a perfect or near perfect
clone of Alien Breed 3D, so instead I am going to take advantage of
those features unique to Odamex and am in the process of creating and
entirely new chapter for the Alien Breed saga, though instead of
drawing influence just from the 3D titles, I am using all the games
of the series as inspiration.</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3Fmvp4MPr0HoHQWe6SZVif6DMF8eDzpWyl-24UyK3CwHC4R7rLRsblpYxsrsINnqILjrmTuMyOIeg6V_tXOTJsxMekDTbJiGR_sZ6ddkaBcWU3HtsfZMop3Mg4g8NititZ8m485rWqdPa/s1600/3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3Fmvp4MPr0HoHQWe6SZVif6DMF8eDzpWyl-24UyK3CwHC4R7rLRsblpYxsrsINnqILjrmTuMyOIeg6V_tXOTJsxMekDTbJiGR_sZ6ddkaBcWU3HtsfZMop3Mg4g8NititZ8m485rWqdPa/s200/3.jpg" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgea7FGx8xNP5ZOyd6n_0WdbFdALukJ-kHhXfPbCCXmsdXIpNycQwaEpZ5a_uG0wYKwUleGu4Rnv7vY8KDdIP18qIdIbieEeMGyTmnwPb4GleYRY0674-jP3bRQMohyphenhyphenj-GNe2r4A6MCjDYD/s1600/5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgea7FGx8xNP5ZOyd6n_0WdbFdALukJ-kHhXfPbCCXmsdXIpNycQwaEpZ5a_uG0wYKwUleGu4Rnv7vY8KDdIP18qIdIbieEeMGyTmnwPb4GleYRY0674-jP3bRQMohyphenhyphenj-GNe2r4A6MCjDYD/s200/5.jpg" width="200" /></a></div>
<br />
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<b>- What are the main problems and
difficulties you're encountering during the process?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Three of the hardest aspects of the
project is staying inspired, staying in a good mood, and making the
time. I of course had to take a crash course in the ZDOOM engine that
Odamex is based upon. Then I had to take time to figure out which of
those features Odamex supported and which ones were not, or were
broken.</div>
<div style="margin-bottom: 0cm;">
I had a lot of experience with the DOOM
Legacy and PrBOOM engines, so that came in handy, but learning how to
edit in Hexen mode took a little while to adapt to as well. Other
than that the only other struggle has been the fact that so far I've
been working alone.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>- Are you planning to release your
total conversion in a particular time frame?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I'm going to have to go with the AROS
motto here, but idealy I would like to have a polished up 1 to 3
level teaser released before summer.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>- If anybody would help... how can he
get in contact with you?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I am very open to help from the
outside, especially from those interested in pushing pixels as I
could use some custom weapon sprites for the game, as well as some
extended work on the enemy sprites I am currently using. The AB3D
resources on Aminet were kind of lackluster to say the least. Some of
the enemies only have frames facing the player, but none facing
backwards, to the side, or at angles. The more frames the better so
if anyone has the skill the project could certainly use help in that
department!</div>
<div style="margin-bottom: 0cm;">
If there are any seasoned mappers who
are familiar with ZDOOM in HEXEN mode, then please by all means, get
in touch! We also urge programmers. And last but not least, a port of
the server and a nice GUI for the program would also be a boon
because as I said, I want to emphasize multi-player with this project
and little features like that would make it easier for AROS users to
contact each other, set up their own servers for Odamex., and just
launch custom pWADs without command line.</div>
<div style="margin-bottom: 0cm;">
Also I would like to call upon any
Alien Breed veterans who have features they would like to see in this
project, or who have seen the project and see something about it that
they don't like. I consider the Amiga to be holy territory and I want
to stay as true to the spirit of the originals as I can, but without
keeping the atmosphere and level detail back in the 90's, so if
anyone has any ideas they would like to shoot at me, I'd be open to
listening to them at the very least.</div>
<div style="margin-bottom: 0cm;">
I can be contacted here or at
AdvertAndEntice AT gmail DOT com</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<b>- How can we follow your progresses?</b></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
To follow the project, you can just
watch for my posts on AROS-EXEC.org and on Amiga.org, GBATemp and EmuExtras, as I
have put additional focus on making sure this runs well on the
classic XBOX and hopefully some day the Wii too.</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2uS2XZj2Lx8m3EnjIGWJgWTrF9b3PUFJOVQwYxGbAuuMu0xxBYL4s-mN0L1i-KE10QZDBZhV3S78sKaM8yppnB26raimxZ0Lu4NgfbE4h9NkyanvoKRdtLQpcRMXYoHa5t0a0kXJEsIMC/s1600/4.jpg" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRCQsOWzjXIHQcLkruXOad4WT3B62Rt8oIa6ynNn0YrXZ00swYoE4cZVow4U0BWNfIGr1hWD9xy95NtBmhyphenhyphenGY2MvmhZw5aDYUYp0wnH6MhFgAdfbP3Ik261APxw_Y9f1iqjHIuu3Wf5H3L/s1600/8.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="111" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRCQsOWzjXIHQcLkruXOad4WT3B62Rt8oIa6ynNn0YrXZ00swYoE4cZVow4U0BWNfIGr1hWD9xy95NtBmhyphenhyphenGY2MvmhZw5aDYUYp0wnH6MhFgAdfbP3Ik261APxw_Y9f1iqjHIuu3Wf5H3L/s200/8.jpg" width="200" /></a>
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Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-729839901477063770.post-54146173965588366182013-03-12T21:46:00.000+00:002013-03-15T21:47:12.467+00:00Gigalomania - Megalomania remake<div class="separator" style="clear: both; text-align: center;">
<a href="https://sourceforge.net/projects/gigalomania/screenshots/glm_0_25_android_ss3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://sourceforge.net/projects/gigalomania/screenshots/glm_0_25_android_ss3.png" width="320" /></a></div>
<br />
Gigalomania is a 2D real time strategy game that is a clone of
Mega-Lo-Mania. The gameplay consists of researching and developing new
technology with which to conquer your enemies, from rocks and sticks to
nuclear weapons and spaceships. You can advance through ten different
ages, from the stone age to the future. There are 28 different maps to
play through.<br />
<br />
<br />
While it's not a strict and official Megalomania remake, it definitely has it's roots well established and it's recognizable as such. In fact it is possible to use the original graphics from Mega Lo Mania - you need the game in Amiga "hard disk" format, such as WHDLoad version.<br />
<br />
The real interesting aspect is that the game author is also the porter of the AROS version - Give a round of applause to <a href="http://www.blogger.com/blogger.g?blogID=729839901477063770" name="credits"><b>Mark Harman</b></a>. <br />
<br />
All required info is available on the <a href="http://homepage.ntlworld.com/mark.harman/comp_gigalomania.html">author's website</a>.<br />
<br />
You can download the game here: <a href="http://archives.aros-exec.org/index.php?function=showfile&file=game/strategy/gigalomania.i386-aros.lha">AROS-Archives</a>Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-78486894593640110772013-02-23T22:23:00.000+00:002013-03-17T10:27:14.323+00:00OpenRedAlert - Finally on AROS!<div class="separator" style="clear: both; text-align: center;">
<a href="http://openra.res0l.net/assets/images/screenshots/ss2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="199" src="http://openra.res0l.net/assets/images/screenshots/ss2.jpg" width="320" /></a></div>
<br />
OpenRedAlert is a reimplementation of the game engine of the classic real time strategy game <a class="rvts7" href="http://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert">Command & Conquer RedAlert</a>. The OpenRedAlert project is based on the <a class="rvts7" href="http://sourceforge.net/projects/freecnc/">FreeCnc</a> and <a class="rvts7" href="http://freera.sourceforge.net/">FreeRA</a> projects, but with more features implemented.<br /><br />
<a href="http://i1-games.softpedia-static.com/screenshots/Open-Red-Alert_2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="182" src="http://i1-games.softpedia-static.com/screenshots/Open-Red-Alert_2.jpg" width="320" /></a>Command & Conquer is a real-time strategy video game franchise, first developed by Westwood Studios. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios' strategy game Dune 2 (that made into the Amiga) and introducing trademarks followed in the rest of the series. This includes full motion video cutscenes with a notable ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes.<br />
<br />
Command & Conquer: Red Alert, released on October 31, 1996, is set in an alternate universe 1950s and was originally made to be the prequel to Command & Conquer[15] establishing Red Alert as the prologue of the entire Tiberium series of games. Since then Louis Castle has said that connecting Red Alert with the Tiberium series was a "failed experiment". Red Alert introduces the Allies and the Soviets as rival factions roughly analogous to NATO and the Warsaw Pact of the Cold War.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://openra.res0l.net/themes/openra/images/soviet-logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://openra.res0l.net/themes/openra/images/soviet-logo.png" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<b>Credits: </b><br />
<a class="rvts7" href="http://serk118.blogspot.co.uk/">Serk118uk</a> ported <a class="rvts7" href="http://code.google.com/p/openredalert/">OpenRedAlert</a> to Aros. <br />
This isn't the first attempt to port OpenRedAlert to AROS, back in
September of 2009, Mazze already had a go at it, but it wasn't fully
debugged - even the original source...<br />
<br />
<b>Download:</b><br />
- <a class="rvts7" href="http://www.portacall.org//downloads/OpenRedAlert.lha">Open Red Alert</a> for Aros/i386 (1,7 MB)*<br /> - <a class="rvts7" href="http://code.google.com/p/openredalert/downloads/detail?name=openredalert-r407-src.tar.gz&can=2&q=">Original Sources</a> (required for missing ini-files, 352 kb)<br />
You also need the Original game datafiles - download <a class="rvts7" href="http://cnc.wikia.com/wiki/EVA_Database">here</a> or download the <a class="rvts7" href="http://downloads.sourceforge.net/openredalert/ra95demo.zip">demo</a> (26 MB).<br />
<br />
<br />
<br />
<b>Additional info:</b><br />
This
port was release (a bit) in a hurry because of technical difficulties
that haunted Serk118uk. Therefore it is required to download the
original sources as well, in order to add some missing ini-files (they
need to be copied manually from the archive into your AROS installation,
see <a class="rvts7" href="http://aros-exec.org/modules/newbb/viewtopic.php?post_id=79238#forumpost79238">this post</a>). <br />
Also check the <a class="rvts7" href="http://serk118.blogspot.co.uk/2013/02/red-alert-for-aros.html">Serk118uk's blog-entry</a> and/or in <a class="rvts7" href="http://aros-exec.org/modules/newbb/viewtopic.php?post_id=79234#forumpost79234">this thread</a>. <br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.mazze-online.de/aros/pictures/redalert.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.mazze-online.de/aros/pictures/redalert.jpg" width="320" /></a></div>
<br />
Sources: <a href="http://www.arosworld.org/">AROS-World</a> and <a href="http://serk118.blogspot.co.uk/">Serk118uk Blog</a>Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-40974983057170108862013-01-17T15:01:00.000+00:002013-01-17T15:01:09.804+00:00Ri-Li train reaches AROS station<br />
<div style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;">
<div style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: left;">
<img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqELDXpbv25qar4toSzqMjs9EKwcEd2yL7OR_R1-eBp_2r5yIvgCHrjSatd1HM2VYIoUlxFM90iRJNu56BA1HNm4GkuAQ9qWdxeCat0P1UGdtgUhSeVehoOf9fChu0uTMkemHq7HtE4nvE/s200/rili1.jpg" width="200" /></div>
<div style="text-align: left;">
Take good old Nibbler (or "Snake" from your old mobile phone), add the wooden trains and railroad you played with when you were a kid, and shake them with a lot of circuits, crossings and collectible gadgets: you'll get one of the simpliest, but also more compelling games ever ported to AROS. When you start playing, your train is just composed by the engine and a wagon but, placed everywhere on the circuit, you can collect new coaches that will add themselves to the train, making it longer. The longer your train, and more easily it will crash onto itself, exactly like snakes did on your phone. What makes things really difficult, here, is that you won't be able to move freely around the screen, but you will have to wait for the next crossing to change direction: every time your engine will leave a crossing behind itself, a red arrow will move to the next one, and you'll have a short time to decide the next move. Ri-Li's graphics are essential, with bi-dimensional, 800x600 fixed resolution maps, pretty animations and simple drawings. But this game is not about graphics at all: music is nice and gameplay is compelling. You just can't stop playing once you start and, when you're tired, you can rest for a while but, someday, the will to finish the last level comes back. Between every map and the next one you will be prompted with an article from the Universal Declaration of Human Rights, and you will have to guess what is the right article number. Correctly answering will give you 50 points. I can't say exactly how much I appreciated this idea, but at least this game is trying to teach something "more" to players, and it can be educative too. I'd have more liked, however, if questions had covered a wider range of subjects, than just one.</div>
<br />
From a technical point of view there's nothing to complain about: controls are responsive enough, however it's better playing this on a native installation than in a virtual machine. Timings are short and the emulation overhead can bring some tragic delays, which will make the game barely playable in the advanced levels. The game works well with VESA mode, so if your video card is not supported by AROS, native drivers you will be able to play as well. And now, some links:<br />
<br />
<ul>
<li><a href="http://ri-li.sourceforge.net/index.html">Official page of the game</a></li>
<li><a href="http://serk118.blogspot.co.uk/2013/01/ri-li-for-aros.html">AROS port</a> by Portacall Development</li>
<li><a href="http://www.ohchr.org/en/udhr/pages/introduction.aspx">Official UN Universal Declaration of Human Rights</a> (it may help you with the game...)</li>
</ul>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9rklBENEMJpRKeoU3nihFVaspFh8EDLSt90JZZOYHZQgCL8X_ztfTQvu8ecSDKct4UgNOqZDQt9_Z16dMysuGB6xgaDiiRzpKu5Fz1KzmWZZU1He107XAZerR9xJ_uI00wBRpaM38f8gr/s1600/rili2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9rklBENEMJpRKeoU3nihFVaspFh8EDLSt90JZZOYHZQgCL8X_ztfTQvu8ecSDKct4UgNOqZDQt9_Z16dMysuGB6xgaDiiRzpKu5Fz1KzmWZZU1He107XAZerR9xJ_uI00wBRpaM38f8gr/s200/rili2.jpg" width="200" /></a></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-56320325623834590782012-11-24T12:08:00.000+00:002012-11-24T12:08:36.598+00:00Cave Story: Doukutsu Monogatari<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.cavestory.org/images/screen_2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://www.cavestory.org/images/screen_2.gif" /></a></div>
Cave Story, or Doukutsu Monogatari, is a Japanese freeware PC side-scrolling platformer game developed by Studio Pixel . It has been translated into English by Aeon Genesis Translations and will have an official translation script published sometime in the near future.<br />This is really one of those games that can be considered an almost masterpiece of game design. There are so many wonderful and classic gaming elements, that I cannot even begin to describe just one quality well enough to say "It is for this one reason alone that Cave Story is a great game." There is just so much effort, originality and ingenuity behind this game and it really shows more and more as you play through it.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.cavestory.org/images/highchar.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="274" src="http://www.cavestory.org/images/highchar.gif" width="320" /></a></div>
<br />
More info on Cave Story can be found on this <a href="http://www.cavestory.org/">web-site</a><br />
<br />
AROS Port was handled by Bszilard Biró.<br />
<br />
And it can be downloaded <a href="http://wizard2k8.uw.hu/cavestory.7z">here</a> and the data for Cave Story Deluxe <a href="http://www.cavestory.org/downloads_game.php">here</a><br />
<br />
Install procedure:<br />
<blockquote class="tr_bq">
<i>Copy "Doukutsu.exe" and the "data" directory next to the executable. After that all you have to is to start "nx", and have fun.</i></blockquote>
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://aros-exec.org/uploads/newbb/2982_50ad5313c2abb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="260" src="http://aros-exec.org/uploads/newbb/2982_50ad5313c2abb.jpg" width="320" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com2tag:blogger.com,1999:blog-729839901477063770.post-10464989682451732822012-11-22T09:07:00.001+00:002012-11-22T09:07:35.557+00:00OpenJazz: Jazz JackRabbit engine<div class="separator" style="clear: both; text-align: center;">
<a href="http://motoezx.at.ua/images/openjazz2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://motoezx.at.ua/images/openjazz2.png" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://screenshots.en.sftcdn.net/en/scrn/54000/54758/openjazz-2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
<br />
<br />
Jazz Jackrabbit is a series of video games featuring the titular character of Jazz Jackrabbit, a green anthropomorphic hare, who fights with his turtle nemesis, Devan Shell, in a science fiction parody of the fable of The Tortoise and the Hare. Created by Cliff Bleszinski and developed by Epic MegaGames, the series debuted on the personal computer in 1994 with Jazz Jackrabbit. The series consists of two computer games and a handheld console game. He was originally the mascot of EpicGames. <br />
<a href="http://www.alister.eu/jazz/oj/">OpenJazz</a> is a free, open-source re-implementation of
the classic jazz Jackrabbit ™ games.
OpenJazz can be compiled on a wide range of operating systems.
To play, you will need the files from one of the original games. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.alister.eu/jazz/logo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://www.alister.eu/jazz/logo.gif" /></a></div>
<br />
OpenJazz Webiste can be found <a href="http://www.alister.eu/jazz/">here</a> <br />
<br />
AROS Port was handled by Bszilard Biró - <a href="http://aros-exec.org/modules/newbb/viewtopic.php?start=80&topic_id=7576&viewmode=flat&order=ASC&type=&mode=0">AROS EXEC-Thread</a><br />
<br />
You can download it at AROS-ARCHIVES (not ready yet) and the shareware version can be downloaded at <a href="http://www.dosgamesarchive.com/file/jjrabbit/">DOS Games Archives</a>.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.amigapage.it/images/upload/computer/2012/11/I21112012-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="http://www.amigapage.it/images/upload/computer/2012/11/I21112012-1.jpg" width="320" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-61318705510825615702012-11-01T09:11:00.001+00:002012-11-01T09:11:46.445+00:00TUX Football: TUX nowhere to be seen...<div class="separator" style="clear: both; text-align: center;">
<a href="http://tuxfootball.sourceforge.net/content/gallery/Screenshots/tuxfootball-menu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://tuxfootball.sourceforge.net/content/gallery/Screenshots/tuxfootball-menu.png" width="320" /></a></div>
<br />
Tux Football is a great 2D soccer(for U.S.)/football(outside U.S) game. It aims on bringing old style gameplay from AMIGA times
back to your computer with more up to date graphics! It's gameplay is similar
to old classics such as Anco's Kick Off and Sensible Software's Sensible
Soccer or it's sequel SWOS.<br />
The gameplay is designed to be quick, responsive and fun.
You are always in control of the player closest to the ball. The ball
is controled via two differentn kick buttons - one for pass, and one for
shoot. Aftertouch can be applied to shots by quickly pressing and
holding the direction you want the ball to bend towards. Pushing in the
opposite direction to what you kicked the ball makes it raise into the
air, pushing in the same direction as the ball makes it dip towards the
ground.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWz3n9PLA4lzqFml1F76Jv533MdedLZF4bk5o_opoUo3eV7LYaFtP27VpYxM6ZjxmiV-rph3JRrX_sSLuvKybgWoKhuaaB4n7BeHxzmgzT-ziOX4FcVZ3ztTAZIPe9jTCrt_a7LySg0aQK/s1600/tuxfotty2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWz3n9PLA4lzqFml1F76Jv533MdedLZF4bk5o_opoUo3eV7LYaFtP27VpYxM6ZjxmiV-rph3JRrX_sSLuvKybgWoKhuaaB4n7BeHxzmgzT-ziOX4FcVZ3ztTAZIPe9jTCrt_a7LySg0aQK/s320/tuxfotty2.jpg" width="320" /></a></div>
It's still W.I.P. so here's what is done so far (at the date of this anouncement):<br />
<div id="main">
<ul>
<li>Two Teams</li>
<li>Pass, Kick, Tackles, Headers</li>
<li>Aftertouch</li>
<li>Bounds detection (i.e. we know when throw ins, goals, etc. happens)</li>
<li>Realistic physics on the ball, including bouncing off goal posts.</li>
<li>Title Screen, With menu.</li>
<li>Sound Support, including sfx and music</li>
<li>Computer controlled players</li>
<li>Redefining keys, selecting number of players</li>
</ul>
Still to be done:<br />
<ul>
<li>More Teams</li>
<li>More graphics and moves, such as throw-in graphics, rolling around on the floor in agony, etc.</li>
<li>Talking about agony, injuries and player-player collision detection need to be added</li>
<li>Along with yellow cards and red cards</li>
<li>And substitutions</li>
<li>Joystick support</li>
<li>Music and SFX need to be improved.</li>
<li>Networked play</li>
<li>Leagues, player stats, transfer market</li>
</ul>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://tuxfootball.sourceforge.net/themes/EnticoreThemeTuxfootball/images/tuxfootball.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="41" src="http://tuxfootball.sourceforge.net/themes/EnticoreThemeTuxfootball/images/tuxfootball.png" width="320" /></a></div>
<br />
<b>Port </b>is being handled by Boran Serkan, and he promises to keep an eye and update the port as well as it progresses - so keep your eyes on the available downloads.<br />
<br />
<b>Download</b> Aros version at <a href="http://www.portacall.org/downloads/TuxFootballARos.lha">PortaCall site </a><br />
<br />
<b>Controls:</b><br />
Direction Keys : Move player around<br /> Left Shift : Shoot (heavy kick in the air)<br />
Left Ctrl : Pass (softer kick along the ground, directed to feet of the
closest player on your team in the direction you passed in)<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://tuxfootball.sourceforge.net/content/static/player.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://tuxfootball.sourceforge.net/content/static/player.png" width="320" /></a></div>
</div>
Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-46467828593381971862012-10-24T16:30:00.000+01:002012-10-26T17:04:02.426+01:00Nether Earth: RTS ZX Remake<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www2.braingames.getput.com/nether/images/nether03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www2.braingames.getput.com/nether/images/nether03.jpg" width="320" /></a></div>
<br />
Nether Earth was the very first real time strategy game. Designed for ZX-SPECTRUM machine with only needed 48KB of RAM to work. It
had all the typical elements of strategy games: resources, factories,
combat units, etc.<br />
Nether Earth is a very interesting game from the point of vies
of Artificial Intelligence (AI) since all the robots are self controlled.
You just have to give your orders to the robots and they will try to
follow them. For instance you can tell a robot to "CAPTURE NEUTRAL FACTORIES",
and the robot will find it's own path to reach the closest factory avoiding
the obstacles they found. <br />
<br />
<br />
This is the remake for modern hardware AI has been improved, maps added, and the graphics are rendered using
OpenGL and the SDL library.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www2.braingames.getput.com/nether/images/nether04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www2.braingames.getput.com/nether/images/nether04.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<b>The goal</b><br />
As in almost all strategy games, the goal is to eliminate the enemy. To achieve it, you have WARBASES, that have the ability to produce ROBOTS (your combat units). You can design your own robots by combining several pieces (TRACKS, ANTIGRAVITATIONAL DEVICE, CANNONS, MISSILE BAYS, etc). To build robots you need RESOURCE points. Each warbase procudes 5 resource points every day, but you can increase it by conquering FACTORIES. To conquer a factory, let a robot stay in its door for almost 12 hours, then the factory will be yours. Once you have a combat foe ready to attack, you can send your robots against the enemy robots, factories or warbases. To conquer a warbase you have to follow the same procedure as to conquer a factory. Once you have conquered all the warbases, you have won the game.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www2.braingames.getput.com/nether/images/nether01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www2.braingames.getput.com/nether/images/nether01.jpg" width="320" /></a></div>
<br />
<b>The robots</b><br />
The most exciting pat of Nether Earth is that it allows you to design you own robots. You can build robots by using the following construction pieces:<br />
Traction pieces:<br />
- BIPOD: The simplest traction piece. It's very slow, but very resistent, and will give to your robot some extra shield points.<br />
- TRACKS: A fast traction piece, it's not as expensive as the antigravitational device, but is quite fast.<br />
- ANTIGRAVITATIONAL DEVICE: The fastest traction piece. But also expensive.<br />
<br />
Weapons:<br />
- CANNONS: The cheapest weapon, and of course the less powerful.<br />
- MISSILES: A great weapon, more powerful than cannons.<br />
- PHASERS: The most effective weapon.<br />
- NUCLEAR BOMB: The most destructive weapon. Once fired, it will destroy all the robots and buildings near the robot that has the bomb (including it).<br />
<br />
Special:<br />
- ELECTRONIC BRAIN: This piece enhances the intelligence of the robots, allowing them to perform your orders more effectively.<br />
<br />
As more pieces you put to your robot, more shield points will it have, so it's important that if you have enough money, put as many weapons as you can into your robot!<br />
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>NETHER EARTH REMAKE</b></span></div>
<br />
You can find the original here: <a href="http://www2.braingames.getput.com/nether/default.asp">Nether Earth Remake</a><br />
<br />
<b>AROS Port</b> by Boran Serkan<br />
<br />
<b>Download</b> the AROS version at <a href="http://www.portacall.org/downloads/Ner.lha">Portacall site</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://aros-exec.org/uploads/newbb/1528_508aaf4020f4c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="http://aros-exec.org/uploads/newbb/1528_508aaf4020f4c.jpg" width="320" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-31810776807179395062012-10-22T16:30:00.000+01:002012-10-24T16:30:35.886+01:00KETM: Kill Everything that moves<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo7rgNilc2XGJN0B17bu2qFEH_8VzgNtavUSn0r0TA7y-JHqZAYzcTLwTqy68vswR6FuslWwrn9G1CDsVFa9BnLlZ4cZKeZK0tqqnLRoZYO13bwo2ZhzaDGfxU9rfX_qJSVuoQyFgN6QM/s1600/KETM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo7rgNilc2XGJN0B17bu2qFEH_8VzgNtavUSn0r0TA7y-JHqZAYzcTLwTqy68vswR6FuslWwrn9G1CDsVFa9BnLlZ4cZKeZK0tqqnLRoZYO13bwo2ZhzaDGfxU9rfX_qJSVuoQyFgN6QM/s320/KETM.png" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
KETM (or Kill Everything that moves) is a sprite based top scrolling shoot'em-up (in the very best tradition of the genre) for diferent OS'es that uses an original combat system desgined just for this title. This system takes the manic shooter approach up a notch. </div>
<div class="separator" style="clear: both; text-align: left;">
</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRpfxCDB7LQZnPw6lggPg-kxv-tVrShP2Q8Xh0LVloSVNcP5x8HfmNn84CQWNsPxpFLyPO8zG0NNwWDb34zoqJssoKBlf6vZ5cwmRZBVm8-JoEPurGHZ6v9IDQOQm1JchaMb49h02uglk/s1600/KETM_logo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRpfxCDB7LQZnPw6lggPg-kxv-tVrShP2Q8Xh0LVloSVNcP5x8HfmNn84CQWNsPxpFLyPO8zG0NNwWDb34zoqJssoKBlf6vZ5cwmRZBVm8-JoEPurGHZ6v9IDQOQm1JchaMb49h02uglk/s320/KETM_logo.jpg" width="320" /></a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Source from <a href="http://www.studio-grey.com/ketm/" rel="external" target="_blank" title="http://www.studio-grey.com/ketm/">http://www.studio-grey.com/ketm/</a> </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<b>AROS Port</b> by Boran Serkan (this is based on the PSP port.)</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
You can <b>download</b> at <a href="http://www.portacall.org/downloads/Ketm_aros.lha">Portacall site</a> </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://soucali.com/pspnews/modules/mydownloads/images/shots/news_KETM9.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="http://soucali.com/pspnews/modules/mydownloads/images/shots/news_KETM9.JPG" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: left;">
<b>Extra notes:</b></div>
Added features:<br />
- Togle music<br />
- Togle FullScreen (you have to select 2x to get fullscreen)<br />
<br />
<b>Usage:</b><br />
Ketm -h (for help)<br />
Ketm -1941 (To play 1941 game)<br />
Ketm -original (and to to play original)<br />
<br />
or just double click on the icon which has -original as default..<br />
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
1941 is just a Episodes which is a folder called (1941) you can play
other Episodes which will have different startup logo's or game play..</div>
<br />
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<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-79261797848369973052012-10-21T23:45:00.000+01:002012-10-22T10:03:54.270+01:00X-pired: 2 ports available<div class="separator" style="clear: both; text-align: center;">
<a href="http://aros-exec.org/uploads/newbb/1528_5084208e82755.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://aros-exec.org/uploads/newbb/1528_5084208e82755.png" /></a></div>
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X-pired is an action-puzzle game written in C using SDL, SDL_mixer, SDL_image and SDL_gfx libraries distributed under the terms of GNU GPL. The goal of the game in each level is to reach the exit square, avoiding exploding barrels and other deadly stuff...<br />
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<a href="http://xpired.sourceforge.net/img/logo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://xpired.sourceforge.net/img/logo.jpg" /></a></div>
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<br />The orginal game was authored by Miroslav Kucer and available at <a href="http://xpired.sourceforge.net/">Sourceforge</a><br />
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There are 2 ports for this game: an old one by Mathias Rustler and a new one by Boran Serkan.<br />
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You can download the old one at <a href="http://archives.aros-exec.org/index.php?function=showfile&file=game/puzzle/xpired.i386-aros.zip">Aros-archives</a> and the new one at the <a href="http://www.portacall.org/downloads/x-pired.lha">Portacall site</a>.<br />
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<a href="http://aros-exec.org/uploads/newbb/1528_50842082290f7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="http://aros-exec.org/uploads/newbb/1528_50842082290f7.jpg" width="320" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-33431392577396173112012-10-19T09:43:00.000+01:002012-10-21T09:50:23.928+01:00Hex-a-hop: Simple and non taxing<div class="separator" style="clear: both; text-align: center;">
<a href="http://aros-exec.org/uploads/newbb/1528_507fdd931f555.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="http://aros-exec.org/uploads/newbb/1528_507fdd931f555.jpg" width="320" /></a></div>
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Hex-a-Hop is a hexagonal tile-based puzzle game where the main character hops and clears all green tiles.<br />
It's not taxing in terms of moves or time since you have infinite undos and no time limits -- it's just a matter of finding a path to clear all the green tiles and step on a safe tile at the end.<br />
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The original game site can be found<a href="http://hexahop.sourceforge.net/"> here</a><br />
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This port was handled by Boran Serkan.<br />
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It can be downloaded at his <a href="http://www.portacall.org/downloads/Hex_A_Hop_Aros.lha">Portacall site</a><br />
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<a href="http://aros-exec.org/uploads/newbb/1528_507fdda1e59b1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="http://aros-exec.org/uploads/newbb/1528_507fdda1e59b1.jpg" width="320" /></a></div>
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Here's a video that ilustrates the gameplay:<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/D9r7X0Z08Aw?feature=player_embedded' frameborder='0'></iframe></div>
Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-87406061427498524132012-10-15T08:51:00.000+01:002012-10-15T10:26:50.334+01:00FreeCiv: Classic Strategy<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://aros-exec.org/uploads/newbb/2666_50762b8467278.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://aros-exec.org/uploads/newbb/2666_50762b8467278.jpg" width="320" /></a></td></tr>
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Freeciv is a single and multiplayer turn-based strategy game for workstations and personal computers inspired by the commercial proprietary Sid Meier's Civilization series. The game's default settings are closest to Civilization II, in both gameplay and graphics (including the units and the isometric grid).<br />
Released under the GNU General Public License, Freeciv is free and open source software.<br />
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<a href="http://images1.wikia.nocookie.net/__cb20071014074745/freeciv/images/d/d5/Two_eras.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://images1.wikia.nocookie.net/__cb20071014074745/freeciv/images/d/d5/Two_eras.png" /></a></div>
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Players take the role of tribal leaders in 4000 B.C. who must guide their peoples through the centuries. Over time, new technologies are discovered, which allow the construction of new city buildings and the deployment of new units. Players can wage war on one another or form diplomatic relationships.<br />
The game ends when one civilization has eradicated all others or accomplished the goal of space colonization, or at a given deadline. If more than one civilization remains at the deadline, the player with the highest score wins. Points are awarded for the size of a civilization, its wealth, and cultural and scientific advances.<br />
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<span style="font-size: x-large;"><img border="0" src="http://a.fsdn.com/con/icons/fr/freeciv@sf.net/freeciv-client.png" style="color: black;" /> FreeCIV</span></div>
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The original project can be found at <a href="http://sourceforge.net/projects/freeciv/">sourceforge</a> and further instructions <a href="http://freeciv.wikia.com/wiki/Main_Page">here</a><br />
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<b>AROS port</b> was handled by Bszilárd Biró, and it has still some quirks but it's regarded as functional.<br />
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<b>Download</b> AROS FreeCIV at his <a href="http://wizard2k8.uw.hu/freeciv-2.3.2.7z">Web page</a>.<br />
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<tr><td style="text-align: center;"><a href="http://aros-exec.org/uploads/newbb/2982_4faa55efe85b0.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="http://aros-exec.org/uploads/newbb/2982_4faa55efe85b0.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">AROS FreeCIV running on a window</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-89613048918509463352012-09-25T17:52:00.002+01:002012-09-25T17:52:35.974+01:00Frogatto and Friends: leaping and bounding on AROS<br />
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<a href="http://www.frogatto.com/screenshot_imgs/v_1_1/wandering_passage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.frogatto.com/screenshot_imgs/v_1_1/wandering_passage.png" width="320" /></a></div>
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Frogatto & Friends is an open-source “platformer” game which resembles an old-school 2D platformer game, starring a certain quixotic frog named Frogatto.<br />
It's a big adventure with the usual classic stuff gathered in the videogame decades history in the genre - you walk and jump between solid footholds, fight monsters, collect coins, talk to people and buy new stuff, whilst you lead the frog through the story.<br />
Althought the authors claim not trying to clone any specific game, a few games spring to mind when palying these, and naturally the character does remind Superfrog in the Amiga from Team 17 (gameplay wise it's a diferent story).<br />
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<a href="http://www.frogatto.com/wp-content/themes/frogattoCleanB/images/frogatto-animated-2x.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://www.frogatto.com/wp-content/themes/frogattoCleanB/images/frogatto-animated-2x.gif" /></a></div>
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<a href="http://www.frogatto.com/wp-content/themes/frogattoCleanB/images/logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://www.frogatto.com/wp-content/themes/frogattoCleanB/images/logo.png" /></a></div>
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The original game website can be found here: <a href="http://www.frogatto.com/">http://www.frogatto.com/</a><br />
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<b>AROS Port</b> was handled by Bszilárd Biró and has some quirks and bugs at the moment...<br />
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<b>Download</b> the executable <a href="http://wizard2k8.uw.hu/game.7z">here</a> and the data <a href="https://github.com/frogatto/frogatto/zipball/1.2_stable">here</a>...<br />
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<b>Notes:</b><br />
<ul>
<li>Don't let the stylish graphics fool you, this is an OpenGL game, and it's unplayable without 3D acceleration.</li>
<li>It takes some time to generate the "zipball" </li>
</ul>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://aros-exec.org/uploads/newbb/2982_505ad4adc08e6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="http://aros-exec.org/uploads/newbb/2982_505ad4adc08e6.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Screenshot - AROS Port of Frogatto</td></tr>
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<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-33049047982486918092012-09-16T10:03:00.001+01:002012-10-16T08:12:30.773+01:00Heroes of Might and Magic 2: Free Heroes for AROS<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7GiU5AY2njeC_RmHsq7liDOiVqocjMZmXBaMGi70p7CNIStLIGt1EraJLBTF-E2CjKOzpYTaDa0LNY7o297_SPEPsPQPh1C4unDrmAXemOYc6hsZBIQON4im3q2EJfFVOU8T00D8-4-4/s1600/FHMM.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7GiU5AY2njeC_RmHsq7liDOiVqocjMZmXBaMGi70p7CNIStLIGt1EraJLBTF-E2CjKOzpYTaDa0LNY7o297_SPEPsPQPh1C4unDrmAXemOYc6hsZBIQON4im3q2EJfFVOU8T00D8-4-4/s320/FHMM.jpg" width="320" /></a></div>
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Free heroes2 is an <a href="http://sourceforge.net/projects/fheroes2/">Open Source implementation</a> of Heroes of the Might and Magic II engine, where SDL library system is used.<br />
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Heroes of Might and Magic II: The Succession Wars is a turn-based strategy with a slight twist of adventure/RPG thrown invideo game developed by Jon Van Caneghem through New World Computing and published in 1996 by the 3DO Company. The game is the second installment of the Heroes of Might and Magic series and is typically credited as the breakout game for the series. Heroes II was voted the sixth-best PC game of all time by PC Gamer in May 1997.<br />
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<a href="http://www.veryicon.com/icon/png/Game/Mega%20Games%20Pack%2028/Heroes%20of%20Might%20and%20Magic%202.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://www.veryicon.com/icon/png/Game/Mega%20Games%20Pack%2028/Heroes%20of%20Might%20and%20Magic%202.png" width="200" /></a></div>
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AROS Port was handled by Szilárd Biró.<br />
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Download at <a href="http://archives.aros-exec.org/?function=showfile&file=game/strategy/fheroes2.i386-aros.lha">AROS-ARCHIVES</a><br />
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The game requires the original Heroes of Might and Magic II game data. Copy the contents of data and maps to their respective drawers.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcZSenYBJ4LZxZkFYwvNPykXT5PwS4Zhn-o_88e7RE6ngh_Wib6_AYXSsDtfXD82ihxZ_q5pNq5xdVLLK1wND9YHIRuQBmTf8p5sjEOapK4DqiJwNQYiPgj0esXh-q9hwQ_D4ckplrbgg/s1600/FHMM2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcZSenYBJ4LZxZkFYwvNPykXT5PwS4Zhn-o_88e7RE6ngh_Wib6_AYXSsDtfXD82ihxZ_q5pNq5xdVLLK1wND9YHIRuQBmTf8p5sjEOapK4DqiJwNQYiPgj0esXh-q9hwQ_D4ckplrbgg/s320/FHMM2.jpg" width="320" /></a></div>
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Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com1tag:blogger.com,1999:blog-729839901477063770.post-40974811440816883232012-09-12T09:28:00.000+01:002012-09-12T09:29:02.801+01:00Neverball: 3D Ball madness<div class="separator" style="clear: both; text-align: center;">
<a href="http://neverball.org/images/shots/05-neverball-mym2/mym2-05-05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://neverball.org/images/shots/05-neverball-mym2/mym2-05-05.jpg" width="320" /></a></div>
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<i>Tilt the floor to roll a ball through an obstacle course before time runs out. Neverball is part puzzle game, part action game, and entirely a test of skill.<br />Also part of it is Neverputt, a hot-seat multiplayer miniature golf game, built on the physics and graphics engine of Neverball.</i><br />
Neverball site can be found here <a href="http://neverball.org/">http://neverball.org</a><br />
More screenshots here: <a href="http://neverball.org/screenshots.php">Screenshots</a><br />
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<a href="http://neverball.org/images/shots/04-neverball-mym1/mym1-19-04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://neverball.org/images/shots/04-neverball-mym1/mym1-19-04.jpg" width="320" /></a></div>
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<b>AROS Port</b> was handled by Szilard Biró.<br />
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<b>Download here</b>: <a href="http://archives.aros-exec.org/?function=showfile&file=game/misc/neverball.i386-aros.lha">AROS-ARCHIVES</a><br />
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Neverball and Neverputt makes use of Gallium 3D (Hardware accelerated GFX). A 500MHz CPU or above is recommended.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje4wVQVFE7Rg_ktqzpp_6LHZSDDC0Q45VvPFlG0q4NybU7qXhvPjW62414UM5_f7TUXNhRbGzUaAvlTFr0hE2lUaP8In0QXUjvOVBMZuGEIlw7NRJD5KCFTov1jy_uclxui5Yrr5zwRqQ/s1600/Neverball.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje4wVQVFE7Rg_ktqzpp_6LHZSDDC0Q45VvPFlG0q4NybU7qXhvPjW62414UM5_f7TUXNhRbGzUaAvlTFr0hE2lUaP8In0QXUjvOVBMZuGEIlw7NRJD5KCFTov1jy_uclxui5Yrr5zwRqQ/s320/Neverball.jpg" width="320" /></a></div>
Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-50262956462501590062012-09-10T17:48:00.001+01:002012-09-10T17:48:48.722+01:00Descent: AROS DXX Rebirth<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.dxx-rebirth.com/wp-content/gallery/d2x-rebirth_screenshots/d2xr-scrn2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.dxx-rebirth.com/wp-content/gallery/d2x-rebirth_screenshots/d2xr-scrn2.jpg" width="320" /></a></div>
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<a href="http://www.dxx-rebirth.com/">DXX-Rebirth</a> is a Source Port of the Descent and Descent 2 Engines, offering OpenGL graphics and effects, advanced Multiplayer, many improvements and new features.<br />
Descent and Descent 2 are pretty old games so you usually run into problems running it on more recent Hardware and Operating Systems. DXX-Rebirth will solve this!<br />
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Descent is a 3D first-person shooter video game developed by Parallax Software and released by Interplay in 1995. The game features six degrees of freedom gameplay and garnered several expansion packs. It spawned two direct sequels: Descent II and Descent 3.<br />
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<a href="http://www.dxx-rebirth.com/wp-content/uploads/logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="128" src="http://www.dxx-rebirth.com/wp-content/uploads/logo.png" width="320" /></a></div>
AROS Ports was handled by Szilard Biro.<br />
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<b>Download</b>:<br />
<a href="http://wizard2k8.uw.hu/d1x-rebirth.lha">DXX Rebirth 1</a> and <a href="http://wizard2k8.uw.hu/d2x-rebirth.lha">DXX Rebirth 2</a> (For Descent 1 and 2 respectively)<br />
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<b>Features:</b><br />
<ul>
<li>Plays Descent and Descent 2 and all their AddOns and third-party levels.</li>
<li>OpenGL provides a fast and smooth rendering – even on low-end systems.</li>
<li>Optionally you can enable several effects like Transparency, Colored lighting, Texture Filtering, FSAA, etc.</li>
<li>Thanks to SDL, a wide palette of Joysticks are supported. Also you can use more Joysticks, buttons and axes than you can ever operate in your state of evolution.</li>
<li>If you prefer steering your Pyro with a mouse, you will not have the problem that the movement becomes slow in high game speed.</li>
<li>Joystick, Keyboard and Mouse can be used simultaneously.</li>
<li>The games can display all resolutions and aspects supported by your Monitor, including an option for VSync.</li>
<li>Besides MIDI and CD-Audio (Redbook), you can play your own custom Music from your Harddrive or a separate AddOn.</li>
<li>Both games can utilize special AddOn packs to replace or expand the original game content.</li>
<li>Multiplayer via UDP protocol provides a fast and easy-to-use LAN and Online action. This includes reliable communication causing less glitches due to lost packages.</li>
<li>Multiplayer via IPX protocol lets you play against players still using the MS-DOS version of the game.</li>
<li>The ingame Demo-recording system has been improved. Demos are less glitchy and smaller while still still being backwards-compatible to earlier versions of the games.</li>
<li>Higher game speed will not cause glitches such as unacceptable fast homing projectiles, incredible high damage caused by several collisions or Fusion cannon, etc.</li>
<li>Player files, Savegames, Demos and Missions from DOS-Versions of the games can freely be used in DXX-Rebirth and vice versa.</li>
</ul>
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<a href="http://www.dxx-rebirth.com/wp-content/gallery/d2x-rebirth_screenshots/d2xr-scrn22.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.dxx-rebirth.com/wp-content/gallery/d2x-rebirth_screenshots/d2xr-scrn22.jpg" width="320" /></a></div>
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Note from the port author:<br />
<i>"They are very quick ports, so they could be full of bugs. Music won't
work, because SDL_mixer isn't aware of the timidity: assign <img alt="" class="imgsmile" src="http://aros-exec.org/uploads/smil3dbd4d75edb5e.gif" />
It will probably work if you copy the patches to the games' drawer.
Speaking of drawer, you can simply dump the game files there, or create a
data drawer and put them there."</i><br />
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-86953663729736220842012-09-05T09:33:00.000+01:002012-09-16T09:46:18.803+01:00Return to Castle Wolfenstein<div class="separator" style="clear: both; text-align: center;">
<a href="http://greenhillszone.files.wordpress.com/2011/08/wolfensteinor_040903_01_640w.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://greenhillszone.files.wordpress.com/2011/08/wolfensteinor_040903_01_640w.jpg" width="320" /></a></div>
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Return to Castle Wolfenstein is a first person shooter video game published by Activision and originally released on November 19, 2001 and in turn is a reboot of the early first-person shooter Wolfenstein 3D. It includes a story-based single player campaign (which uses certain themes from the original game), as well as a team-based networked multiplayer mode.<br />In the campaign, Allied agents from the fictional "Office of Secret Actions" (OSA) are sent to investigate rumors surrounding one of Heinrich Himmler's personal projects, the SS Paranormal Division (also see Ahnenerbe). The agents are, however, captured before completing their mission and are imprisoned in Castle Wolfenstein. Taking the role of Blazkowicz, the player must escape the castle and continue investigating the activities of the SS Paranormal Division, which include research on resurrecting corpses, biotechnology, and secret weapons.<br />
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The single player game was developed by Gray Matter Interactive and Nerve Software developed its multiplayer mode. id Software, the creators of Wolfenstein 3D, oversaw the development and were credited as executive producers <br />
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<a href="http://www.veryicon.com/icon/png/Game/Mega%20Games%20Pack%2025/Return%20to%20Castle%20Wolfenstein%20new%201.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://www.veryicon.com/icon/png/Game/Mega%20Games%20Pack%2025/Return%20to%20Castle%20Wolfenstein%20new%201.png" width="200" /></a></div>
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AROS Port was handled by Szilárd Biró, the FPS AROS port predator, based on Mark Olsen's MorphOS port! <br />
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You need the data files from the latest version of the game, which is 1.42b. Alternatively you can use the data files from the The Platinum Edition, which<br />contains a patched version of the game. You have to copy the PK3 files and rtcwkey into the main drawer, and you are ready to go.<br />
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Although this was first released on late April, the AROS port of the game is now fully debuged and uploaded to <a href="http://archives.aros-exec.org/?function=showfile&file=game/fps/rtcw.i386-aros.lha">AROS-ARCHIVES</a> as well as it's sources. <br />
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<a href="http://img27.imageshack.us/img27/9623/kittywolf.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://img27.imageshack.us/img27/9623/kittywolf.png" width="238" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-15292764848469232902012-09-03T09:50:00.000+01:002012-09-08T09:58:45.393+01:00Ami-Ingenious: Aros version <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeBKs_we1H3BQDh0DhgKZNlOmV1puHoJWEwRiJfodaiDCJxubmUQyZ14qpJj0u_slF-yTj9A4XI2kTN_yxO9b4LNY7VPpCCbljSmLUoVF-5CkdVxMj4sdMhALUyvHfe6ptLuDx3evCigg/s1600/Ami-Genious.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeBKs_we1H3BQDh0DhgKZNlOmV1puHoJWEwRiJfodaiDCJxubmUQyZ14qpJj0u_slF-yTj9A4XI2kTN_yxO9b4LNY7VPpCCbljSmLUoVF-5CkdVxMj4sdMhALUyvHfe6ptLuDx3evCigg/s320/Ami-Genious.png" width="320" /></a></div>
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Ami-Ingenious is Ingenious Board game native implementation. Game goal is not get worse score in any of 6 game colours. Players got points in game placing<br />pieces on hexagonal board and connecting identical pieces. Game rules are very easy to learn, game is designed for all ages. Ingenious is very good game, it<br />collecting on web positive comments and gaining international awards!<br /><br />
<b>Game features</b>:<br />all game rules are implemented<br />double player various modes<br />real time scoring system<br />computer move simulation<br />simple but strong computer AI<br />
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Game is created by mrdarek, (c) 2012.<br />
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Download at: <a href="http://archives.aros-exec.org/?function=showfile&file=game/board/ami-ingenious.i386-aros.zip">AROS-ARCHIVES</a> <br />
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This game is shareware/donationware. In unregistered version game sometimes show you reminder screen, but no other restriction.<br />
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<a href="http://www.lineapolis.dizzy.pl/ingenious/ingenious.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="245" src="http://www.lineapolis.dizzy.pl/ingenious/ingenious.jpg" width="320" /></a></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-11954743577514279122012-08-08T09:51:00.000+01:002012-09-02T10:43:26.373+01:00Candy Crisis - Too much sugar Kitty?<div class="separator" style="clear: both; text-align: center;">
<a href="http://sourceforge.net/projects/candycrisis/screenshots/46756" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://sourceforge.net/projects/candycrisis/screenshots/46756" width="320" /></a></div>
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<br />
Candy Crisis is a puzzle game based on the original game Puyo Puyo (which is in turn is a variation of the Columns game). It was created by John Stiles. This game can be played in both single player and two player modes, with an additional solitaire and tutorial mode. Gameplay spans around twelve stages. <br />
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<br />
Story goes like this: <i>A mad scientist at a candy factory unveiled his greatest creation: a batch of living candy, brought to life through the miracles of genetic mutation. Unfortunately, his formula had a fatal flaw—the living candy immediately began to multiply by the thousands! Within minutes, the plant began to overflow with candy.<br />Luckily, a quick-thinking researcher quickly discovered how to fend off the rapidly multiplying creatures. The mutated candy became extremely reactive when grouped together - and when four of the same color touched, they would instantly vaporize!</i><br />
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<a href="http://candycrisis.sourceforge.net/graphics/logo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Candy Crisis" border="0" src="http://candycrisis.sourceforge.net/graphics/logo.gif" title="Candy Crisis logo" /></a></div>
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AROS port by Szilárd Biró and it can be downloaded here: <a href="http://wizard2k8.uw.hu/candycrisis.lha" rel="external" target="_blank" title="http://wizard2k8.uw.hu/candycrisis.lha">http://wizard2k8.uw.hu/candycrisis.lha</a><br />
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<a href="http://aros-exec.org/uploads/newbb/985_502304dd78ba1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://aros-exec.org/uploads/newbb/985_502304dd78ba1.jpg" width="320" /></a></div>
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Gameplay video:<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/3HYLRnRLwVw?feature=player_embedded' frameborder='0'></iframe></div>
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<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-78053670912672025712012-07-05T08:57:00.000+01:002012-08-11T09:24:54.562+01:00I Have No Tomatoes! - Vegetable frenzy... hmm... carnage?<div class="separator" style="clear: both; text-align: center;">
<a href="http://tomatoes.sourceforge.net/ss2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://tomatoes.sourceforge.net/ss2.jpg" width="320" /></a></div>
<i><b>I Have No Tomatoes</b> is an extreme leisure time activity idea of
which culminates in the following question: How many tomatoes can you
smash in ten short minutes? If you have the time to spare, this game has
the vegetables just waiting to be eliminated!</i><br />
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<i>This game features solid game play with beautiful <a href="http://www.opengl.org/">OpenGL</a>
API driven isometric 3d graphics and nice music. It also includes a MOD
player, and you can use your own MOD-type music in the game background.
Just copy your XM/S3M/IT/MOD - files to the the 'music' subdirectory of
I Have No Tomatoes and the game plays them. You can press F1 to skip a
song when ingame. There's room for 128 MODs. Btw, if you don't have any
MOD music, ModArchive (<a href="http://www.modarchive.com/">www.modarchive.com</a>) is a good place to download some. </i><br />
<br />
Well the <a href="http://tomatoes.sourceforge.net/about.html">author's description</a> is interesting, but what is it anyway? Well, this is a fun and simple Bomber man type
arcade game. You play as a yellow tomato out to destroy all of the other
tomatoes.<br />
Best enjoyed in short doses - such as on your break time!<i> </i><br />
<i></i><br />
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<div class="separator" style="clear: both; text-align: center;">
<span style="font-size: x-large;"><a href="http://tomatoes.sourceforge.net/tomato.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://tomatoes.sourceforge.net/tomato.gif" /></a>I Have No Tomatoes</span></div>
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<a href="http://tomatoes.sourceforge.net/tomato.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a></div>
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AROS port handled by Boran Serkan and it's available here: <a href="http://serk118.blogspot.co.uk/2012/07/i-have-no-tomatoes.html">serk118 blog Portacall</a><br />
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AROS specific instructions:<br />
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<i>copy your .mp3 music files to music/ folder to listen them while playing...</i></div>
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<i><br /></i></div>
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<i>
edit <span style="color: #990000;">config.cfg</span> for:</i></div>
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<i></i></div>
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<i>
video_mode_fullscreen = 1</i></div>
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<i>
perspective = 1</i></div>
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<i>set specials to key 's' in game settings </i></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL_nbi2IDpMBEYYqnnGXTqMjsDFwe_nIjDgQqK4D7yeAaY6v2nHk4Eq4GBbekSdVzOKsXKXh82C0mPE1uBprge2yO9YsH2wgCFc2y6HeUbrEIMFBIM7Gcr9jqMh6XNHMz17zz-YUVmyWvR/s1600/tom.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhL_nbi2IDpMBEYYqnnGXTqMjsDFwe_nIjDgQqK4D7yeAaY6v2nHk4Eq4GBbekSdVzOKsXKXh82C0mPE1uBprge2yO9YsH2wgCFc2y6HeUbrEIMFBIM7Gcr9jqMh6XNHMz17zz-YUVmyWvR/s320/tom.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Aros version running on a window</td></tr>
</tbody></table>
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Video of the gameplay:<br />
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<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/NLTtaP-IVr0?feature=player_embedded' frameborder='0'></iframe></div>
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0tag:blogger.com,1999:blog-729839901477063770.post-52429205720663682212012-06-15T22:17:00.001+01:002012-06-15T22:17:42.259+01:00Alien VS Predator - Old acid still burns...<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_LOaPBIQSZA5_45zh8sHmWUgMYEi0vC7Vj7cdpwnoxFqC4AI41thNK2qA3jR7MT_c4MYVmaJAuShWmzW1Gfm4Cbcll6b-5w3jz_OOFX_PUfA3kIOtXdmhMiTyFOC4_hC_zq7hXAP01SM/s1600/avp-1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_LOaPBIQSZA5_45zh8sHmWUgMYEi0vC7Vj7cdpwnoxFqC4AI41thNK2qA3jR7MT_c4MYVmaJAuShWmzW1Gfm4Cbcll6b-5w3jz_OOFX_PUfA3kIOtXdmhMiTyFOC4_hC_zq7hXAP01SM/s320/avp-1.jpg" width="320" /></a></div>
This is a port of 1999 Rebellion game Aliens vs. Predator, an FPS developed by Rebellion Developments and based on the Alien and Predator movie franchises.<br />
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This game sets up three separate campaigns, each playable as a separate species: Alien, Predator, or human Colonial Marine.<br />
Each player character has different objectives, abilities, and weapons. The single-player campaign presents the player with a conventional series of levels to progress through that are designed around the abilities of each character.<br />
AROS Port was done by Szilárd Biró, and seems he's willing to port every open-source FPS available - we wish him good luck!<br />
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<b>Download</b> at: <a href="http://archives.aros-exec.org/?function=showfile&file=game/fps/avp.i386-aros.lha">AROS-ARCHIVES</a><br />
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There are two executables included, avp for AvP Gold and avp_alien_demo for the Alien Demo.<br />
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<a href="http://pixelhunt.files.wordpress.com/2012/05/avp.jpg?w=640" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="122" src="http://pixelhunt.files.wordpress.com/2012/05/avp.jpg?w=640" width="200" /></a></div>
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To play it you need AvP Gold Edition or the AvP Classic 2000 Edition. You have to copy the avp_huds, avp_rifs and fastfile directories, and the language.txt file. The FMV's use the proprietary Bink and Smacker codecs, which aren't supported.<br />
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Alternatively you can download the Alien Demo here:<br />
<a href="http://www.fileplanet.com/10556/10000/fileinfo/Aliens-vs.-Predator-%28Alien-Demo%29">http://www.fileplanet.com/10556/10000/fileinfo/Aliens-vs.-Predator-%28Alien-Demo%29</a><br />
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<a href="http://assets1.ignimgs.com/1999/06/11/avpf043-110003_640w.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="http://assets1.ignimgs.com/1999/06/11/avpf043-110003_640w.jpg" width="320" /></a></div>
Don't forget to overwrite the aenglish.txt with the one in aenglish.lha, otherwise the menu options will be messed up in the demo. The Gold Version doesn't needs this.<br />
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AROS-specific commands:<br />
- ALT-ENTER for fullscreen<br />
- CTRL-G for mouse grab<br />
- PRTSCN for screenshot<br />
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This port is based on avpmp: <a href="https://github.com/mbait/avpmp">https://github.com/mbait/avpmp</a>Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com1tag:blogger.com,1999:blog-729839901477063770.post-10822252292786253432012-06-04T14:53:00.000+01:002012-06-08T13:05:18.433+01:00Interview with Mazze<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKfHoPiPNvdATS879wJytKzfnm6e7icOIWNrcBuInnmqZvXcD0aNV_efFvhvTWsBRjmtArdY-H0PLoGV6TP2RxwIwG7htBJW4srsn5yKMoYOvyBFWRicNEDP2Q5R4VkUFcjBXgruW0mYw/s1600/MazzeDevInterview.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKfHoPiPNvdATS879wJytKzfnm6e7icOIWNrcBuInnmqZvXcD0aNV_efFvhvTWsBRjmtArdY-H0PLoGV6TP2RxwIwG7htBJW4srsn5yKMoYOvyBFWRicNEDP2Q5R4VkUFcjBXgruW0mYw/s1600/MazzeDevInterview.png" /></a> We start a series of interviews with one of the oldest, best known
AROS developer and with multiple AROS game ports under his belt -
Matthias Rustler (aka Mazze)!<br />
<br />
Some of the ports include:<br />
<a href="http://arosgamer.blogspot.pt/2012/05/pushover-oceans-puzzle-remaked.html">PushOver </a><br />
<a href="http://arosgamer.blogspot.pt/2012/05/crimson-fields-battle-isle-nostalgia.html">Crimson Fields </a><br />
<a href="http://arosgamer.blogspot.pt/2012/05/aros-is-abused.html">Abuse</a><br />
<a href="http://arosgamer.blogspot.pt/2012/05/kobo-deluxe-shootem-up-action.html">Kobo Deluxe</a><br />
And many more...<br />
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<b>AROS Playground: Hi Matthias - can you tell us a little about yourself?</b><br />
Mathias
Rustler: I'm a 45 year old male who lives in a small town in Germany.
I'm working as engineer. Computers are my main hobby. I'm playing table
tennis in a local club.<br />
<br />
<b>A.P.: Could you give us a history of how you became interested in Amiga's?</b><br />
<b> Did you possess any classic Amiga's or still own?</b><br />
M.R:
When I still had a VIC-20 I had read about the wonder machine Amiga in
various magazines. I couldn't effort one at that time. In 1987, when I
earned some money as an apprentice, I bought an Amiga 500. It was my
only "real" Amiga. I've used it till 1998. Till I've joined AROS I've
fought the withdrawal syndrome with Win-UAE. <br />
<br />
<b>A.P.: In the old days 8/16 bit computer times, did gaming take a big part of your life?</b><br />
M.R: I had owned some games for the VIC-20 but I was more interested in writing stupid BASIC programs for it.<br />
<br />
<b>A.P.: In what form you came to be involved with AROS and how long have you been involved with it?</b><br />
M.R: I had already written/ported some Open Source applications to AmigaOS3.<br />
I
found out about AROS and originally I only wanted to port some of my
work to that OS, too. Somehow I was hooked. In 2005 I got access to the
Subversion repository. I started with overhauling the documentation.
Later I became more courageous and added some source code. A big step
forward was when I found out about how to use the debugger. The lines of
source I added to AROS aren't that much but my bug reports and
sometimes fixes helped a lot to make AROS more stable.<br />
<br />
<a href="http://www.olofson.net/kobodl/images/about-shot2-full.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.olofson.net/kobodl/images/about-shot2-full.png" width="320" /></a><b>A.P.: Have you any idea how many game ports have you worked on? </b><br />
M.R:I
think I have ported about 15 games. Most of them are quite simple,
though. More important are my application ports like YAM, SimpleMail,
Scalos, Scout etc.<br />
<br />
<b>A.P.: What were your favorite ports? Would you suggest one for us?</b><br />
M.R:Perhaps Rocks'n'diamonds, Kobo-DL, Abuse.<br />
<br />
<br />
<br />
<b>A.P.: What were your most difficult ports?</b><br />
M.R:The
spread sheet Ignition. It isn't finished because I was fed up at some
point. Regarding games: I can't remember. Those which were built from
"configure" scripts caused the most hassle.<br />
<br />
<b>A.P.: Would you like to revisit some of the ports and redo them in another fashion or taking advantage of new features in AROS?</b><br />
M.R: If SDL is available as shared library I'll probably port some games again.<br />
<br />
<b>A.P.: Some of your older ones are still being played nowadays, does that gives you a feeling of job achieved?</b><br />
M.R: I had that feeling some time ago. In the meantime others have done more advanced ports.<br />
<br />
<b>A.P.: What operating system do you use for developing?</b><br />
M.R:
I have currently Ubuntu Linux 10.04 LTS. I'm usually building AROS from
the source code with full debugging support. That helps a lot in
finding the reason for crashes.<br />
<br />
<b>A.P.: Is it more easy to develop for AROS in general and in the gaming porting area currently?</b><br />
M.R: Yes, of course. When I started in 2005 there was no SFS, no OpenGL, no Autotools, and some parts were buggy as hell.<br />
<br />
<b>A.P.: Gallium 3D was probably the latest most known achievement on the development side. What are your thoughts about it?</b><br />
M.R: That's really a milestone. Krzysztof did an impressive job.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://abuse.zoy.org/raw-attachment/wiki/screenshots/abuse.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://abuse.zoy.org/raw-attachment/wiki/screenshots/abuse.png" width="320" /></a></div>
<b>A.P.: Do you feel that AROS would gain from games that were not ports?</b><br />
M.R:
There is no market for all Amiga-like systems together. No serious
company will release a commercial game for AROS only. "BOH" was only
possible because it was written for SDL so that it could be easily
ported. I don't want to prevent a developer to create a game and release
it for free or low budget but I don't expect that this gives AROS any
significant gain.<br />
<b><br />A.P.: How do you feel about AROS game panorama nowadays?</b><br />
M.R: I'm impressed. A lot of advanced games have been ported to AROS recently.<br />
<br />
<br />
<br />
<b>A.P.: Is there a particular game/gaming tool you would like to see available for AROS?</b><br />
M.R:
Some games which need the Boost library like Battle for Wesnoth are
missing. IIRC BSzili wants to port a game editor to AROS.<br />
<b><br />A.P.: What general features and applications do you think AROS really needs right now?</b><br />
M.R: I'm doing most computing under Linux. If I'd have to survive with AROS only I'd first miss some developing tools:<br />
- editor like "Scite"<br />
- Subversion<br />
- debugger<br />
- GUI builder (MUIBuilder is too limited)<br />
<br />
Office:<br />
- spread sheet (Ignition is half done)<br />
<br />
Graphics:<br />
- paint application (If I had more time I would write a libCairo based<br />
one)<br />
<br />
Regarding features:<br />
- Zune fixed<br />
- ABIv1 done<br />
- support for multi-core processors<br />
<br />
<b>A.P.: </b><b>Any near future plans regarding AROS?</b><br />
M.R:
The problem is: whenever I make plans I'm soon doing something else. I
want to finish the "R" clone I've started recently. I could continue
with translating some static libraries into shared ones, like libpng,
libjpg. There are other unfinished things like a Palette Preferences
editor. The Autodoc grepping script needs and overhaul. Last not least I
should look if I can do something for ABIv1. I don't have plans to make
more game ports. There are currently some guys which are quite good in<br />
that task.<br />
<a href="http://pushover.sourceforge.net/images/Screenshot2.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="http://pushover.sourceforge.net/images/Screenshot2.jpg" width="320" /></a><br />
<b>A.P.: Is there anything we did not cover or that you would like to add?</b><br />
M.R: My wishes:<br />
- more developers<br />
- less wish lists <br />
- more Open Source releases of native Amiga software<br />
- bug reports which are no guessing games<br />
<br />
<br />
<br />
<b>A.P.: Thanks a lot! </b><br />
M.R.: Regards<br />
<br />
<br />Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com2tag:blogger.com,1999:blog-729839901477063770.post-82623340047275691162012-06-03T21:21:00.002+01:002012-06-15T21:48:01.668+01:00Welcome to Hurrican!<br />
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</div>
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<a href="http://turrican.gamevoice.de/hurrican_site/screenshots/148_600.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://turrican.gamevoice.de/hurrican_site/screenshots/148_600.jpg" width="320" /></a></div>
<br />
<div style="font-family: inherit;">
<span style="font-size: small;">Hurrican is a freeware jump and shoot game that is based on the Turrican game series. Blast your way through nine action-packed levels filled with different enemies and power-ups. </span></div>
<div style="font-family: inherit;">
<span style="font-size: small;">This awesome game went on to the </span><span style="font-size: small;">3rd <a href="http://www.indiegameshowcase.com/" target="_blank">Indie
Game Showcase</a> contest</span><span style="font-size: small;"> and won the second place in September of 2008!</span></div>
<div style="font-family: inherit;">
<br /></div>
<div style="font-family: inherit;">
<span style="font-size: small;">Georg Steger port of Hurrican is based on Pickle's SDL port. </span></div>
<br />
And it can be downloaded here: <a href="http://archives.aros-exec.org/?function=showfile&file=game/action/hurrican.i386-aros.zip">AROS ARCHIVES</a><br />
<br />
This archive contains the EXE only. You need the
game's data files from hurrican-data.zip or somewhere else (like a Windows
install of the game).<br />
C0eck it at:<br />
<a href="http://archives.aros-exec.org/index.php?function=showfile&file=game/action/hurrican-data.zip">AROS ARCHIVES - Data files </a><br />
<a href="http://www.poke53280.de/">http://www.poke53280.de</a><br />
<a href="http://sourceforge.net/projects/hurrican">http://sourceforge.net/projects/hurrican</a><br />
<br />
Go check it out and blast away!<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghdhhyphenhyphenZU_FB2zRD0MqzaCVNr8v7pbXrJoX43UBupyb94nHz6t5-T5nIQsZGDif8i6Vi2lpdlKlZcd86nWe0TzqwWPrJ0agfL1Zsvw2NxJj1BZqSOLjLQKK07-Rh_e_VSAuoTbJPaJngb0/s1600/Hurrican.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghdhhyphenhyphenZU_FB2zRD0MqzaCVNr8v7pbXrJoX43UBupyb94nHz6t5-T5nIQsZGDif8i6Vi2lpdlKlZcd86nWe0TzqwWPrJ0agfL1Zsvw2NxJj1BZqSOLjLQKK07-Rh_e_VSAuoTbJPaJngb0/s320/Hurrican.jpg" width="320" /></a></div>Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com6tag:blogger.com,1999:blog-729839901477063770.post-22957871794637548272012-05-17T15:05:00.000+01:002012-06-08T18:22:53.821+01:00AROS goes DarkPlaces...<div class="separator" style="clear: both; text-align: center;">
<a href="http://icculus.org/twilight/darkplaces/pics/dpimp.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="DarkPlaces" border="0" height="227" src="http://icculus.org/twilight/darkplaces/pics/dpimp.jpg" title="DarkPlaces" width="320" /></a></div>
DarkPlaces is an advanced QuakeWorld client, which also has some high profile mods like Nexuiz, or its fork Xonotic.<br />
AROS port was done by Szilárd Biró (AKA BSzili). This version is based on the the SVN rev. 11819 source code.<br />
<br />
<br />
Nexuiz was originally developed by Lee Vermeulen and Forest
‘LordHavoc’ Hale, who started Alientrap in the summer of 2002. The goal
of the project was to create a high quality first person shooter that
could be played freely across all platforms in one package: PC, Mac, and
Linux. The engine that powered Nexuiz was Forest Hale’s Darkplaces
engine.<br />
<br />
The first version of the game was released in 2005. Development
continued with many online contributors over the years, with version 2.5
released in October of 2009. Since its release it has been downloaded
over 6 million times, and is included with many Linux distributions. <br />
<br />
DOWNLOAD is available at <a href="http://archives.aros-exec.org/?function=showfile&file=game/fps/darkplaces.i386-aros.lha">AROS-ARCHIVES</a> <br />
<br />
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<a href="http://www.alientrap.org/site/css/img/nexuiz_game.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://www.alientrap.org/site/css/img/nexuiz_game.png" /></a></div>
<br />
To play these mods you can specify their name as a command line argument, or simply rename the executable. For example if you want to play Nexuiz, you can start the game from the shell with the following command: darkplaces-sdl -nexuiz.<br />
Or
you can make a copy of the executable, and rename it to nexuiz-sdl. If
you start the game from the shell don't forget to give it some stack. <br />
<br />
This build should be fairly stable, but Xonotic still has some issues.<br />
For more information check out the readme:<br />
<a href="http://icculus.org/twilight/darkplaces/readme.html">http://icculus.org/twilight/darkplaces/readme.html</a> <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaD3JyTmVOoT1pvU_qbPvS0ortHvrCmSfbsioGZ-hvU1bQkfi8F4tj_45Ft1gCdvAYdpS5DUnR7f6zGVkeAwVTM4yNttge2-zpPdNHvAzLuu6-mO-gaVH0bD2Fp54heRBfzrKQofc4Hoc/s1600/nexuiz_screenshot_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaD3JyTmVOoT1pvU_qbPvS0ortHvrCmSfbsioGZ-hvU1bQkfi8F4tj_45Ft1gCdvAYdpS5DUnR7f6zGVkeAwVTM4yNttge2-zpPdNHvAzLuu6-mO-gaVH0bD2Fp54heRBfzrKQofc4Hoc/s320/nexuiz_screenshot_3.jpg" width="320" /></a></div>
<br />
<a href="http://icculus.org/twilight/darkplaces/readme.html"></a><br />
<br />
You can download the Nexuiz/Xonotic data files from here:<br />
<a href="http://www.alientrap.org/games/nexuiz">http://www.alientrap.org/games/nexuiz</a><br />
<a href="http://www.xonotic.org/">http://www.xonotic.org</a>Hardwiredhttp://www.blogger.com/profile/05925873713913282737noreply@blogger.com0