The homebrew games thread (27)

1 Name: !WAHa.06x36 2005-11-03 23:47 ID:5GkPNC7v

In this thread, we discuss homebrew games. Games that we made ourselves are preferred, but really good homebrew games by others could also fit in here.

Platforms don't matter, but it's more fun to talk about things you can actually easily play.

2 Name: !WAHa.06x36 2005-11-03 23:49 ID:5GkPNC7v

Of course I only made this thread so that I could do some self-promoting: I just put together a distribution of a game I made a long time ago, Swear.

http://wakaba.c3.cx/sup/kareha.pl/1131061133/

It's a worm game played on three-dimensional shapes, complete with retro green wireframe graphics. The gameplay's pretty simplistic, of course, but I think the mathematical trickery it does is kind of cute.

Also, if you're going to accuse me of having a horrible sense of naming, I'm not going to disagree.

3 Name: THRILLHO 2005-11-04 23:56 ID:Heaven

I made Robot Escape, a crazy 2D maze/puzzle/action type game:

http://www.oceanbase.org/games/robot/

Swear sounds interesting, but I can't get it to compile here on BSD. I'll look at it again later maybe.

4 Name: THRILLHO 2005-11-05 01:06 ID:jaYXdQLh

Please define "homebrew" game. A lot of shareware or even games people sell could fit into a loose definition.

5 Name: THRILLHO 2005-11-05 02:08 ID:TdKzeIhN

I made a text based game in C++.
But it was to small.

6 Name: !WAHa.06x36 2005-11-05 03:10 ID:5GkPNC7v

>>3

I noticed I'd left out a bunch of code in the original source release. You might want to try re-downloading. I've never tried compiling it on BSD, though.

Also, I don't have my Windows machine handy to test that game, but you really ought to package the dependencies along with the game itself. Nobody wants to have to download multiple libraries to run a little game.

>>4

Well, as I said, mainly stuff you made or were involved with yourself. Or stuff that's just blantatly obviously homebrew hobbyist games.

7 Name: !WAHa.06x36 2005-11-05 03:12 ID:Heaven

Also, here is what I imagine >>5's too-small text-based game is like:

int main(int argc,char **argv)
{
cout << "GAME OVER!\n";
}

8 Name: THRILLHO 2005-11-05 04:38 ID:p194FR8m

>>6

Parts of src/lib/goa/allegro/misc.cpp seem to have been written with the assumption that only Windows and MacOS would be supported. e.g. on line 41, there is "#ifndef OS_MACOSX" followed by what appears to be Win32 API stuff. Around here is the first place compiling breaks. (I had to change "make" to "gmake" in a few places in Makefile.magic first, to get this far.)

For the SDL stuff I linked directly to the zip files to make it as convenient as possible -- everything can just be unzipped to the same directory. I don't distribute those libraries because then I'd have to also mirror their entire (quite large) source code, due to the LGPL. I would love to whine about that in another thread someplace else.

9 Name: !WAHa.06x36 2005-11-05 12:39 ID:5GkPNC7v

> Parts of src/lib/goa/allegro/misc.cpp seem to have been written with the assumption that only Windows and MacOS would be supported. e.g. on line 41,

Ah, I think that's a quick hack that got left in. I think it'll work if you just do some commenting or #ifdef:ing out.

> then I'd have to also mirror their entire (quite large) source code, due to the LGPL

I don't think that is the case for distribution of unmodified binaries. I'm no expert on the GPL, though, but I recall that you don't need to distribute the source if it's available and you didn't modify it.

10 Name: THRILLHO 2005-11-05 15:47 ID:SRPdZ7hg

Bruno R. Marcos' Battle of Yavin and Battle of Endor Star Wars games.
http://www.bruneras.com/

The graphics are crude, but it allows him to get dozens of TIEs and X-wings in a single dogfight while still playing smoothly. It really captures the scale of being in a massive battle. There are also some really nice looking mods for Star Trek and Tron. He was going to make another one for the Battle of Hoth, but instead started on a new game engine that's been tested with up to 200 fighters at once!

11 Name: THRILLHO 2005-11-05 20:43 ID:Heaven

Swear is great. But it really gives you motion sickness.

12 Name: THRILLHO 2005-11-05 22:49 ID:Heaven

>>9

Swear is pretty fun. It compiles on OpenBSD after removing that win32 stuff like you suggested. You might want to check the pointer you use on line 60 of main.cpp, because it took me awhile to figure out the reason it was SIGSEGVing was that I didn't have "swear.dat".

13 Name: THRILLHO 2005-11-17 16:25 ID:Heaven

I've yet to make one that's much over what >>7 described, but I'm starting to work on something again.

14 Name: THRILLHO 2005-11-22 15:37 ID:Heaven

Here are two weird Japanese Breakout variant.

R.O. by Honkiya
http://saka.ave2.jp/3/kako/6/26.zip (\26.炉\game\ro.exe)
The goal is to break all blocks and clear 4 stages before the time is up.
There's one unique rule: the player must NOT touch balls!
Control
Up, Down, Right, Left: move
Z: level up (ball speed up)
X: level dpwn (ball speed down)
Esc: quit

Block Breaker by Keim
http://www.yomogi.sakura.ne.jp/~si/SolidImage/index_e.shtml
One day, the pad thought. "It's better to break the blocks by myself!".
So the pad doesn't use balls. Drive the pad and crash all the blocks.
This is a time attack driving game.
Control
Z(button1): back
X(button2): speed-up
C(button3): retry
Esc: quit

15 Name: THRILLHO 2005-11-22 16:06 ID:Heaven

Right, Left: turn

16 Post deleted by moderator.

17 Name: Anonymous Gamer : 2006-12-31 11:44 ID:Heaven

I've been wanting to enter the homebrew scene for quite a while, and have ideas, but just can't seem to get a firm grasp on SDL. I've got a semi-decent programming background, but it just never works. -_-

18 Name: Anonymous Gamer : 2006-12-31 19:58 ID:Heaven

>>14 >http://www.yomogi.sakura.ne.jp/~si/SolidImage/index_e.shtml
Holy shit, some excellent shmups there. Most of them don't run at a decent FPS on my computer, but the ones that do are extremely enjoyable.

19 Name: Anonymous Gamer : 2007-01-28 00:16 ID:iE5srkHa

>>18
wait, a submarine shmup? That sounds awesome...downloading.

On the topic of indie shmup's, I'd also heartily reccomend Warning Forever. You can find a dl on google if you look for it. It has some innovative and interesting features, is fun, is intense, and has that wonderful black/green wirefram aesthetic, though with very smooth production values and sound.

20 Name: Anonymous Gamer : 2007-01-28 01:39 ID:RQ7m8H5H

We could probably fill an entire thread with excellent homebrew shmups. ABA games, ChoRenSha68k, EveryExtend, Touhou...

21 Name: Anonymous Gamer : 2007-01-28 14:17 ID:uQxRCFTg

>>14 There's one unique rule: the player must NOT touch balls!

Balls not touching, not gay.

Also, 21GET. ( ・∀・)

22 Name: not good at english : 2007-01-31 16:50 ID:pHNGOEXT

NANACA CRASH
http://www.geocities.jp/lledoece/nanaca-crash.html

How to play

  1. Start
    Hold down mouse button and release. The best angle is 45 and best power is 100.
    BTW, the flying boy's name is Taichi, and the bicycle girl is Nanaca.
  2. Control
    You can use Nanaca's aerial crash by clicking mouse button when Taichi is at 3~10 meters high.
    If Taichi is dropping, the red aerial crash is evoked. Red crash is available only three time per game.
    If Taichi is raising, the blue aerial crash is evoked. Blue crash is available anytime when the blue icon shows 100%.
  3. Characters
    Check out the right middle icon to see approaching characters.
    Each character have different effects on Taichi when he hits them.

    Blue girl: normal acceleration
    Yellow girl: high angle acceleration
    Red girl: low angle acceleration
    Purple girl: she protects the next girl from perverted Taichi.
    Green girl: game over. However her special crash is the most powerful in the game.
    Brown boy: angle change
    Light blue boy: slow down

  4. Special crash
    See the Special icons at upper right of the screen.
    When Taichi hits the girl whose spcial icon is turned on, the special mode is evoked.
    Click mouse button within 0.7sec to activate Special crash.

FYI my record is 3839.87 meters.

23 Name: Anonymous Gamer : 2007-02-01 08:38 ID:0g13ohQd

I love Nanaca Crash I play it when I'm not teaching, my record is 7099m

24 Name: 何で男 : 2007-02-01 18:30 ID:PAjKns4o

>>23

7099??? Thats an awsome score! you are a legend! The highest I could get in half an hour was about 2231.37m. I will make sure one day I beat 7099!!

25 Name: Anonymous Gamer : 2007-02-01 22:52 ID:CmbYm962

ive gotten over 10,000 before, but it was a fluke and theres no way i could do it again. the trick is the blue boost, its friggen cheap. also, best angle is like 1 or 2, since it gives you the first boost and they change your angle to like 50-60 degrees anyway.

26 Name: Anonymous Gamer : 2007-02-02 02:37 ID:b5pUdcjR

Actually, the trick is getting a special combo with the blocker girl.

My record is something like 30k, I don't remember exactly because it was two years ago.

27 Name: 何で男 : 2007-02-02 16:28 ID:PAjKns4o

Finally, I managed to get a score of 9469.76 !! Man this game is addictive, a great new tool to help me procrastinate on essay writing....

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