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.
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.
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.
Please define "homebrew" game. A lot of shareware or even games people sell could fit into a loose definition.
I made a text based game in C++.
But it was to small.
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.
Well, as I said, mainly stuff you made or were involved with yourself. Or stuff that's just blantatly obviously homebrew hobbyist games.
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";
}
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.
> 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.
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!
Swear is great. But it really gives you motion sickness.
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".
I've yet to make one that's much over what >>7 described, but I'm starting to work on something again.
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
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. -_-
>>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.
>>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.
We could probably fill an entire thread with excellent homebrew shmups. ABA games, ChoRenSha68k, EveryExtend, Touhou...
>>14 There's one unique rule: the player must NOT touch balls!
Balls not touching, not gay.
Also, 21GET. ( ・∀・)
NANACA CRASH
http://www.geocities.jp/lledoece/nanaca-crash.html
How to play
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
FYI my record is 3839.87 meters.
I love Nanaca Crash I play it when I'm not teaching, my record is 7099m
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!!
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.
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.
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....