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Custom Strategy Role Playing Game 0.15
Custom Strategy Role Playing Game project is an engine for creating strategy role-playing games. more>>
Custom Strategy Role Playing Game project is an engine for creating strategy role-playing games.
Two players confront two parties of characters (which have RPG attributes: job, level, exp, skills, etc.) over a battlefield, and the surviving party wins.
Jobs, skills, etc. are stored in XML custom files. It has a combat style similar to Final Fantasy Tactics and Shining Force.
Enhancements:
- Custom effects for skils.
- New contender attribute managing is working now.
- New skill types and skill capabilities (as enable at a certain level).
- Contenders final attributes can now depend on skills.
- Jobs have now a basic bonus and a level bonus (which depends on
- contenders level).
- Partial code rewriting for some old features.
<<lessTwo players confront two parties of characters (which have RPG attributes: job, level, exp, skills, etc.) over a battlefield, and the surviving party wins.
Jobs, skills, etc. are stored in XML custom files. It has a combat style similar to Final Fantasy Tactics and Shining Force.
Enhancements:
- Custom effects for skils.
- New contender attribute managing is working now.
- New skill types and skill capabilities (as enable at a certain level).
- Contenders final attributes can now depend on skills.
- Jobs have now a basic bonus and a level bonus (which depends on
- contenders level).
- Partial code rewriting for some old features.
Download (0.75MB)
Added: 2006-11-10 License: GPL (GNU General Public License) Price:
1078 downloads
Role Playing Tools 1.1
Role Playing Tools extends the pen and paper role playing tabletop to the computer. more>>
Role Playing Tools extends the pen and paper role playing tabletop to the computer by providing a die rolling tool with a full expression language including Javascript functions, tabbed rolling bars, quick summation features, and the ability to save and restore sessions. There is also a client and server map sharing tool. Both are intended to be simple and powerful and enhance the game, not distract from it.
We found that we wanted to augment our pen-and-paper roleplaying (primarily 3.5ed D&D) with computer aids.
These tools extend and augment our traditional playing style. They are not a role playing game by themselves, nor are they meant to replace everything at the D&D table.
DiceToolis a simple but powerful expression parser that has built in functions for random number generation and can be further extended by JavaScript to do all sorts of calculations.
MapToolis an elegant graphical tool to share maps (images) and map data (drawings, markers, grid placement) in a client/server fashion between multiple players.
TokenToolis an accessory to MapTool. Drag any image onto the workspace and use the mouse to move and zoom the image in the reticle. Then drag from the preview pane directly onto MapTool -- or File->Save to save a png file.
<<lessWe found that we wanted to augment our pen-and-paper roleplaying (primarily 3.5ed D&D) with computer aids.
These tools extend and augment our traditional playing style. They are not a role playing game by themselves, nor are they meant to replace everything at the D&D table.
DiceToolis a simple but powerful expression parser that has built in functions for random number generation and can be further extended by JavaScript to do all sorts of calculations.
MapToolis an elegant graphical tool to share maps (images) and map data (drawings, markers, grid placement) in a client/server fashion between multiple players.
TokenToolis an accessory to MapTool. Drag any image onto the workspace and use the mouse to move and zoom the image in the reticle. Then drag from the preview pane directly onto MapTool -- or File->Save to save a png file.
Download (2.4MB)
Added: 2006-12-15 License: MIT/X Consortium License Price:
1049 downloads
Untahris Common Playground 2.0
Untahris Common Playground - you can play several classic fun, simple arcade games. more>>
Untahris Common Playground - you can play several classic fun, simple arcade games. But playing alone is not fun, and you can play them in multiplayer mode (on one computer, local network, or maybe Internet).
Now, Untahris has an original experimental feature, which makes it more than just a bundle of these games! In multiplayer mode each player can play a different game --- however, they play all on the same board. This may lead to funny interactions, battles or alliances between them.
The games in Untahris have been modified to make them better interact with each other. Thus, in each game you are allowed to shoot and collect bonuses, even if it was not a part of the original game.
Enhancements:
- The graphics were improved.
- Balls can kill bombers now.
- Worms, initial world selection, and sound were added.
- The homepage was made prettier.
<<lessNow, Untahris has an original experimental feature, which makes it more than just a bundle of these games! In multiplayer mode each player can play a different game --- however, they play all on the same board. This may lead to funny interactions, battles or alliances between them.
The games in Untahris have been modified to make them better interact with each other. Thus, in each game you are allowed to shoot and collect bonuses, even if it was not a part of the original game.
Enhancements:
- The graphics were improved.
- Balls can kill bombers now.
- Worms, initial world selection, and sound were added.
- The homepage was made prettier.
Download (1.0MB)
Added: 2007-05-02 License: GPL (GNU General Public License) Price:
905 downloads
Regnum Online Beta
Regnum Online is a MMORPG game, that wants to invite you to join our world and play for free. more>>
Regnum Online is a MMORPG game, that wants to invite you to join our world and play for free. The only thing we require is that you fight for your realm.
Regnum Online is a massive multiplayer online role playing game (MMORPG MMORPG) for the PC where the player are immersed in a 3D virtual world. There they can live as Elves, Humans Dwarves, or Dark Elves having exciting adventures, exploring the wild lands or joining an army of players to take on the other kingdoms armies."
The game is in beta stage, but already offers many quests, items, and monsters, not to mention the large number of both english-, spanish-, and portuguese-speaking players youll meet in-game.
Main features:
- Regnum offers 3 realms to choose from.
- 9 fully customizable player characters.
- Hundreds of quests.
- The ability to capture forts and castles.
- Expansive lands to explore.
- Glorious graphical environments.
<<lessRegnum Online is a massive multiplayer online role playing game (MMORPG MMORPG) for the PC where the player are immersed in a 3D virtual world. There they can live as Elves, Humans Dwarves, or Dark Elves having exciting adventures, exploring the wild lands or joining an army of players to take on the other kingdoms armies."
The game is in beta stage, but already offers many quests, items, and monsters, not to mention the large number of both english-, spanish-, and portuguese-speaking players youll meet in-game.
Main features:
- Regnum offers 3 realms to choose from.
- 9 fully customizable player characters.
- Hundreds of quests.
- The ability to capture forts and castles.
- Expansive lands to explore.
- Glorious graphical environments.
Download (1.8MB)
Added: 2006-12-26 License: Freeware Price:
1040 downloads
Sloth Online RPG 0.15
Sloth Online RPG is aJava Online RPG with Real-Time Action and rich 2D graphics. more>>
Sloth Online RPG is aJava Online RPG with Real-Time Action and rich 2D graphics.
Sloth Online RPG is a work in progress that will provide a fully graphical online role playing game engine. SlothORPG is coded in Java and is currently in a near playable state featuring several classes with over a thousand lines of code.
My main intentions with this project are to provide a free, fully functional, ever expanding Role Playing Engine (both client and server side) for the end user who would be playing the game. Developers would also be able to use the project as a resource on certain aspects of Java Game Programming.
Server side the project implements the NIO Networking library to create a smoother, stronger tcp/ip core. I found UDP and TCP w/ the old IO library to be unreliable and sluggish respectively. The way in which the server is structured has proven to be strong thus far.
The client side of the code features the Graphics2D Java library to provide near perfect animation without requiring a rendering device such as OpenGL or DirectX.
To summarize my entire intent for this project I basically wanted to provide an Online RPG that is functional on almost any OS that has Java installed and can run just as smooth on low end machines while still being able to feature rich 2-D graphics. The source code is clean and neat as well as commented and organized.
It is easy to read and understand for someone who has some knowledge of Java. As I write this, the project is coming along nicely and some pre-alpha local network testing has proven this. I plan to continue with this project and in the future include database integration and more of a developer-side interface.
A quick rundown of what this project includes so far: Character Creation, Smooth character animation, and fully supported tcp/ip gameplay. Chatting is also implemented.
<<lessSloth Online RPG is a work in progress that will provide a fully graphical online role playing game engine. SlothORPG is coded in Java and is currently in a near playable state featuring several classes with over a thousand lines of code.
My main intentions with this project are to provide a free, fully functional, ever expanding Role Playing Engine (both client and server side) for the end user who would be playing the game. Developers would also be able to use the project as a resource on certain aspects of Java Game Programming.
Server side the project implements the NIO Networking library to create a smoother, stronger tcp/ip core. I found UDP and TCP w/ the old IO library to be unreliable and sluggish respectively. The way in which the server is structured has proven to be strong thus far.
The client side of the code features the Graphics2D Java library to provide near perfect animation without requiring a rendering device such as OpenGL or DirectX.
To summarize my entire intent for this project I basically wanted to provide an Online RPG that is functional on almost any OS that has Java installed and can run just as smooth on low end machines while still being able to feature rich 2-D graphics. The source code is clean and neat as well as commented and organized.
It is easy to read and understand for someone who has some knowledge of Java. As I write this, the project is coming along nicely and some pre-alpha local network testing has proven this. I plan to continue with this project and in the future include database integration and more of a developer-side interface.
A quick rundown of what this project includes so far: Character Creation, Smooth character animation, and fully supported tcp/ip gameplay. Chatting is also implemented.
Download (MB)
Added: 2006-09-28 License: GPL (GNU General Public License) Price:
1134 downloads
Online Cardgame System 0.9.0
Online Cardgame System project is a client-server system for playing card games over the net. more>>
Online Cardgame System project is a client-server system for playing card games over the net.
OCS is a client-server cardgame system, similar to those found at Yahoo! Games and elsewhere. The server is portable and has been tested under Linux, Win32, and several unix systems. We currently have Win32 and Java clients available, and a Qt client for Linux is in development.
Games are implemented as plugin modules, so new games can be added without recompiling the server. In addition, the client is written to be unaware of the mechanics of gameplay, so it can theoretically play any games the server supports without having to know how to play them specifically.
We currently have Euchre and Spades implemented, with bot support for both games, meaning you dont need a full 4 people to play a game. We plan on implementing more games in the future.
On a side note, development of this project tends to wax and wane with our motivation and amount of schoolwork.
Enhancements:
- Massive restructure of code into more object orientated patterns
- Added daemon capability to server
- Got rid of checksumming in the protocol since TCP/IP does it internally
- Padded STRINGS in the protocol on DWORD boundaries
- Added support for loadable account managers
- Removed crypting of the password by ocsd (account managers may do it)
- Added ODBC (for windows) and mySQL (for unix) account managers (database connectivity!!)
- Modified packet classes to throw exceptions instead of returning true-false
- Created packet manager classes to queue client packets, reduces total send calls
- Implemented bots when there arent enough people to play games
- Added new command line processing capabilities as well as configuration file support
- Fixed bug that allowed a person to overwrite an account when creating that same account
- Win32 - Made server link with DLL runtime library to reduce executable size and ease DLL dependencies
- Updated messages to be sent in HTML since the main clients support it
- Created Java client which can be run as an application or as an applet
- After a client is booted from a game, they cannot join the game again until they receive an invitation
- Fixed libtidy bug which caused it to erroneously format HTML
- Euchre supports intelligent bots
- Spades supports moronic bots (the AI is horrible but allows for gameplay)
- Fixed Spades textual problem when a round was over.
- Fixed Spades score calculation that resulted in no loss of points
- Win32 client now supports HTML (IE4+ required)
- Win32 client can now join games by right-clicking on an empty game slot in the game view.
- Fixed major bug in Win32 client that would cause it to crash when sending private messages
- Win32 client can now use /msg to send private messages
<<lessOCS is a client-server cardgame system, similar to those found at Yahoo! Games and elsewhere. The server is portable and has been tested under Linux, Win32, and several unix systems. We currently have Win32 and Java clients available, and a Qt client for Linux is in development.
Games are implemented as plugin modules, so new games can be added without recompiling the server. In addition, the client is written to be unaware of the mechanics of gameplay, so it can theoretically play any games the server supports without having to know how to play them specifically.
We currently have Euchre and Spades implemented, with bot support for both games, meaning you dont need a full 4 people to play a game. We plan on implementing more games in the future.
On a side note, development of this project tends to wax and wane with our motivation and amount of schoolwork.
Enhancements:
- Massive restructure of code into more object orientated patterns
- Added daemon capability to server
- Got rid of checksumming in the protocol since TCP/IP does it internally
- Padded STRINGS in the protocol on DWORD boundaries
- Added support for loadable account managers
- Removed crypting of the password by ocsd (account managers may do it)
- Added ODBC (for windows) and mySQL (for unix) account managers (database connectivity!!)
- Modified packet classes to throw exceptions instead of returning true-false
- Created packet manager classes to queue client packets, reduces total send calls
- Implemented bots when there arent enough people to play games
- Added new command line processing capabilities as well as configuration file support
- Fixed bug that allowed a person to overwrite an account when creating that same account
- Win32 - Made server link with DLL runtime library to reduce executable size and ease DLL dependencies
- Updated messages to be sent in HTML since the main clients support it
- Created Java client which can be run as an application or as an applet
- After a client is booted from a game, they cannot join the game again until they receive an invitation
- Fixed libtidy bug which caused it to erroneously format HTML
- Euchre supports intelligent bots
- Spades supports moronic bots (the AI is horrible but allows for gameplay)
- Fixed Spades textual problem when a round was over.
- Fixed Spades score calculation that resulted in no loss of points
- Win32 client now supports HTML (IE4+ required)
- Win32 client can now join games by right-clicking on an empty game slot in the game view.
- Fixed major bug in Win32 client that would cause it to crash when sending private messages
- Win32 client can now use /msg to send private messages
Download (MB)
Added: 2006-12-20 License: GPL (GNU General Public License) Price:
1042 downloads
Scroll Rack 0.8
Scroll Rack is a virtual tabletop on which you can play card games against other people over a network. more>>
Scroll Rack is a virtual tabletop on which you can play card games against other people over a network.
Scroll Rack was designed to simulate the Magic: The Gathering (R) game, but it can be expanded to simulate other games.
It supports two-player peer-to-peer mode, and client/server mode for multi-player games and tournaments.
Main features:
- Open source.
- Support planned for Linux, Mac, and Windows.
- Can download card images from www.wizards.com and display them on the virtual tabletop.
- Clients can connect directly (peer-to-peer) or through a server run by a third party.
- Peer-to-peer games use encryption to prevent players from seeing cards they arent allowed to see.
- Peer-to-peer games use Jabber so both players can be behind firewalls.
- Client/server games support any number of players and watchers.
- Supports Living Wish (move card from sideboard to hand).
- Supports Battle of Wits (very large decks).
Enhancements:
- Add Deck Editor.
- Download card images from magiccards.info instead of wizards.com. Higher quality images.
- Download Oracle spoiler file from a Scroll Rack dedicated site instead of gatherer.wizards.com. Faster, more reliable download, with more data.
- Rearrange files in .scrollrack.cache.
- Add Save Log menu item.
- When starting a game with a sideboarded deck, show note in New Game dialog.
<<lessScroll Rack was designed to simulate the Magic: The Gathering (R) game, but it can be expanded to simulate other games.
It supports two-player peer-to-peer mode, and client/server mode for multi-player games and tournaments.
Main features:
- Open source.
- Support planned for Linux, Mac, and Windows.
- Can download card images from www.wizards.com and display them on the virtual tabletop.
- Clients can connect directly (peer-to-peer) or through a server run by a third party.
- Peer-to-peer games use encryption to prevent players from seeing cards they arent allowed to see.
- Peer-to-peer games use Jabber so both players can be behind firewalls.
- Client/server games support any number of players and watchers.
- Supports Living Wish (move card from sideboard to hand).
- Supports Battle of Wits (very large decks).
Enhancements:
- Add Deck Editor.
- Download card images from magiccards.info instead of wizards.com. Higher quality images.
- Download Oracle spoiler file from a Scroll Rack dedicated site instead of gatherer.wizards.com. Faster, more reliable download, with more data.
- Rearrange files in .scrollrack.cache.
- Add Save Log menu item.
- When starting a game with a sideboarded deck, show note in New Game dialog.
Download (0.096MB)
Added: 2006-12-04 License: GPL (GNU General Public License) Price:
1054 downloads
FreeVikings 0.5
FreeVikings reimplements the DOS game Lost Vikings. more>>
FreeVikings game reimplements the DOS game Lost Vikings.
One evening I was playing with toys like Emacs (my favourite text editor) and Ruby (my favourite high-level programming language) and I dreamed about playing one very nice game, Lost Vikings, on Linux. Without DOS emulator.
If only I had the source code... I would change it to run on my favourite operating system. But its a commercial game and its manufacturers dont want to make it free, although its rather old (1993). "Let you make it from scratch." I said to myself and started writing my first game in Ruby.
<<lessOne evening I was playing with toys like Emacs (my favourite text editor) and Ruby (my favourite high-level programming language) and I dreamed about playing one very nice game, Lost Vikings, on Linux. Without DOS emulator.
If only I had the source code... I would change it to run on my favourite operating system. But its a commercial game and its manufacturers dont want to make it free, although its rather old (1993). "Let you make it from scratch." I said to myself and started writing my first game in Ruby.
Download (0.50MB)
Added: 2005-12-22 License: GPL (GNU General Public License) Price:
1402 downloads
Catch the Furball 1.0.3
Catch the Furball project is an icebreaker board game for friends to play around a computer. more>>
Catch the Furball project is an icebreaker board game for friends to play around a computer.
It features a freshly-generated board for each game, an eclectic collection of cards, and beautiful pictures of Cambridge University.
The distribution is intended both to allow Web masters to quickly set up their own copy of the game, and to allow tinkerers to use the game engine to make their own games.
It includes the editor used to create game data.
<<lessIt features a freshly-generated board for each game, an eclectic collection of cards, and beautiful pictures of Cambridge University.
The distribution is intended both to allow Web masters to quickly set up their own copy of the game, and to allow tinkerers to use the game engine to make their own games.
It includes the editor used to create game data.
Download (1.7MB)
Added: 2006-11-23 License: GPL (GNU General Public License) Price:
1065 downloads
Shadows Rising 0.0.5b pre-alpha
Shadows Rising is a Web-based Role Playing Game open to customisation. more>>
Shadows Rising project is a Web-based Role Playing Game open to customisation.
Shadows Rising is an RPG game engine. The engine is aimed at enabling users to install a number of game modules which will use the engine to present an RP game to players on the users site.
The basic concept of the game engine is to create a highly configurable and extendable engine to support Role Playing games under a variety of ruleset regimes. The game engine therefore keeps all game content and data stored externally to the engine in what are known as "Game Modules". These Game Modules are basically XHTML and CSS template files, database stored data, content and game items. As a result individual users may create custom Game Modules tailored for specific game types, locations, plots, NPCs and timelines.
This immense ability makes possible a large variety of RPG games, something deeply supported by the ability to configure almost any game engine settings, and add game engine "Plug-Ins" which extend both functionality and support for more complex Game Modules. The game engine is pre-packaged with the "Shadows Rising RPG Game" created by the game engine developers. A primary development objective is making both game engine configuration and Game Module creation as easy a process as possible - including the ability to use alternative RPG rulesets that users may be more comfortable and familiar with.
Shadows Rising is written in the PHP language, with data stored and retrieved using either the MySQL or PostgreSQL Database Management Systems which use SQL (Simplified Query Language). Output conforms to the XHTML 1.0 Strict, XHTML 1.1 and CSS standards. Javascript is used on a limited basis.
Enhancements:
- minor update to 0.0.5 to correct a number of small issues and update any corrupted files hosted by Sourceforge at the last release.
<<lessShadows Rising is an RPG game engine. The engine is aimed at enabling users to install a number of game modules which will use the engine to present an RP game to players on the users site.
The basic concept of the game engine is to create a highly configurable and extendable engine to support Role Playing games under a variety of ruleset regimes. The game engine therefore keeps all game content and data stored externally to the engine in what are known as "Game Modules". These Game Modules are basically XHTML and CSS template files, database stored data, content and game items. As a result individual users may create custom Game Modules tailored for specific game types, locations, plots, NPCs and timelines.
This immense ability makes possible a large variety of RPG games, something deeply supported by the ability to configure almost any game engine settings, and add game engine "Plug-Ins" which extend both functionality and support for more complex Game Modules. The game engine is pre-packaged with the "Shadows Rising RPG Game" created by the game engine developers. A primary development objective is making both game engine configuration and Game Module creation as easy a process as possible - including the ability to use alternative RPG rulesets that users may be more comfortable and familiar with.
Shadows Rising is written in the PHP language, with data stored and retrieved using either the MySQL or PostgreSQL Database Management Systems which use SQL (Simplified Query Language). Output conforms to the XHTML 1.0 Strict, XHTML 1.1 and CSS standards. Javascript is used on a limited basis.
Enhancements:
- minor update to 0.0.5 to correct a number of small issues and update any corrupted files hosted by Sourceforge at the last release.
Download (MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1031 downloads
Teeny Weeny Microgame Engine 2005.02.27
Teeny Weeny Microgame Engine project is a console/curses interface for playing near-arbitrary board games. more>>
Teeny Weeny Microgame Engine project is a console/curses interface for playing near-arbitrary board games.
The Teeny Weeny Microgame Engine is a specification for the portable play of board- style games in a wide variety of computing environments. As proof-of-concept, teeny-cpp implements the Teeny LRFC (Lesser RFC) and many extended features with a shell-like console interface and a curses-based UI.
Despite their simple appearances, they are very extensible via C++ and basic game script code using the commands defined in the LRFC. It is intended for hard-core hobby board gamers or war gamers.
Main features:
- Acts as a reference implementation of and an experimentation ground for the Teeny LRFC.
- It has two major modes of operation: console mode (for the Power User) and curses mode (for a colorful UI).
- Internally controlled almost completely via the command language interface described in the Teeny LRFC. This allows us to extend the list of game options almost indefinately without having to change the internals of the framework. This also inherently allows us to operate the game environment via scripts containing lists of game commands.
- The scriptability means we can use arbitrary tools to generate game data. For example, creating games using bash scripts is often easier than hand-writing game scripts because we can take advantage of the advanced features of such a shell, like loops and conditionals (which are lacking in our code).
- The curses UI allows some keys to be programmed to arbitrary command strings. This makes doing common operations a snap. (i hope to improve this support to cover most keys.) For example, map a key to the command teeny-board rotate to quicky rotate your game board.
- For boardgame designers it offers a pretty simple interface for prototyping game designs.
- Generic plugins/DLL support means clients may plug in their own commands or even plug in their own plugin base types. As a demonstration, the source comes with EDeck, a plugin for handling abstract decks of cards (i.e., lists of shuffleable items from which we may pull items off the top). Of course... this plugin can be controlled via the command language interface, so its scriptable.
- The curses UI has support for manipulating all commonly-used curses text attributes, including colors, bold, blink, underline, etc., for the game board. Attributes are specified on a per-Avatar basis, and each set of attributes (colormap) may be named, loaded and saved at will. As usual, these are controlled via the command language, and are thus scriptable.
- Most parts of the interface support the use of $VARIABLES from the user. e.g., loading $TEENY_HOME/file.s11n will load the file ~/.teeny/foo.s11n. You may of course define and manipulate these variables as you wish.
- Startup of the app can be customized via a script. e.g., to load a game or macro keys, set up environment variables, etc.
- Powerful, flexible object serialization support, which means that we can add support for saving/loading near-arbitrary data with extremely little effort, without having to worry one iota about the underlying data formats, transport layers, and other bogusness. We can independently save and load almost all parts of the games state if we wish, as well. Shameless plug: http://s11n.net
- The source code is fairly hackable, if i may say so. Adding command handlers and DLLs is especially simple for even entry-level C++ coders. im always looking for ways to improve the code, so feel free to contribute :).
<<lessThe Teeny Weeny Microgame Engine is a specification for the portable play of board- style games in a wide variety of computing environments. As proof-of-concept, teeny-cpp implements the Teeny LRFC (Lesser RFC) and many extended features with a shell-like console interface and a curses-based UI.
Despite their simple appearances, they are very extensible via C++ and basic game script code using the commands defined in the LRFC. It is intended for hard-core hobby board gamers or war gamers.
Main features:
- Acts as a reference implementation of and an experimentation ground for the Teeny LRFC.
- It has two major modes of operation: console mode (for the Power User) and curses mode (for a colorful UI).
- Internally controlled almost completely via the command language interface described in the Teeny LRFC. This allows us to extend the list of game options almost indefinately without having to change the internals of the framework. This also inherently allows us to operate the game environment via scripts containing lists of game commands.
- The scriptability means we can use arbitrary tools to generate game data. For example, creating games using bash scripts is often easier than hand-writing game scripts because we can take advantage of the advanced features of such a shell, like loops and conditionals (which are lacking in our code).
- The curses UI allows some keys to be programmed to arbitrary command strings. This makes doing common operations a snap. (i hope to improve this support to cover most keys.) For example, map a key to the command teeny-board rotate to quicky rotate your game board.
- For boardgame designers it offers a pretty simple interface for prototyping game designs.
- Generic plugins/DLL support means clients may plug in their own commands or even plug in their own plugin base types. As a demonstration, the source comes with EDeck, a plugin for handling abstract decks of cards (i.e., lists of shuffleable items from which we may pull items off the top). Of course... this plugin can be controlled via the command language interface, so its scriptable.
- The curses UI has support for manipulating all commonly-used curses text attributes, including colors, bold, blink, underline, etc., for the game board. Attributes are specified on a per-Avatar basis, and each set of attributes (colormap) may be named, loaded and saved at will. As usual, these are controlled via the command language, and are thus scriptable.
- Most parts of the interface support the use of $VARIABLES from the user. e.g., loading $TEENY_HOME/file.s11n will load the file ~/.teeny/foo.s11n. You may of course define and manipulate these variables as you wish.
- Startup of the app can be customized via a script. e.g., to load a game or macro keys, set up environment variables, etc.
- Powerful, flexible object serialization support, which means that we can add support for saving/loading near-arbitrary data with extremely little effort, without having to worry one iota about the underlying data formats, transport layers, and other bogusness. We can independently save and load almost all parts of the games state if we wish, as well. Shameless plug: http://s11n.net
- The source code is fairly hackable, if i may say so. Adding command handlers and DLLs is especially simple for even entry-level C++ coders. im always looking for ways to improve the code, so feel free to contribute :).
Download (0.077MB)
Added: 2007-01-12 License: Public Domain Price:
597 downloads
Spectalum rev31
Spectalum project is an engine for the CRPG Eye of the Beholder II. more>>
Spectalum project is an engine for the CRPG Eye of the Beholder II.
Spectalum is a reverse engineered Open Source game engine for the 1991 CRPG Eye of the Beholder II: The Legend of Darkmoon originally developed by Westwood Associates.
Like with most similar projects, the original game data has to be obtained seperately to play the game.
Why..?
Because I loved this game so much - I played it a long long time ago on my Amiga 500 and later on my first PC.
Another point is my interest in classic gaming technologies. I think this Dungeon-Master style is very interesting from a gamers - and a programmers view. You can create fascinating worlds with very low system resources.
How to play
Copy your original game datafiles (ENGLISH version only) into the "original" game folder. Now start the game with the remake-binary (e.g. spectalum.exe).
Eye of the Beholder - the Legend of Darkmoon is a classic role playing game from the early 90s. You move through a static tile-based 3D environment solving puzzles and hunting monsters.
What do I need to play this remake?
My ambition is to create a system-independent 100% remake of the great original. That means old-school 320x200 role playing gameplay. By using the SDL multimedia library and general C++ coding standards the game will run on any libSDL supported platform.
<<lessSpectalum is a reverse engineered Open Source game engine for the 1991 CRPG Eye of the Beholder II: The Legend of Darkmoon originally developed by Westwood Associates.
Like with most similar projects, the original game data has to be obtained seperately to play the game.
Why..?
Because I loved this game so much - I played it a long long time ago on my Amiga 500 and later on my first PC.
Another point is my interest in classic gaming technologies. I think this Dungeon-Master style is very interesting from a gamers - and a programmers view. You can create fascinating worlds with very low system resources.
How to play
Copy your original game datafiles (ENGLISH version only) into the "original" game folder. Now start the game with the remake-binary (e.g. spectalum.exe).
Eye of the Beholder - the Legend of Darkmoon is a classic role playing game from the early 90s. You move through a static tile-based 3D environment solving puzzles and hunting monsters.
What do I need to play this remake?
My ambition is to create a system-independent 100% remake of the great original. That means old-school 320x200 role playing gameplay. By using the SDL multimedia library and general C++ coding standards the game will run on any libSDL supported platform.
Download (0.56MB)
Added: 2007-03-12 License: Freeware Price:
957 downloads
GTetrinet 0.7.11
GTetrinet is a client program for the popular Tetrinet game, a multiplayer tetris game that is played over the Internet. more>>
GTetrinet project is a client program for the popular Tetrinet game, a multiplayer tetris game that is played over the internet.
<<less Download (0.46MB)
Added: 2006-11-15 License: GPL (GNU General Public License) Price:
1078 downloads
UNO-Darmstadt 1.1
UNO-Darmstadt project is a program which allows you to play a card game similar to UNO. more>>
UNO-Darmstadt project is a program which allows you to play a card game similar to UNO, but with some modified rules.
The game is played via a telnet connection to a server.
Support for color etc. can be achieved by using tinyfuge (a tfrc-file is part of the release).
The server also supports German and English input and output.
Enhancements:
- this release should be more stable than 1.0.
- another change is that you can add computer players via TinyFugue now.
- tons of bugs fixed and other improvements to version 1.0
<<lessThe game is played via a telnet connection to a server.
Support for color etc. can be achieved by using tinyfuge (a tfrc-file is part of the release).
The server also supports German and English input and output.
Enhancements:
- this release should be more stable than 1.0.
- another change is that you can add computer players via TinyFugue now.
- tons of bugs fixed and other improvements to version 1.0
Download (MB)
Added: 2006-11-24 License: GPL (GNU General Public License) Price:
1066 downloads
TitanGS Java 0.2.5
TitanGS Java project is a multi-player role playing game set in the Star Trek universe. more>>
TitanGS Java project is a multi-player role playing game set in the Star Trek universe.
TitanGS Java is a project to create a game base on the Star Trek universe, that would have no unnecessary rules. The only limits of the game are Star Trek physics (not very limiting).
What the achillies lacks in warp speed it more than makes up for in attack strength. It has some of the strongest phasers in StarFleet. Its array of micro torpedos makes it dangerous to attack from any angle.
The substantial crew complement required to operate, and the prohibitive cost of this ship keeps production fairly low.
Even though there arent many of them, theyre used quite extensively; due mostly to their high success rate.
<<lessTitanGS Java is a project to create a game base on the Star Trek universe, that would have no unnecessary rules. The only limits of the game are Star Trek physics (not very limiting).
What the achillies lacks in warp speed it more than makes up for in attack strength. It has some of the strongest phasers in StarFleet. Its array of micro torpedos makes it dangerous to attack from any angle.
The substantial crew complement required to operate, and the prohibitive cost of this ship keeps production fairly low.
Even though there arent many of them, theyre used quite extensively; due mostly to their high success rate.
Download (MB)
Added: 2007-01-05 License: GPL (GNU General Public License) Price:
1025 downloads
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