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Falling Up 004
Falling Up its another tetris clone. more>>
Falling Up its another tetris clone. No, Im not trying to make any money off of it or claim it as particularly unique. It is fun. Try it. Its evil. Im told that frequently.
People have even praised it. I wrote it as a precursor to other games, a way to learn new technologies (GLUT, OpenGL, OpenAL, NSIS, ...), and to brush up on old ones (c, for that matter).
The source code is essentially free to do with as you please, if you like. If you "steal" most of it, Id prefer you give credit back to here, but really... whatever. I learned from lots of places and anything I can do to pay that back is cool.
The game is... tetris. You have the same old blocks, and they fall down. You use left and right to move blocks left and right, up to rotate, down to move down a line, and spacebar to drop.
Theres a next item (optional), sound (optional), and... stuff like that. Please, just download it and play it already! Geeze! Youd think I was just rambling...
Enhancements:
- The score file was adding 1 to the "level" the score was attained at every time a new high score was made, give or take; that is fixed.
- I added a background image (doesnt work with trails, may slow down on slower systems), and made F4 quit out of playing the game.
<<lessPeople have even praised it. I wrote it as a precursor to other games, a way to learn new technologies (GLUT, OpenGL, OpenAL, NSIS, ...), and to brush up on old ones (c, for that matter).
The source code is essentially free to do with as you please, if you like. If you "steal" most of it, Id prefer you give credit back to here, but really... whatever. I learned from lots of places and anything I can do to pay that back is cool.
The game is... tetris. You have the same old blocks, and they fall down. You use left and right to move blocks left and right, up to rotate, down to move down a line, and spacebar to drop.
Theres a next item (optional), sound (optional), and... stuff like that. Please, just download it and play it already! Geeze! Youd think I was just rambling...
Enhancements:
- The score file was adding 1 to the "level" the score was attained at every time a new high score was made, give or take; that is fixed.
- I added a background image (doesnt work with trails, may slow down on slower systems), and made F4 quit out of playing the game.
Download (0.45MB)
Added: 2005-12-06 License: GPL (GNU General Public License) Price:
1422 downloads
Falling 1.0 RC1
Falling is a fast-paced survival game involving a ball falling through wooden planks. more>>
Falling is a fast-paced survival game involving a ball falling through wooden planks.
Falling is a survival game where the user controls a small steel ball and tries to roll it through holes in floors which are constantly moving up.
Avoid being crushed between the top of the window and a floor, avoid mechanical sticks of TNT that explode on contact, and avoid magnetic balloons which pull you to the top of the screen.
Collect jewels for extra points. Try to survive as long as possible!
<<lessFalling is a survival game where the user controls a small steel ball and tries to roll it through holes in floors which are constantly moving up.
Avoid being crushed between the top of the window and a floor, avoid mechanical sticks of TNT that explode on contact, and avoid magnetic balloons which pull you to the top of the screen.
Collect jewels for extra points. Try to survive as long as possible!
Download (1.0MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
FallingWords 0.3a
FallingWords is a simple QT game that can help anyone to improve his/her typing skill. more>>
FallingWords is a simple QT game that can help anyone to improve his/her typing skill.
The goal of the game is to type the falling words before they touch the bottom of the screen.
According to the difficulty you choose, words will fall at different speed.
The score is calculated according to the selected skill.
<<lessThe goal of the game is to type the falling words before they touch the bottom of the screen.
According to the difficulty you choose, words will fall at different speed.
The score is calculated according to the selected skill.
Download (3.3MB)
Added: 2006-07-27 License: GPL (GNU General Public License) Price:
1184 downloads
The Cookies Are Falling! 1.03
The Cookies Are Falling! 1.03 brings you a new tetris clone. The game is written in Python and PyGame. more>> The Cookies Are Falling! 1.03 brings you a new tetris clone. The game is written in Python and PyGame.
Enhancements
- Some bugs are fixed
- A menu is added
Requirements:
- Python
- Pygame
Added: 2009-06-28 License: Freeware Price: FREE
1 downloads
Other version of The Cookies Are Falling!
Price: FREE
License:Freeware
License:Freeware
KBall Final 2004
KBall is a game of skill and reflexes, non violent, suitable for all ages. more>>
KBall is a game of skill and reflexes, non violent, suitable for all ages.
The idea is to move a ball around the map, without falling, without running out of time, and getting the prizes, in order to reach the exit.
The map has different traps, such as slides, pushers, jumps, falls, walls, etc.
Maps are viewed from top view, and the walls and players ball are real-time rendered in beautiful 3D.
Main features:
- Is 100% non-violent FUN - Suitable for ALL ages.
- Also, a easy to use, full map editor included! You can do your OWN maps!!!
- Available with cross-platform support for DOS, Windows, Unix, Linux, BeOS, QNX and MacOS systems.
- Source code also available (under open source license)
- Made in C++, using Allegro game library and other open source tools.
Enhancements:
- New speech sounds for game over and won screen.
- Fixed some engine bugs.
- New levels.
- Removed the "demo" message.
- Entering final stage of release.
- F11 key toggles show or not fps.
- New Windows installer.
<<lessThe idea is to move a ball around the map, without falling, without running out of time, and getting the prizes, in order to reach the exit.
The map has different traps, such as slides, pushers, jumps, falls, walls, etc.
Maps are viewed from top view, and the walls and players ball are real-time rendered in beautiful 3D.
Main features:
- Is 100% non-violent FUN - Suitable for ALL ages.
- Also, a easy to use, full map editor included! You can do your OWN maps!!!
- Available with cross-platform support for DOS, Windows, Unix, Linux, BeOS, QNX and MacOS systems.
- Source code also available (under open source license)
- Made in C++, using Allegro game library and other open source tools.
Enhancements:
- New speech sounds for game over and won screen.
- Fixed some engine bugs.
- New levels.
- Removed the "demo" message.
- Entering final stage of release.
- F11 key toggles show or not fps.
- New Windows installer.
Download (0.067MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1539 downloads
Added: 2009-02-17 License: GPL v3 Price: FREE
1 downloads
Mountn Fall 1.01
Mountn Fall is a free Java board game. more>>
Mountn Fall is a free Java board game.
<<less Download (0.62MB)
Added: 2005-08-17 License: GPL (GNU General Public License) Price:
1529 downloads
a2png 0.1.5
a2png is a UNIX program that converts plain text into PNG images. more>>
a2png is a UNIX program that converts plain text into PNG images.
a2png is written in C and distributed under the GNU General Public License v2.
Example:
The last image below was generated with the following command:
$ head -80 a2png.c | tail -40 | a2png --crop - --font-size=0.015 --size=800x800 -v --overwrite
output format: PNG ARGB32
output dimension: 800x800 pixels
reading standard input
cropping output image to 456x480 pixels
writing stdin.png
Enhancements:
- When using --html-input with non-jp2a formatted files, fall back on textfile parsing.
<<lessa2png is written in C and distributed under the GNU General Public License v2.
Example:
The last image below was generated with the following command:
$ head -80 a2png.c | tail -40 | a2png --crop - --font-size=0.015 --size=800x800 -v --overwrite
output format: PNG ARGB32
output dimension: 800x800 pixels
reading standard input
cropping output image to 456x480 pixels
writing stdin.png
Enhancements:
- When using --html-input with non-jp2a formatted files, fall back on textfile parsing.
Download (0.10MB)
Added: 2006-10-06 License: GPL (GNU General Public License) Price:
1115 downloads
Religion 1.04
Religion is a Perl module that can generate tracebacks and create and install die() and warn() handlers. more>>
Religion is a Perl module that can generate tracebacks and create and install die() and warn() handlers.
This is a second go at a module to simplify installing die() and warn() handlers, and to make such handlers easier to write and control.
For most people, this just means that if use use Religion; then youll get noticably better error reporting from warn() and die(). This is especially useful if you are using eval().
Religion provides four classes, WarnHandler, DieHandler, WarnPreHandler, and DiePreHandler, that when you construct them return closures that can be stored in variables that in turn get invoked by $SIG{__DIE__} and $SIG{__WARN__}. Note that if Religion is in use, you should not modify $SIG{__DIE__} or $SIG{__WARN__}, unless you are careful about invoking chaining to the old handler.
Religion also provides a TraceBack function, which is used by a DieHandler after you die() to give a better handle on the current scope of your situation, and provide information about where you were, which might influence where you want to go next, either returning back to where you were, or going on to the very last. [Sorry - Ed.]
See below for usage and examples.
USAGE
DieHandler SUB
Invoke like this:
$Die::Handler = new DieHandler sub {
#...
};
where #... contains your handler code. Your handler will receive the following arguments:
$message, $full_message, $level, $eval,
$iline, $ifile, $oline, $ofile, $oscope
$message is the message provided to die(). Note that the default addition of " at FILE line LINE.n" will have been stripped off if it was present. If you want to add such a message back on, feel free to do so with $iline and $ifile.
$full_message) is the message with a scope message added on if there was no newline at the end of $message. Currently, this is not the original message that die() tacked on, but something along the lines of " at line 3 of the eval at line 4 of Foo.pln".
$eval is non-zero if the die() was invoked inside an eval.
The rest of the arguments are explained in the source for Religion::TraceBack. Yes, I need to document these, but not just now, for they are a pain to explain.
Whenever you install a DieHandler, it will automatically store the current value of $Die::Handler so it can chain to it. If you want to install a handler only temporarily, use local().
If your handler returns data using return or by falling off the end, then the items returns will be used to fill back in the argument list, and the next handler in the chain, if any, will be invoked. Dont fall off the end if you dont want to change the error message.
If your handler exits using last, then no further handlers will be invoked, and the program will die immediatly.
If your handler exits using next, then the next handler in the chain will be invoked directly, without giving you a chance to change its arguments as you could if you used return.
If your handler invokes die(), then die() will proceed as if no handlers were installed. If you are inside an eval, then it will exit to the scope enclosing the eval, otherwise it will exit the program.
WarnHandler SUB
Invoke like this:
$Warn::Handler = new WarnHandler sub {
#...
};
For the rest of its explanation, see DieHandler, and subsitute warn() for die(). Note that once the last DieHandler completes (or last is invoked) then execution will return to the code that invoked warn().
DiePreHandler SUB
Invoke like this:
$Die::PreHandler = new DiePreHandler sub {
#...
};
This works identically to $Die::Handler, except that it forms a separate chain that is invoked before the DieHandler chain. Since you can use last to abort all the handlers and die immediately, or change the messages or scope details, this can be useful for modifying data that all future handlers will see, or to dispose of some messages from further handling.
This is even more useful in $Warn::PreHandler, since you can just throw away warnings that you know arent needed.
WarnPreHandler SUB
Invoke like this:
$Warn::PreHandler = new WarnPreHandler sub {
#...
};
This works identically to $Warn::Handler, except that it forms a separate chain that is invoked before the WarnHandler chain. Since you can use last to abort all the handlers and return to the program, or change the messages or scope details, this can be useful for modifying data that all future handlers will see, or to dispose of some messages.
This is very useful, since you can just throw away warnings that you know arent needed.
<<lessThis is a second go at a module to simplify installing die() and warn() handlers, and to make such handlers easier to write and control.
For most people, this just means that if use use Religion; then youll get noticably better error reporting from warn() and die(). This is especially useful if you are using eval().
Religion provides four classes, WarnHandler, DieHandler, WarnPreHandler, and DiePreHandler, that when you construct them return closures that can be stored in variables that in turn get invoked by $SIG{__DIE__} and $SIG{__WARN__}. Note that if Religion is in use, you should not modify $SIG{__DIE__} or $SIG{__WARN__}, unless you are careful about invoking chaining to the old handler.
Religion also provides a TraceBack function, which is used by a DieHandler after you die() to give a better handle on the current scope of your situation, and provide information about where you were, which might influence where you want to go next, either returning back to where you were, or going on to the very last. [Sorry - Ed.]
See below for usage and examples.
USAGE
DieHandler SUB
Invoke like this:
$Die::Handler = new DieHandler sub {
#...
};
where #... contains your handler code. Your handler will receive the following arguments:
$message, $full_message, $level, $eval,
$iline, $ifile, $oline, $ofile, $oscope
$message is the message provided to die(). Note that the default addition of " at FILE line LINE.n" will have been stripped off if it was present. If you want to add such a message back on, feel free to do so with $iline and $ifile.
$full_message) is the message with a scope message added on if there was no newline at the end of $message. Currently, this is not the original message that die() tacked on, but something along the lines of " at line 3 of the eval at line 4 of Foo.pln".
$eval is non-zero if the die() was invoked inside an eval.
The rest of the arguments are explained in the source for Religion::TraceBack. Yes, I need to document these, but not just now, for they are a pain to explain.
Whenever you install a DieHandler, it will automatically store the current value of $Die::Handler so it can chain to it. If you want to install a handler only temporarily, use local().
If your handler returns data using return or by falling off the end, then the items returns will be used to fill back in the argument list, and the next handler in the chain, if any, will be invoked. Dont fall off the end if you dont want to change the error message.
If your handler exits using last, then no further handlers will be invoked, and the program will die immediatly.
If your handler exits using next, then the next handler in the chain will be invoked directly, without giving you a chance to change its arguments as you could if you used return.
If your handler invokes die(), then die() will proceed as if no handlers were installed. If you are inside an eval, then it will exit to the scope enclosing the eval, otherwise it will exit the program.
WarnHandler SUB
Invoke like this:
$Warn::Handler = new WarnHandler sub {
#...
};
For the rest of its explanation, see DieHandler, and subsitute warn() for die(). Note that once the last DieHandler completes (or last is invoked) then execution will return to the code that invoked warn().
DiePreHandler SUB
Invoke like this:
$Die::PreHandler = new DiePreHandler sub {
#...
};
This works identically to $Die::Handler, except that it forms a separate chain that is invoked before the DieHandler chain. Since you can use last to abort all the handlers and die immediately, or change the messages or scope details, this can be useful for modifying data that all future handlers will see, or to dispose of some messages from further handling.
This is even more useful in $Warn::PreHandler, since you can just throw away warnings that you know arent needed.
WarnPreHandler SUB
Invoke like this:
$Warn::PreHandler = new WarnPreHandler sub {
#...
};
This works identically to $Warn::Handler, except that it forms a separate chain that is invoked before the WarnHandler chain. Since you can use last to abort all the handlers and return to the program, or change the messages or scope details, this can be useful for modifying data that all future handlers will see, or to dispose of some messages.
This is very useful, since you can just throw away warnings that you know arent needed.
Download (0.005MB)
Added: 2007-05-24 License: Perl Artistic License Price:
883 downloads
Frugal Windowing Environment 0.1.5
Frugal Windowing Environment, or FWE, is my basic windowing system for framebuffers. more>>
Frugal Windowing Environment, or FWE, is my basic windowing system for framebuffers. It currently works under Linux only and is in an alpha stage of development. The project is the logical next step from my previous system, FrameBufferUI (fbui), which is a small, in-kernel graphical user interface for Linux.
Main features:
- Frugality
- Small size (the current alpha version is 20 kB).
- Minimal resource requirements.
- Software simplicity
- Client-server architecture, with clients potentially located on remote computers (disabled at present)
- Graphics on each console with one server each.
- Basic drawing commands needed for frugal applications.
- Software bloat keeps us all on the treadmill of always buying new hardware, which ultimately new software makes painfully slow, thus we are always falling behind. But the software makes the system slow because it is poorly designed and poorly implemented and rushed work, with the frequent consequence that it is bloated. Thus the purchasing-treadmill is economically and materially wasteful. It profits the few while making the many suffer unnecessarily.
- Bloat is also bad for the Environment (which we live in and rely upon) since the manufacture of computer equipment involves the use of numerous very nasty chemicals which inevitably end up in the soil, water and air. Similarly the disposal of electronics results in chemicals leaching out of circuit boards, LCDs (which contain mercury) et cetera, which then enter the biosphere. We cannot afford to pretend this problem doesnt exist and we cannot afford to leave it to self-serving politicians to solve. It is better to solve the problem at the source: buy less hardware. (Article)
- Liberation from bloat is liberation from rushed work, poorly managed projects, and bad engineering. It is liberation from those project managers and programmers who, rather than produce better, leaner, less buggy software, pass on the consequences of their bad choice to users who must pay to upgrade their hardware to accommodate the bloat. And as that software gets bigger and bulk is piled upon bulk, increasing numbers of bugs and vulnerabilities arise which require, you guessed it, more upgrades.
<<lessMain features:
- Frugality
- Small size (the current alpha version is 20 kB).
- Minimal resource requirements.
- Software simplicity
- Client-server architecture, with clients potentially located on remote computers (disabled at present)
- Graphics on each console with one server each.
- Basic drawing commands needed for frugal applications.
- Software bloat keeps us all on the treadmill of always buying new hardware, which ultimately new software makes painfully slow, thus we are always falling behind. But the software makes the system slow because it is poorly designed and poorly implemented and rushed work, with the frequent consequence that it is bloated. Thus the purchasing-treadmill is economically and materially wasteful. It profits the few while making the many suffer unnecessarily.
- Bloat is also bad for the Environment (which we live in and rely upon) since the manufacture of computer equipment involves the use of numerous very nasty chemicals which inevitably end up in the soil, water and air. Similarly the disposal of electronics results in chemicals leaching out of circuit boards, LCDs (which contain mercury) et cetera, which then enter the biosphere. We cannot afford to pretend this problem doesnt exist and we cannot afford to leave it to self-serving politicians to solve. It is better to solve the problem at the source: buy less hardware. (Article)
- Liberation from bloat is liberation from rushed work, poorly managed projects, and bad engineering. It is liberation from those project managers and programmers who, rather than produce better, leaner, less buggy software, pass on the consequences of their bad choice to users who must pay to upgrade their hardware to accommodate the bloat. And as that software gets bigger and bulk is piled upon bulk, increasing numbers of bugs and vulnerabilities arise which require, you guessed it, more upgrades.
Download (0.032MB)
Added: 2007-07-31 License: GPL (GNU General Public License) Price:
815 downloads
libevnet 0.3.8
libevnet provides a suite of interfaces useful in network applications. more>>
libevnet library provides a suite of interfaces, all built around libevent [http://www.monkey.org/~provos/libevent] , useful to network daemons.
bufio.h: Non-blocking line and block buffered I/O routines, providing tail recursive behavior so callers cannot overflow their stack with multiple back-to-back I/O issues (i.e. attempting unbounded recursive I/O operations before falling into the event loop).
This feature preserves the natural way to code in an asychronous manner by safeguarding against certain types of pathological behavior and malicious attacks.
socket.h: Asychronous accept(2) and connect(2), supporting IPv4, IPv6 and Unix Domain sockets transparently. Also supports encapsulated host address lookups for "one-shot" connection handling with automatic fallback (for MX and SRV hosts).
tls.h: OpenSSL interface which plugs into the buffered I/O API in bufio.h and socket.h API.
thread.h: Threading implementation for running "blocking" routines asychronously. Run a function in a separate thread, and have the return value collected and passed back asynchronously to the original caller.
lookup.h: Comprehensive DNS resolver with a dead simple interface. Supports PTR, A, AAAA, CNAME, NS, MX, TXT, SOA and SRV records, as well as "compound queries".
A lookup of A+AAAA+SRV first queries the SRV records, sorts them, then resolves each SRV host to an A and/or AAAA host (with a configurable CNAME chaining limit). The response is a linked list of lookup structures, beginning with an SRV record, associated A/AAAA sockaddr structures, the next SRV record, and so on. A+MX has similar behavior. This feature actually reduces network traffic, since most of the time the initial DNS query response contains all the necessary information in the additional section.
DNS SRV records are compliantly sorted according to RFC 2782 [http://rfc-ref.org/RFC-TEXTS/2782/]
Enhancements:
- The platform compatibility library was refactored.
<<lessbufio.h: Non-blocking line and block buffered I/O routines, providing tail recursive behavior so callers cannot overflow their stack with multiple back-to-back I/O issues (i.e. attempting unbounded recursive I/O operations before falling into the event loop).
This feature preserves the natural way to code in an asychronous manner by safeguarding against certain types of pathological behavior and malicious attacks.
socket.h: Asychronous accept(2) and connect(2), supporting IPv4, IPv6 and Unix Domain sockets transparently. Also supports encapsulated host address lookups for "one-shot" connection handling with automatic fallback (for MX and SRV hosts).
tls.h: OpenSSL interface which plugs into the buffered I/O API in bufio.h and socket.h API.
thread.h: Threading implementation for running "blocking" routines asychronously. Run a function in a separate thread, and have the return value collected and passed back asynchronously to the original caller.
lookup.h: Comprehensive DNS resolver with a dead simple interface. Supports PTR, A, AAAA, CNAME, NS, MX, TXT, SOA and SRV records, as well as "compound queries".
A lookup of A+AAAA+SRV first queries the SRV records, sorts them, then resolves each SRV host to an A and/or AAAA host (with a configurable CNAME chaining limit). The response is a linked list of lookup structures, beginning with an SRV record, associated A/AAAA sockaddr structures, the next SRV record, and so on. A+MX has similar behavior. This feature actually reduces network traffic, since most of the time the initial DNS query response contains all the necessary information in the additional section.
DNS SRV records are compliantly sorted according to RFC 2782 [http://rfc-ref.org/RFC-TEXTS/2782/]
Enhancements:
- The platform compatibility library was refactored.
Download (0.053MB)
Added: 2007-05-07 License: MIT/X Consortium License Price:
900 downloads
XWelltris 1.0.1
XWelltris project is a 2.5D Tetris-like game. more>>
XWelltris project is a 2.5D Tetris-like game. Its aim is to score as highly as possible.
XWelltris is a tetris like popular game.
Imaging that you are looking into the glass from the top. You see four walls and the bottom. The flat 2d figures falling down from the walls one by one. You can move these figures from one wall to another or rotate them.
If the figure leave the wall then it moves on the bottom while another figure is pushed. You need to form full rows and/or columns on the bottom.
When you form such row, it disappear and you receive additional empty space on the bottom and scores :).
The more rows disappear at a time, the more scores you have. If you cant place the whole figure on the bottom, then it stays on the wall and this wall became frozen (you cant place figures on it) for a while.
After nth rows were successfully cleared, you will receive bonus figure and go to to the next level - game speed will be increased. Your task is to play more longer and earn more scores.
The game options allow you to play with two,three,four,five or six piece figures, mix them together, show next figure and switch on rotation of the game board! Try it, its very funny.
<<lessXWelltris is a tetris like popular game.
Imaging that you are looking into the glass from the top. You see four walls and the bottom. The flat 2d figures falling down from the walls one by one. You can move these figures from one wall to another or rotate them.
If the figure leave the wall then it moves on the bottom while another figure is pushed. You need to form full rows and/or columns on the bottom.
When you form such row, it disappear and you receive additional empty space on the bottom and scores :).
The more rows disappear at a time, the more scores you have. If you cant place the whole figure on the bottom, then it stays on the wall and this wall became frozen (you cant place figures on it) for a while.
After nth rows were successfully cleared, you will receive bonus figure and go to to the next level - game speed will be increased. Your task is to play more longer and earn more scores.
The game options allow you to play with two,three,four,five or six piece figures, mix them together, show next figure and switch on rotation of the game board! Try it, its very funny.
Download (0.41MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1076 downloads
wxSand 4
wxSand is a Falling Sand Game. more>>
wxSand is a Falling Sand Game is a particle toy - you can play with different elements, explore how they interact, and, in some reimplementations, make your own elements.
It is great fun to make interactive structures, ecosystems, and toys in a Falling Sand Game.
First of all, mad props go out to the original creator of this game. Great idea. I only wish I could read Japanese... Heres a link to the original, or at least as close to the original as I can find (Again, without knowing how to read Japanese.)
http://ishi.blog2.fc2.com/blog-entry-158.html
Having wasted hours of productivity on the Java verison of the Falling Sand Game, I began to think of improvements that could be made from the original. No source was available for the original, and Java isnt my choice programming language, that I decided to start de novo with C/C++ and the cross-platform wxWidgets.
(I leave it to you Java fans out there to make your own improved Falling Sand Game.)
I tend to feel that The Falling Sand Game should be more of a Zen experience than anything else. I also belive that the game should be as cyclic as possible, so that environments can run and evolve for long periods of time. Finally, I realized the close connection of The Sand Game with the game of Life: Whereby, with a few very simple rules, and some starting conditions, you can create a very unpredictable outcome.
Of course, the original is pretty sweet. So Ive make a version with my own rules, and one with the original rules, and then one with the original rules plus some neat extra items. I have implemented many, many more interactions and elements than the original version. Discover them as you play.
Version 2 has no fire (Versions 3 & 4 do, though.) I dont like how easy it is to destroy everything. It also doesnt have any free-moving characters. I feel they distract attention from the evolution of the field.
Originally, I didnt want to make this Open Source. I think it takes away from the mysticism of the game. Those of you that are so inclined should be able to see the simple algorithm. Note the close connection with the game of Life. Also note the impossible situations, like unequalized water levels. These arent shortcomings of the game, but instead interesting artifacts of the rules of this alternate reality!
<<lessIt is great fun to make interactive structures, ecosystems, and toys in a Falling Sand Game.
First of all, mad props go out to the original creator of this game. Great idea. I only wish I could read Japanese... Heres a link to the original, or at least as close to the original as I can find (Again, without knowing how to read Japanese.)
http://ishi.blog2.fc2.com/blog-entry-158.html
Having wasted hours of productivity on the Java verison of the Falling Sand Game, I began to think of improvements that could be made from the original. No source was available for the original, and Java isnt my choice programming language, that I decided to start de novo with C/C++ and the cross-platform wxWidgets.
(I leave it to you Java fans out there to make your own improved Falling Sand Game.)
I tend to feel that The Falling Sand Game should be more of a Zen experience than anything else. I also belive that the game should be as cyclic as possible, so that environments can run and evolve for long periods of time. Finally, I realized the close connection of The Sand Game with the game of Life: Whereby, with a few very simple rules, and some starting conditions, you can create a very unpredictable outcome.
Of course, the original is pretty sweet. So Ive make a version with my own rules, and one with the original rules, and then one with the original rules plus some neat extra items. I have implemented many, many more interactions and elements than the original version. Discover them as you play.
Version 2 has no fire (Versions 3 & 4 do, though.) I dont like how easy it is to destroy everything. It also doesnt have any free-moving characters. I feel they distract attention from the evolution of the field.
Originally, I didnt want to make this Open Source. I think it takes away from the mysticism of the game. Those of you that are so inclined should be able to see the simple algorithm. Note the close connection with the game of Life. Also note the impossible situations, like unequalized water levels. These arent shortcomings of the game, but instead interesting artifacts of the rules of this alternate reality!
Download (4.4MB)
Added: 2006-11-17 License: Freeware Price:
3374 downloads
Axis Runner 0.3.0
Axis Runner project is a 3D game with a fast built-in graphics engine. more>>
Axis Runner project is a 3D game with a fast built-in graphics engine.
Axis runner is a 3D game inspired by the Apple II game "Lode Runner". It features a built-in graphics engine and runs fine without hardware acceleration. All direction is relative as characters climb up on the walls and ceiling, reminiscent of the fighting scenes in movies such as "The Matrix".
Main features:
- Custom built (fast!) graphics engine; can run on old pentiums.
- User controlled perspective.
- The cube walls, normally transparent, light up when characters are walking over them.
- All moves implemented: walk, rotate up, turn, dig, fall off, fall, take parcel, drop parcel, go to next level (walk on blue square), and character collision.
- 11 levels.
- Sound effects.
<<lessAxis runner is a 3D game inspired by the Apple II game "Lode Runner". It features a built-in graphics engine and runs fine without hardware acceleration. All direction is relative as characters climb up on the walls and ceiling, reminiscent of the fighting scenes in movies such as "The Matrix".
Main features:
- Custom built (fast!) graphics engine; can run on old pentiums.
- User controlled perspective.
- The cube walls, normally transparent, light up when characters are walking over them.
- All moves implemented: walk, rotate up, turn, dig, fall off, fall, take parcel, drop parcel, go to next level (walk on blue square), and character collision.
- 11 levels.
- Sound effects.
Download (0.16MB)
Added: 2006-11-18 License: GPL (GNU General Public License) Price:
1072 downloads
Epiphany Game 0.6.1
Epiphany project is a multiplatform clone of the game Boulderdash. more>>
Epiphany project is a multiplatform clone of the game Boulderdash.
It is written entirely in C++, using Clanlib as its graphic library.
The player must collect all valuable minerals scattered in levels, while avoiding being hit by a falling boulder or a bomb.
<<lessIt is written entirely in C++, using Clanlib as its graphic library.
The player must collect all valuable minerals scattered in levels, while avoiding being hit by a falling boulder or a bomb.
Download (1.4MB)
Added: 2007-06-22 License: GPL (GNU General Public License) Price:
856 downloads
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