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Dark Lands 0.19

Dark Lands 0.19


Dark Lands project is an ANSI based RPG game. more>>
Dark Lands project is an ANSI based RPG game.
Dark Lands is a multiplayer RPG made fully with ANSI graphics. The source code is in Pascal. Currently, this game has probably no point except exploring the areas and killing monsters. It can be used as a BBS door game.
Main features:
- Door.sys, doorfile.sr and chain.txt support
- up to 115200 bps speed and up to 99 comports
- Easy setup and installation
- Local mode play
- 12 major races and over 60 subraces, including Humans, Dragons, Elf, Undead and Lycanthropes.
- 9 character alignement combinaison are possible
- 12 god to chose from, and player can be atheist
- over 100 different rooms
- over 15 monsters
- over 200 racial skills and 13 racial disadvantaged (most are still not implemented)
- Require a Fossil driver to work
- Online help system
- Players can build their own cities, raise armies and manage it
- And, best of all, this is emailware, just complete the form in the email section and youll receive your registration key at no charge at all.
Enhancements:
- BBS independant operation (optionnal)
- Internal login system
- Max time on
- Daemon operation DPMI + Linux are now functionnal ports.
- Faster Disk i/o
- Sysop can disable the sysop keys in the setup. (security)
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Download (0.34MB)
Added: 2007-01-05 License: LGPL (GNU Lesser General Public License) Price:
1022 downloads
Eternal Lands 1.4.0 Beta

Eternal Lands 1.4.0 Beta


Eternal Lands is a 3D MMORPG. more>> <<less
Download (38.2MB)
Added: 2007-06-03 License: Free To Use But Restricted Price:
548 downloads
Moonlander 1.0

Moonlander 1.0


Moonlander is a space simulation game. more>>
Moonlander is a space simulation game.

You must land with lander on the Moon, but you have limited fuel.

Landing is very hard, because you must land very very slow. Prees "B" to increase fuel.

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Download (0.32MB)
Added: 2005-12-07 License: GPL (GNU General Public License) Price:
2040 downloads
Fruit Land 1.13

Fruit Land 1.13


Fruit Land is a nice and simple puzzle game. more>>
Fruit Land is the first PC-game that has been produced by MesSoft and you can get it for free! The game was programmed in C using DJGPP, RHIDE and Allegro. The first version of the game appeared in 1998 on the MSX, an old 8-bit home-computer and was fully coded in assembly language.

The graphics were done by Patrick Smeets and Jorrith Schaap composed the music. The game was published by STUFF, a group that produces the diskmagazine FutureDisk, which means at least 250 people have the game.

The PC-version of Fruit Land is not a straight conversion of the MSX-version, only the graphics and the level-data were ripped out of it. The game totally been reprogrammed in C without looking at the original Z80 Assembly source (which wasnt possible because I lost the source of the game) and it only took me less than 2 weeks to complete the game.

The only things that are missing in the PC-version are the musics and the sound-effects. Maybe Ill release a second version if someones kind enough to send me some midi-songs and samples...

Some technical information about the game. The game uses MODE-X with a resolution of 256*224. Thats pretty weird (at least for PC), but since the first version of game was done on an MSX (which has a resolution of 256*212) this was the easiest way to do it. Offcourse I could scale all images, but then the images become very ugly.

Anyway, I was very happy when I saw that resolution in the Allegro-documention because it made things easier for me. The graphics were ripped from the MSX-version, the only tricky thing about it was that I had to hack the game to get the right palette (I lost the original source code...).
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Download (0.26MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1537 downloads
Gamazons 0.83

Gamazons 0.83


Gamazons is a Gnome implementation of the Amazons board game. more>>
Amazons is a game played on a 10x10 chess board. Each side has four pieces (amazons) that move like chess queens (in a straight line in any direction). Instead of capturing pieces like in chess, the game is determined based on who moves last.

Each move consists of two parts. First an amazon moves to a new square and then fires an arrow to another square (the arrow is fired in a straight line in any direction from the square the amazon landed on).

The square the arrow lands on becomes a permenant block for the rest of the game. No one can move over it, or fire an arrow over it. Every turn an amazon must move and fire an arrow, so every turn there is one less square available on the board. Try and block in your opponent or section off a good chunk of the board for yourself.

This is a Gnome 2 app, so that must be installed on your system for it to work. Other than that, from the main directory, type "./configure" to generate the necessary makefiles. Then make, make install to compile and install the game. Then type gamazons to start the game.

Note: Ive heard reports of the ./configure erroring out on RH8 with the following message:
checking for libgnomeui-2.0... Package libgnomeui-2.0 was not found in the pkg-config search path.

Perhaps you should add the directory containing `libgnomeui-2.0.pc to the PKG_CONFIG_PATH environment variable
No package libgnomeui-2.0 found
This problem can be fixed by installing the libgnomeui-devel-2.0.3-3 RPM file.

You can set the player settings from the settings->player menu. You can set it to play AI vs AI or whatever you like.

However, I do have a few default option overrides. For instance, when you get near the end of the game and you dont feel like brainlessly moving a bunch of pieces that are already blocked off into their own areas, you can click on "Auto Finish" which will set both players as AI with a 1 second think time. Also, if you get a little tired of waiting for the AI to move (perhaps you set the time to think too long), you can click on the Force Move button and make him move right then.

Things that arent implemented yet are the network and help menus. Also the undo button doesnt do anything yet (although Ive pretty much got the framework to do it).
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Download (0.25MB)
Added: 2005-07-21 License: GPL (GNU General Public License) Price:
1556 downloads
Avanor, the Land of Mystery 0.5.8

Avanor, the Land of Mystery 0.5.8


Avanor is rapidly-growing Rogue-like game with an easy ADOM-like user interface. more>>
Avanor, the Land of Mystery is rapidly-growing Rogue-like game with an easy ADOM-like user interface. It has countryside and subterranean areas to explore, a quest system, and some original features.
Moving and locations
1 - south-west
2 - south
3 - south-east
4 - west
5 - current position
6 - east
7 - north-west
8 - north
9 - north-east
w + direction - walk in direction until something interesting is found
~ - rest a while (for debugging purposes only)
o - open a door
c - close a door
< - go up stairs
> - go down stairs
l - look at a location
Dealing with objects
e - equip an item
i - display your inventory
d - drop an item
, - pick up an item
E - eat an item of food
D - drink a potion
! - mix potions
r - read a book or scroll
s or _ - sacrifice an item
O - open a chest
g - give an item to somebody
u - use a tool
P - quick pay
Characteristics and skills
A - display your skill levels
a - use a skill
q - display the quests you have undertaken
@ - display your character details
W - display your weapon skills
x - display experience needed to gain next level
Combat and spellcasting
t - target an opponent
p - pray to the gods for aid
T - change your combat tactics
Z - cast a spell
^Z - repeat the last spell cast
# - display your elemental magic levels (not yet used)
Miscellaneous commands
U - use outer objects
R - show list of alchemy recipes
C - chat with somebody
S - save the game
Q - quit the game
M - display previously shown messages
0 - recenter the screen on the player
[ - make screenshot
? - display this manual
Enhancements:
- Fixed bug with traps
- Support for compilation with modern compilers
- FHS compatibility and Gentoo Linux ebuild
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Added: 2006-06-01 License: GPL (GNU General Public License) Price:
1243 downloads
SlashEM 0.0.8E0F1

SlashEM 0.0.8E0F1


SlashEM is a variant of the hugely popular roguelike game NetHack. more>>
SlashEM is a graphical roguelike game and variant of NetHack.
From the land before 3DFX, before VGA graphics and DOOM, before the IBM PC, way back in the dark ages of Unixland, there was a game. They called it Rogue. People played it, and found it good.
From this basis, Hack was born. Soon Hack became Nethack, because it was developed by many people (and has nothing to do with hacking the internet). And people played this on many machines, from Unices to Macs to PCs, due to the amazing power of Open Source Code.
But the DevTeam, the reclusive masterminds of Nethack, are a rather quiet bunch, gracing the world with new versions as they see fit, and when they see fit. Which is usually a new version every good number of years.
And there was much gnashing of teeth.
But because of the Freely Available Source Code Phenomenon, people began making their own versions of Nethack to tide themselves between magical releases.
SLASHEM is the (continuing) saga of one such variant...
This is the homepage for Warren Cheungs modification and experiment in computer engineering based on the 3.3.1 release of Nethack, combining Tom Proudfoots SLASH and the Larry Stewart-Zerbas Wizard Patch. From these humble beginnings, a not insignificant number of further changes have been added.
Enhancements:
- Autoconf improvements: -support for data librarian,
- fix default values in help strings,
- more portable use of test and sed,
- drop useless borg and shout features,
- recognize mingw32 platform for msys,
- support aclocal 1.7 (needed for msys development),
- basic support for Microsoft Windows native graphics,
- better determination of default windowing system,
- improved detection of libpng/zlib,
- support "make depend".
- Fixed bug 1231549: GNU autoconf vpath support is broken
- Fixed bug 1231579: Cant specify wizard with GNU autoconf
- Fixed bug 1258354: msys autoconf fails to detect strncmpi
- Fixed bug 1258355: autoconf Makefile.src assumes UNIX
- Fixed bug 1258357: configure doesnt set TTY_GRAPHICS under mingw32
- Fixed bug 1258358: No autoconf support for key handlers
- Fixed bug 1380333: Random seed problem (0.0.8)
- Fixed bug 1586568: Check for user games Plus other fixes shared with the stable branch.
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Download (5.0MB)
Added: 2006-12-30 License: GPL (GNU General Public License) Price:
1029 downloads
Blackjack Flash 2

Blackjack Flash 2


Theres a reason why blackjack is the most popular casino game today, both in online and land-based casinos across the globe. The enticing combinatio... more>> <<less
Download (160KB)
Added: 2009-04-13 License: Freeware Price: Free
198 downloads
Unmass 0.9

Unmass 0.9


Unmass program can extract files from those big game files, which are in fact archives. more>>
Unmass program can extract files from those big game files, which are in fact archives. Most of the extracted files can be viewed through any graphic viewer, but some are in special game formats, which can be usually viewed through Biturn (above).
Here is a list of supported games:
- Crismon Land
- Baldurs Gate 2
- Civilization 4
- Doom (WADs)
- Duke Nukem 3D (not working yet)
- Dune 2
- Etherlords 2 (no data viewers available though)
- Final Fantasy 7
- Final Fantasy 8
- Flashpoint
- Knights of Xentar (no data viewers available though)
- Metal Gear Solid (DARs)
- Moorhuhn 2 & 3
- Megaman Legends
- Oni
- Operation Flashpoint
- Princess Maker 2 (no data viewers available though)
- Quake 1
- RollCage (no data viewers available though)
- Swine
- Unreal Tournament umods
- Virtua Fighter bitmaps
- MEA exes
- some economy file format
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Download (0.38MB)
Added: 2007-07-27 License: GPL (GNU General Public License) Price:
821 downloads
Eleven 1.0

Eleven 1.0


Eleven is a programming language for building robust, scalable Web applications. more>>
Eleven is a programming language for creating robust, scalable web applications quickly and easily.

It offers a 20x programmer productivity increase over traditional server programming languages like ASP, PHP, and JSP by automating state management and taking control of the applications look and feel.

From high-level source code with a simple, C-like syntax, the compiler generates complete, ready-to-run implementations in PHP or mod_perl. Applications generated by Eleven maintain their state in a relational database and are inherently fault-tolerant, secure, and scalable.

Most interactive web applications today are primitive. Of course there are shining exceptions such as Amazon.com, TurboTax, and others. But by and large, most web applications are crudely designed and not especially reliable. Have you ever entered data into a web application, then lost it due to a browser crash? Have you ever gotten part way through an e-commerce transaction, then had the session go into never-never land while waiting for your credit card to be validated? Have you ever reloaded a web page and found that you just duplicated a transaction by accident? Web applications are server based, so in theory they ought to be as reliable as traditional mainframe applications. But they arent.

The problem is that there are two ways of creating web applications. Theres the expensive way, in which massive amounts of engineering are dedicated to making the sites reliable and scalable. These applications tend to keep most of their state in server-side databases, which run in controlled environments and are carefully managed. If your browser crashes during a session, you can usually log in from another computer and pick up where you left off.

Then theres the cheap way (often seen in corporate intranets and extranets). These tend to keep their state on the client (in hidden form fields or HTTP cookies), in the web servers memory, or in the web servers filesystem. These applications tend to be fragile. They dont handle system failures well, and get confused easily if the user presses the back button, restarts the web browser, etc.

The Eleven project solves this problem by making it quick and easy to create robust, scalable, database-backed web applications. Applications are expressed in a high-level language with a syntax similar to C and a conceptual structure similar to BASIC. Here is a simple example.

The code is self-explanatory:

statesafe var first, last;

display
{
print ("Please enter your name.");
edit ("First name: ", first);
edit ("Last name: ", last);
}

display
{
print ("Thank you, ", first, " ", last, ".");
}

Here is another example; the worlds smallest to-do list application. Where the code invokes the edit function on the table data type, the compiler automatically fills in a table editor:

statesafe table
{
var deadline "Task deadline";
var description "Task description";
} todolist;

display
{
edit ("Enter your tasks: ", todolist);
}

The point is that the Eleven compiler takes over the job of state management. The programmer doesnt need to worry about how the variables first and last are passed from one display to the next, how to represent the to-do list in the relational database, how to deal with the back button, how to enable a session to be seamlessly resumed if the computer crashes, and so on. All of those problems are taken care of automatically.

Whats more, those benefits are achieved without any special runtime support. The Eleven compiler translates source code into complete PHP or mod_perl programs that run under the Apache web server. The only runtime support needed is a standard installation of Apache with PHP or mod_perl, and a relational database such as MySQL for the back end. Furthermore, the generated code is fairly readable, and can be inspected before uploading to the web site. This is a great benefit for security-minded system administrators who are wary of installing yet another "framework" onto their production machines.

All applications generated by Eleven automatically save their state to the relational database after every user action. The web browser and web servers are stateless. Thus, the applications have three important characteristics:

1. They are bulletproof, meaning that the applications are resilient to failures of any runtime component. Sessions cannot be derailed by browser crashes, web server crashes, bookmarking or tampering with URLs, etc. as long as the integrity of the relational database is maintained.

2. They are secure, meaning that all application data is safely kept private. It is stored in the database, never in hidden form fields or HTTP cookies where it is vulnerable. Consider the example of a web application that is being used from a laptop. If the laptop is stolen, then any private data stored in HTTP cookies is compromised. This is an important factor in medical applications, for example.

3. They are scalable, meaning that system performance can be increased by replicating the application across a load-balancing server farm. HTTP requests can be directed to random web servers even within a single user session, and the applications will still work reliably. The only performance bottleneck is the database, and there are existing commercial solutions for scaling databases.

We introduce the term statesafe to describe web applications that achieve these three benefits using this architecture. All web applications generated by the Eleven compiler are statesafe.
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Download (0.50MB)
Added: 2005-04-18 License: GPL (GNU General Public License) Price:
1745 downloads
Calindor 0.4.0 CTP2

Calindor 0.4.0 CTP2


Calindor project is a Fantasy World Simulation server that implements Eternal Lands protocol... more>>
Calindor project is a Fantasy World Simulation server that implements Eternal Lands protocol and can be played with Eternal Lands or compatible client software.
The Eternal Lands is a FREE MMORPG with Open Source Client and closed source server.
There are 3 main reasons why this project was started:
- Learn about an architecture of an massive user, mutlithreaded server software
- Create detailed models of fantasy worlds and evaluate how they will evolve by human or artificial interaction
- Enable map makers to test their maps in live environments
Enhancements:
- With this release, about 85% of the scope for 0.4.0 has been completed.
- Following was improved.
- Attack was implemented.
- Death, respawning, and resurrection were implemented.
- Dimensions were implemented.
- The starting map was updated.
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Download (0.10MB)
Added: 2007-06-25 License: LGPL (GNU Lesser General Public License) Price:
853 downloads
Mars, Land of No Mercy 0.2.1

Mars, Land of No Mercy 0.2.1


Mars, Land of No Mercy is a turn-based strategy game setting on Mars during the early stages of human colonization. more>>
Mars, Land of No Mercy is a TBS game setting on Mars during the early stages of human colonization.
The player embodies the leader of a mercenary team, landed on Mars to take advantage of conqueror battles between the Worldwide Colonizer Corporations.
The main purpose is to command his team trying to find them commissions, training and leading them in battle, while still being aware of financial and instrumental resources by administering them.
The Mech is the fundamental craft used by mercenaries, but they wont lack of other kind of units, as well as troops.
The game most remarkable point is the incredible liberty given to the player and therefore the great strategic side that derives.
It is indeed up to the player to decide how to behave towards the one who recruited him, and the enemies of turn.
Basically every action leads to a reaction, so it is strongly recommended to keep a good and consistent behavior to achieve confidence from Corporations, and avoid being excluded by them.
Engine:
The game is programmed in C++ upon the SDL layer and a few sublibraries. Its isometric-based engine has been inspired by games of a recent past such as the X-COM serie from Microprose or the latest editions of Civilization.
A multiplayer functionality is not scheduled as of yet. But it is likely to be added in the future.
Main features:
- Greatest level of liberty given to the player
- High strategic component
- Charming Plot
- Original Soundtrack
- Wide variety of Mechs available
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Download (2.4MB)
Added: 2006-12-26 License: GPL (GNU General Public License) Price:
1033 downloads
OilWar 1.2.1

OilWar 1.2.1


OilWar is a game where an evil army is attacking your country and tries to steal your oil. more>>
OilWar is a game where an evil army is attacking your country and tries to steal your oil.
Your mission is to waste the invaders, protect the oil and save your property.
Story
Evil army is attacking your land and tries to steal your oil.
Mission
Waste the invaders, protect the oil, protect the mother land...
Controls
Left mouse button: Shoot rifle
Right mouse button: Shoot grenade
F10: Screenshot
F11: Toggle fullscreen
Sounds
Sounds can be disabled with --disable-sound configure flag.
Notes
The highscore file is saved (if the game is "make install":ed) to /var/games/oilwar.scores and its world writable.
Enhancements:
- Better Highscore loading & saving
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Download (0.50MB)
Added: 2006-07-21 License: GPL (GNU General Public License) Price:
1194 downloads
Avadan 0.19a

Avadan 0.19a


Avadan is a rogue-like role-playing game situated in space. more>>
Avadan project is a rogue-like role-playing game situated in space.
The player travels from planet to planet in order to find the mystical oracles. The player is placed in nethack-style dungeons. The whole game is rogue-like, but with the extension of space travels.
The dungeons are shown with tile graphics, and space looks a bit better. On space stations, the player can talk to NPCs, get quests, and trade artifacts found in the dungeons.
To execute the game, you have to open and run the project with Gambas (>= 0.19.20). The finished version will include a binary with all source and data in one big file, so then youll still need gambas for execution, but the game can be started itself; you dont need to use the Gambas IDE.
To see how it works, you should stay in galaxy sector 2-3, fly to the stations entry (with cursor keys), press "d" to dock and then "l" to land on the planet. There you can discover a nethack-style dungeon, slash monsters, collect treasures and so on. The goal is to reach the oracle in dungeon level 10. Press "t" to talk to traders and the oracle. Press "F1" in every stage of the game to get help (esp. about the meaning of keys).
Enhancements:
- added magic weapons
- scrolls can be read (used)
- rearranged some parts of the code
- chests can be traps
- added oracles (essential for win the game, on dungen level 10)
- made enemies stronger
- added enemies for dungeon levels 5-10
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Download (0.070MB)
Added: 2007-01-09 License: GPL (GNU General Public License) Price:
1019 downloads
WorldForge::Mason 0.3

WorldForge::Mason 0.3


Mason is a game system being developed by WorldForge. more>>
WorldForge::Mason is the second game system being developed by WorldForge. The primary focus for Mason is to enable players to build a persistent world in-game. Players will be able to manipulate items by creating new items from raw materials, attaching existing items together or splitting items into component parts.
Complicated structures such as houses can be designed on paper as a blueprint and then built with suitable building blocks and skills.
Reaching this milestone will require expanding not only our existing server and client code, but also refining the Atlas protocal that connects them.
The expansion will cover item creation (using a recipe system), construction of houses and other large structures (attaching items together), creating complex machines (combining simple machine parts), simulating organic reactions (festering wounds, adrenaline rush) with a detailed body system, editing text and other information objects in-game, and running an economy that changes with the world.
To demonstrate these techniques we will create a competitive and cooperative game centering about settling the uninhabited lands in the north-western corner of Moraf in our Dural world.
The players can play either human settlers attracted by the rumors of gold or promises of free land, or orcs, driven down to the plains from the overpopulated dens of the orc tribes of Sarnak.
Game
This section contains things related to the Mason Game in general, such as background story, game objectives, and planned features for version 1.0 of the game. It will also contain an installation guide, a players guide, and a game administrators guide. Theres also a page of links to screenshots and downloads.
If you are a potential future player and would like to know what the game will be like, or a creative writer interested in making the game interesting and fun to play, or if you want to write or translate documentation for end users, then this is the place for you.
Technology
This section contains the design of the various abstract systems that will implement all the central features of Mason. The systems include: the Item System, the Mechanical System, the Information Object System, the Body System, the Mind System, and others.
If you are a developer or game designer, interested in how all the revolutionary features supported by Mason are going to be implemented, then this section is for you.
Content
This section deals with all the general data needed for the Mason Game: item and creature descriptions and stats, maps of the Moraf area in the Dural world, and media for items and terrain. This data can be directly reused in later games.
If you are a world designer, artist, musician, or a MU* wizard who loves creating cool new items, then this section is for you.
Enhancements:
- Mason is now supported in two major 3D clients, Ember and Sear.
- An advanced terrain system has been implemented, including procedural texturing, paths, modified areas, and swimming in water.
- Building materials and resources can be gathered from the world using tools.
- Work has started on a new combat system.
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Download (4.5MB)
Added: 2005-11-30 License: GPL (GNU General Public License) Price:
1423 downloads
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