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deadly times 2d quake/smash style game project with source

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deadly times 2d quake/smash style game project with source

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Torrent info

Name:deadly times 2d quake/smash style game project with source

Total Size: 40.44 MB

Magnet: Magnet Link

Seeds: 4

Leechers: 4

Stream: Watch Online @ Movie4u

Last Updated: 2010-11-30 04:01:52 (Update Now)

Torrent added: 2008-12-27 04:33:36



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Torrent Files List


Deadly Times Dec15 2008 3.rar (Size: 40.44 MB) (Files: 2)

 Deadly Times Dec15 2008 3.rar

40.43 MB

 WTFISTHIS and controls.rtf

6.01 KB
 

Announce URL: http://open.tracker.thepiratebay.org/announce

Torrent description

deadly times is a game slowly coming together, made in spare time, with no direction

it started out with a sample directx8 project that had about enough code to blit something to the screen
i messed around with it and got rid of everything i didnt need, and started working on a little particle system with particles that would follow the mouse.

after that i decided to try to make the game something like geometry wars, i bought an xbox360 wireless reciever and made a player that could shoot, i made enemies and had them spawn like geometry wars.
(that game is still around too but its even more ghetto)

to make a looooong story short it eventually got used as the start of a sidescrolling platformer.

now, its a sidescrolling/arena style 2d quake/contra/smash bros with an in-game level editor that supports up to 4 players in co-op or pvp

its written in visual studio 2005 using basic C++ and directx8 (april2007 directx sdk is all thats needed to compile it).

READ THIS
---------------------
#1 you have to go into config.txt in the config folder and enter your current desktop resolution
if you have two monitors in horzontal span mode (not dualview) you can play it across two monitors (i\'ve played in 3840x1200)

the game is MOST DEFINITELY best played with an xbox 360 controller. you need to have an xbox 360 wireless reciever for windows as they call it.
you can play with the mouse but you can\'t edit a level and play at the same time, nor can you have multiple players. you can still use the level editor just fine which is good. right now theres a pvp level that works pretty well. there is a possible single player adventure mode with checkpoints, but its weak.

the whole point of the game right now is to have a quake style match with some cool weapons. Theres a lot of bugs, but its just a project done for fun to see if it can be done from a pretty low level without any XNA help.

The level editor is key. you can have 4 players playing on a controller while editing a level, which you can save/load or add to the map rotation. It makes map-making very damn easy. For now, theres a few preset things you can work with and its all just blocks, but you can add any textures you want without recompiling the game and use them as a block in the game, its just not entirely intuitive yet. Take a look if you want though.

To use the level editor you scroll through the available objects, pick say a block, and left click and drag to place them. right click deletes objects, theres a lot of weird code to manage deletion so that you dont just delete everything, and its not working perfectly yet, but it does work.

Eventually you will be able to define collision detection boundaries around any shape of object and walk on them, shoot them, whatever. You can try it out, go to the level object that looks like a red dot and trace something with it, and you can shoot it, but not walk on it yet. Conbined with the ability to add any texture into the game, you could just draw something, throw it in the game, define the collision boundary and you\'re done. Some day this will make the level editor pretty powerful.

anyways....

CONTROLS
----------------------

on a gamepad - left stick moves the player(pull down to lay down), right stick shoots your gun in whatever direction you push it (think gemoetry wars).
- RB is jump because you cant take your right thumb off the stick to press A all the time.
- A and B switch guns in opposite directions
- L fires a bomb thats just for fun and really should be disabled, it can slow the game down
- R fires a grenade

on the keyboard - A/D move left, right
- S is lay down
- space is jump
- scroll wheel switches guns
- left mouse shoots gun
- right mouse shoots grenade

menu - M to toggle on/off
- **** when in menu, press and hold 1-4 to switch to that number of players and restart the map
- press I to toggle pvp on/off

level editor - E to toggle on/off

X - toggle snap grid size to block size on/off (for easy tiling or placement of single objects)
C - toggle mouse control of camera on/off
R - rotate an object
T - translate an objects grid aligned starting position (only works for non-collidable objects)
V - zoom camera out
B - zoom camera in
N - load next level in rotation
D - delete all objects in level (watch out when switching between edit mode and playing when using mouse/keyboard, D is move right)
S - save map as newmap.lvl
L - load last saved newmap.lvl
A - load last autosaved map
K - add map to rotation (max 25 levels because of a ghetto array)
P - toggle block preview pane on/off
RCONTROL - change texture on variable texture objects (the object that looks like a rock is the variable type, it will be cleaned up later)
RALT - change texture in reverse, can cause crash

left/right arrows - change block size bigger/smaller
up/down arrows - change grid size bigger/smaller

so.....
------------------------

the game is kinda starting to come to a point where its fun to play. its definitely a work in progress, and a work only randomly worked on. I know theres a lot of bugs, a lot of things are ghetto. for instance, the enemies are completely left behind from when the game was a space shooter like geometry wars, they wont even be around soon enough, they\'re just there for something to shoot at. Still, there might be something useful to someone in here, not a lot of helper functions are used so all the code could be ransacked out of the game pretty easily i bet. Just let me know if you do something cool with it.

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