Post A Comment June 26th, 2009 Posted in Wiz

INImaker, an .ini file generator for GP2X Wiz

Not every game comes with an .ini file, so in comes INImaker which automatically generates the proper files so that all apps display under the Games menu.

Download INImaker from the Wiz Archive!

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Post A Comment June 8th, 2009 Posted in Wiz

Falldown for Wiz

Download Falldown from the OpenHandhelds Archive!

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I finally ported my GP2X Falldown game to the Wiz. Music is “Malaria” by TymPanic Productions.


Post A Comment - 4 Comments June 1st, 2009 Posted in Wiz

An alternative menu (idea)

Today I made a prototype of an alternative menu for the GP2X Wiz. It starts looking in the game folder, and lists directories in the left column and executables (.gpe and .gpu files) in the right. You can switch between the two columns with dpad left and right, or with the shoulder buttons.

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There’s still some work left to be done until it becomes fully usable, but hopefully it won’t be too long until it’s ready for a release :-) Unfortunately I’ve hit some problems with the Wiz’s autorun system, where autorun.gpu only gets run when the firmware first boots up. All programs that are launched return to the normal gp2xmenu after they exit. I hope GPH will fix this in a firmware update, and have gp2xmenu execute autorun.gpu each time it starts.


Post A Comment May 16th, 2009 Posted in GP2X Wiz

Blix2x, Trap75, and Pentominos for Wiz

More Wiz ports!
Download Blix2x from the Wiz Archive!
Download Trap75 from the Wiz Archive!
Download Pentominos from the Wiz Archive!

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A build of the Wiz enhanced Blix2x is also available for the GP2X,

Download Blix2x 1.1 from the GP2X Archive!


Post A Comment May 11th, 2009 Posted in GP2X

Procedural Map Generation in ZAM

One of the fun things about writing this game is the procedural map generation, meaning the way the program builds a different level map each time it runs (you can try this in the pre-alpha builds by pressing Select).

This approach to level design is most commonly seen in roguelike games, though it can be found in plenty of other genres too. My approach to map generation is simpler than that in rogues, because the requirements are different. ZAM levels are natural islands without any need for precise architecture, so looser designs fit well. Here’s how maps are currently made:

  1. The entire map is filled with water
  2. A cellular automata of land starts in the middle, and grows outwards.
  3. A number of cellular automata of grass start at various points on the land.
  4. Until now, stone placement was also a random process, but that didn’t make for very interesting levels. Stone patterns are now randomly picked from a collection of predrawn submaps like these
  5. These submaps are rotated by 0-90-180-or-270 degrees and then tiled over the large map. Levels’ randomness now depends on how many different submaps there are, so I’ll get drawing…
  6. In the future, submaps will also hold more interesting information, like points for building mutant bases or locations of special items.

Post A Comment May 9th, 2009 Posted in GP2X

Trap75 updated to 1.5

Download Trap75 1.5 from the GP2X Archive!

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The new things are improved graphics, better balance, boss balls, larger hiscore table, and a confirmation screen when quitting the game.

Now it’s time to turn my attention back to ZAM :-)


Post A Comment April 14th, 2009 Posted in GP2X

Trap75 1.0

Download Trap75 1.0 from the GP2X Archive!

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Trap75 is a game like Jezzball for the GP2X. You need to cover at least 75% of each level’s space without getting your lines hit by the balls. Top-3 hiscore table, nice smooth graphics, and best of all incredibly addicting :-)


Post A Comment - 1 Comment March 22nd, 2009 Posted in GP2X

Zam, a pre-alpha GP2X build

Update March 31: new build, zombies now clumsily move around the map, and some of the graphics were tweaked.

You can try out a pre-alpha GP2X build of Zam from the game’s page.

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