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.

screenshot
screenshot

Comments Off March 10th, 2009 • Posted in GP2X

How many scaled and rotated sprites can the GP2X handle?

I gave the GP2X the cruel task of rendering 602 randomly scaled and rotated sprites from Zam on top of the game map. Is 4fps slow enough for you? (update December: it’s 6fps now :-)

screenshot

Comments Off March 6th, 2009 • Posted in GP2X

Pentominos 1.0

Download Pentominos 1.0 from the GP2X Archive!
screenshot
screenshot

Today I finished updating Pentominos, the puzzle game I worked on in December of last year. This version adds sound effects and fixes the bug that accepted duplicated solutions. It has pretty much all the features I wanted to put in this game, it’s time for other things now!

Head over to Wikipedia for more info about pentominos.


Comments Off February 6th, 2009 • Posted in GP2X Wiz

Sqdef 1.5, on its way

Sqdef’s moving forward! I’m currently bringing all the code up to date with my latest API so that it’s as bug-free and maintainable as possible. Since I first started working on it in February 2007, it has grown into over 9000 lines of C code weighing 246KB.

In comparison, the current Sqdef 1.5 source code weighs only 200KB, and I suspect there’s still plenty to be trimmed and be replaced with re-usable functions that will also power some of my other future projects.


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