Posts Tagged ‘DOS’

My MiniLD 71 Retro Challenge entry is underway

Posted by
Sunday, January 29th, 2017 7:05 am

It took me a while to notice the challenge was on, but ever since I did it, I could’t help but to hurry and make something cool.

For the last 2 months or so I nurtured the idea of writing a game for a 486 and thus challenge came handy for motivation.

Last friday I bought a ancient (vintage?) 486 laptop. I actually grew up playing in a very similar model (and eventually even had one that was precisely this model, but never got to work well).  Fortunatelly, even after more than 15 years powered off, it came on mostly flawless – just some keys not working, CMOS battery dead and internal LCD blurred beyond regular use. Still, It’s feasible for play testing it.

IMG_20170128_154104

After watching a Retro City Rampage 486 post-mortem, I went looking for more resources and found a video by Bisqwit, a finnish hacker, in which he demonstrastes how to run OpenGL code in DOS.

The game I’m working on actually has a legacy SDL/OpenGL 1.1 renderer because I didn’t bothered with writing a OpenGL 3 renderer (for OSX and Windows)- after all, it already has a OpenGL ES 2.0 renderer for mobile devices, Emscripten and Linux. Adapting it to use Offscreen Mesa software rendering – per Bisqwit example – wasn’t hard at all. The real challenge now is to make it run at playable speeds on a real 486. But so far, I was able to run it on DOSBox and under 8MB of RAM!

Screenshot-DOSBox 0.74, Cpu speed- max 100% cycles, Frameskip 0, Program- NOUDAR-7

And does this look like, when running on OpenGL ES 2:

device-2016-10-16-222156 Screenshot_20170101-175019

One last step would be to change the game itself to fit more nicely into the challenge’s theme. That is significantly easier, considering the game engine is very configurable (even without recompiling it). In fact, it has a simpler, text-based core (that runs VERY well on DOSBox. If I fail on optimizing the 3D version, at least I will have a text-based game to submit), making it more suitable for tweaking the balance and flow.

Screenshot-DOSBox 0.74, Cpu speed- max 100% cycles, Frameskip 0, Program- NOUDAR-8

And why a 486? Why DOS? Well, despite having previously owned a IBM PC clone (8088!), NES and Atari 2600, it is this machine that caught my attention in terms of quality of games. It was the first machine I knew that could properly challenge the almighty SEGA Mega Drive.

I hope that, by the deadline for the challenge, I will have a more fine tuned game to show here! =D

 

Progress and no progress

Sunday, August 28th, 2016 11:22 am

Dos 2016-08-28 at 10.19.32 AM

I can play sounds, move, do collision detection – the ingredients for a game are there but I’m lacking inspiration as far as “what to actually make” goes. I will have to make whatever I do make very simple to complete it in time. At least in time for the end of the Jam.

Doing it old-school

Saturday, August 27th, 2016 2:15 pm

I’ve chosen to interpret “Ancient Technology” as allowing me to make any sort of game, but do it using ancient technology, and so I’ve been working on trying to make something for MS-DOS. I’m using C with the Allegro library the DJGPP compiler and RHIDE editor in DOSBOX.  We’ll see if I can complete anything in time.

Dos 2016-08-27 at 1.11.21 PM Dos 2016-08-27 at 12.35.25 PM

Looking for help with a Batch game(Don’t laugh).

Posted by (twitter: @JammyJames123)
Saturday, March 7th, 2015 5:33 am

A while ago(A long while ago), I created a post called, “Noobing with Batch”. I thought I would revisit batch as it was the first scripting language I ever learn’t therefore it holds a “special place” in my heart :).

Anyway, I am creating a text-based strategy game called “TakeOver”. Essentially, you are a leader of an army. You can be a variety of countries(which is why I require help). I would be looking for a variety of people who would be willing to help. But as well as fighting the frontline war. You will be fighting on the homefront, creating laws, ETC.

I suck at art...

So far I only have the menu done, therefore now would be a good time for anyone who wants to make it with me, essentially it’s a blank canvas.

Some things the game features:

  • No campaign(“story mode), the game is completely run off your choices.
  • “Mods”(DLC), that the player can install to modify the game(Add units ETC).
  • Open-source “Code”, so the community can help create their own mods and change the experience to their liking.
  • Music or sound effects in game to add a little “atmosphere”, that Batch doesn’t really have.
  • Resource’s are required to make certain things(For example, you require lead to create ammunition).

Obviously this will take quite a lot of dedication so only do this if you have the time.

Regards,
-James

Skype: jammy12789
Email: coolcodman123@gmail.com

First Dare Complete!

Posted by
Monday, December 8th, 2014 10:20 pm

tscreen

Three days and many laughs later, “Blue Screen of Love” is finally complete. For myself and my team it was our first Ludum Dare, and despite a curveball with the theme we charged head-first into a ridiculous yet heartfelt dating sim between a person and their computer.

We used twine to create the story and HTML/CSS to make the interface.

 dialogue

Play “Blue Screen of Love”!

 

Ludum Dare Pinball is finally Done!

Posted by
Monday, December 8th, 2014 1:18 pm

And I got a chance to use pivot on my monitor:)

Ludum Dare Pinball – only sound&music left

Posted by
Monday, December 8th, 2014 7:17 am

pinballScreen

Game is now 100% playable, but there’s still no sound and music. There are minor things to improve like ball sprite and adding X360 controller support, but it’s not the priority. Whole game is on one big pinball board. Game camera is static when screen has 9:16 aspect ratio, and there’s scroll if screen is wider than taller, like those classic DOS/Amiga pinball games.

Now it’s time to run around the house with phone and try to record things that sounds like a pinball machine:)

Progress shot of “Deepstone”

Posted by (twitter: @jtsiomb)
Saturday, September 21st, 2013 9:22 pm

Ok so I think that once again I started writting something over-ambitious, but anyway here’s my progress shot after the first day of coding on my MS-DOS first person dungeon crawler game (not gonna happen): Deepstone…. (details after the pic).

 

Deepstone under development

I’m running this on my old Pentium 200mmx MS-DOS machine, as seen in the pic. It still sucks a lot, but I’ve got crappy affine texture mapped polygons, 256 color palette managment which automatically manages the gouraud shading color ramps on textured polygons, 3D polygon clipping,  and first person shooter-like camera control with free mouselook.

It’s not all from scratch; some of the code I’ve ripped out of a simpler DOS 3D hack I wrote about a year ago. For the most part what I did today was port the code from 16bit BorlandC to 32bit WatcomC, rewrite the rasterizer, write a 3D polygon clipper, and fix horrible bugs all over the place. The 3D scene in this shot was ineptly created in blender.

The idea, which doesn’t look like is going to happen, is to have the player walk around a small pre-modelled dungeon, and collect treasure, while ideally fighting a couple of “monsters”. Realistically, it’s very unlikely that I’ll find time to add monsters, so it might become just a dungeon “exploration” “game” (note the amount of quotation marks :)

Angry Reviewer: Video Game Reviewing Simulator

Posted by (twitter: @MrNashington)
Monday, April 29th, 2013 9:28 am

I would much appreciate some feedback on my Ludum Dare entry. You play as an angry Video Game Reviewer and get points for Negative words. It was entirely made in Batch.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23036

ScreenshotAngryReviewer

For future updates and more games, follow me on Twitter; @MrNashington

Or go to www.VintageGamesCo.wordpress.com

The Destruction of the Sheep

Posted by
Tuesday, November 27th, 2007 11:30 am

Having learnt some great lessons from my previous LD48 entry, Save The Hut, I decided to not include as much boringness, confusion and frustration in my next game. Together with the theme Construction/Destruction, and a cosmetic theme of Sheep, it all became so obvious: I was to make a game where you construct traps to destruct sheep. And lo and behold! there was The Destruction of the Sheep.

tdotsshot.gif

I decided to use pretty much the same tech as for Save The Hut, but used it better to get some fancier stuff, like sub tile precision movements, rotated sprites, pseudo 3D particle gibs, and paintable background.

The game was supposed to be a puzzle game, but in the end only a few levels were puzzly, the rest was just mindless, but entertaining, sheep destruction with lots of gore. All in all, it worked out very well, making me a winner in ‘fun’ and ‘complete’ categories, and third in ‘gameplay (innovation?)’ and ‘overall’.

There’s an improved version available, adding some fixes, and a 2x time speed-up button (but there remains at least two bugs and a lot of spelling errors). You can get this version of The Destruction of the Sheep as a .zip archive or as an installer. They’re for Windows.

The original compo version is also available, both for DOS and for Windows (the Windows .exe was kindly provided by Hamumu during the compo). There’s also the source.

Save The Hut

Posted by
Monday, November 26th, 2007 11:16 am

Save The Hut was my very first entry into the world of ‘make a game in a low amount of hours’ compos. It was all about The Hut, and how to Save it from the hut-hungry alien invaders. The player had to make sure The Hut survived for a certain amount of time. To achieve this, stuff could be built, but there was a limit set by the amount of credits available. It played as a mix of RTS and puzzle.

sthshot.gif

Featuring 10 levels, 8 bit palette graphics awesomeness, developed for DOS using Allegro and DJGPP, it placed about 14th. Its shortcomings seemed to be that people had trouble figuring it out, had real trouble passing level 3 (The Holy Cactuses, which was pretty hard), had trouble running DOS games, and also found ‘hold out for X seconds’ extremely annoying (because it sucks to fail at ‘2 seconds left’ and have to replay the level).

You can download a newer, slightly improved version (for Windows) of Save The Hut as a .zip archive, or as an installer. Or, you could get the old compo version (for DOS).

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