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Yup!  It's 100% my work and
Sunday, March 15, 2015 - 01:40

Yup!  It's 100% my work and CC0.

Haha, this was actually a
Sunday, March 15, 2015 - 01:39

Haha, this was actually a hack on Meadow Thoughts to make it more applicable to games.

Thanks!
Thursday, July 26, 2012 - 08:50

Thanks!

Done: http://www.youtube.com
Tuesday, February 7, 2012 - 14:20

Done: http://www.youtube.com/watch?v=4ryKs1nG13Q :)

Sure, they seem to use a
Thursday, September 15, 2011 - 11:29

Sure, they seem to use a texture that's not in the current Blender (probably used Farsthary's planet texture) but you might find useful parts anyhow.

It was years ago, I recall
Tuesday, September 13, 2011 - 08:26

It was years ago, I recall just having discovered how to use Audacity and having a microphone.

Re: Test my game engine
Thursday, May 26, 2011 - 16:53

I made a simple website for it http://queatz.com/

 

Do any of you guys know good places/sites where I could let people know about it?  It needs people who want to make a game with it, so that it goes in the right direction from here.

 

Re: Test my game engine
Sunday, May 1, 2011 - 11:13

CruzR, check if you have libfreetype6-dev package installed.  But you might be right because libraries in /usr/include/ didn't work for me.  Try adding the following line to CMakeLists.txt in the main folder and tell me if it helps:

include_directories(/usr/include/)

Although it seems to have found /usr/include/FTGL, so idk...

 

As for the type of game engine, while it's kind of all purpose.  It basically has a window that you can draw on, a way to play sounds, keyboard/mouse input, stuff you need to make a game. :P  Here are some screens from expiriments with it, mostly to help me understand how I should go about implementing things (there are a ton of ways lol!)

 

Er, the images are to big...try selecting the text below them and dragging right or something...

 

This is the networking example I mentioned on #OpenGameArt running with the server and two clients all on localhost.  It's extreamly basic and all you can do is try to collect dandilions faster than everyone else.

 

Here's a quite old one.  What you see is a FBO drawn with a GLSL shader for this paused screen.  The game contains scene blending, i.e.  fading from the menu to the game and a bunch of other things, such as in-game level editing, and also yellow jackets.

 

An overworld for something I was thinking about.  You can walk around and enter minigames, collect things from 1 minigame that are needed in another and so on.  I also made a map editor as a seperate executable.  The next four screenshots are minigames within this one.

 

A working bejeweled with horrible, horrible graphics.

 

Yes, that is breakout lvl 1...

 

Digger with a shop.  Pixel collisions FTW!  No but really, there's more below, that you can't see here.

 

I didn't get any jewels in this screenshot. :/  BTW Brandon, here's where I used your completion sound, complete with realtime pitch-shifting.

 

Annd....

 

Yup, it's a place to paint with custom GLSL brushes!

 

As you can see, none of them are complete games lol, but they are playable and they are only not complete cause I am lazy.

Re: Flora pack
Sunday, March 13, 2011 - 15:56

Hehe, thanks.  Took me about an hour in all.

Re: Weekly Challenge: Flora (due March 14, 2011)
Sunday, March 13, 2011 - 13:15

okay here's another: http://opengameart.org/content/flora-pack

 

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