Projects Archive

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Sandora 0.1.2 released

Sandora version 0.1.2 has been released. From the changelog:

  • Fixed a bug where it would sometimes tried to insert particles outside the  boundary, resulting in a crash or palette shift.
  • Changed key layout (see readme or see here).
  • Changed default particle from Wall to Sand. This is to prevent confusing new  users in thinking this is a paint program or something.
  • Added makefiles and key layout support for N900/N950.
  • Added Linux makefile.

Downloadable from Sandora’s Google Code page or click here to download 0.1.2.

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Sandora updates, 0.1.2 in the works

I’ve picked up my Sandora project again since a few days and moved the code from SourceForge to Google Code. The new project page can be found here: http://code.google.com/p/sandora/. The official Sandora homepage is still http://mineth.net/projects/sandora/, so do continue to link to that (instead to Google Code directly). The SourceForge project page will close in a few weeks from now on.

Version 0.1.2 will be released next and will include a few bugfixes and will add support for Nokia N900 and N950 compilation (Maemo/MeeGo). If you have a N900 or N950 and want to help me test (I don’t have either device) or if you have any other handheld device capable running Linux with GCC and libSDL, please contact me and we’ll see what I can do to support more platforms. Version 0.1.2-RC2 is currently available in the trunk, so feel free to compile and test. A prepackaged PND will be released hopefully next week.

After this I’m planning to rewrite most of the code for performance and add some new particle types, since currently it uses quite some heavy stuff. Lots and lots of rand() calls each frame, a non-fixed framerate and a weird way of handling moved particles, just to name a few.

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Sandora on Maemo/Meego N9x0!

Someone has ported Sandora to the Nokia N950 phone, which looks really awesome!

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It uses a slightly different key layout than the original Sandora version. See this topic for the announcement on the Maemo boards or this topic on the Meego boards.

Credits to Aapo Rantalainen.

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Current status of things

Here’s a quick post with the current status regarding Mineth Studios the past few months:

I (WaveHack) am still working on Multitroid, amongst some other minor projects. Progress is a bit slow due business with work.

AzMiLion is working on his Crash Viper game, which is (imo) looking really awesome so far. :3

Two people have joined the Mineth Studios team, both friends of both me and Az. These are Luminaflare and Power Metal Hank. Power Metal Hank is about to start working on his RPG projects and will hopefully blog occasionally about them.

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Crash Viper: Build 5

Hey all,

Just a quick post to let you know that Crash Viper 20XX has been updated to the 5th build.

New in this version
-New enemy wich will actually shoot at you!
-Damage and movement values have been ever so slightly tweaked
-Changed the backend for spawning powerups after a enemy is killed, easier to implement like this.

As always, you can grab it here

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A new project: Crash Viper

All yer damn base are belong to us

Crash Viper 20XX
So yeah, I’ve decided to start working on games again, and I’m proud to announce my new pet project, Crash Viper 20XX. a side scrolling Shmup in the style of gradius, r-type and others.

Having recently decided to get back into gaming i thought that maybe making a a side scroller would be a good challenge at get me to think of new and exciting ways to play in this genre. so i came up with the Crash mechanic, a system which allows the user to alter the appearance and function of his ship. there are currently two ships known as the Drill Ship and the Wide Ship, they both have a unique crash with a unique weapon system.

Controls

Arrow keys – Move
X – Shoot
C – Crash

Features(Current)

Seeing as this is a very early test, the game is not yet feature complete so far i’ve implemented

-Basic enemies
-Crash System
-Ship selection
-Dynamic Background
-Custom SFX

Planned Features

-Levels with unique enemies
-Bossfights, 1 boss per level, maybe more.
-More unlockable ships
-upgraded versions of each ship
-Soundtrack? maybe?

Download

Right here

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Sandora 0.2 features preview

A quick update of what I’m working on for the next version (0.2) of Sandora:

  • A graphical GUI for selecting particles (no more remembering keyboard shortcuts for particles, although particle selection through the keyboard will stay available). This will be a pop-up window on either side of the screen when holding the L or R button, allowing you to select a desired particle,
  • An option to not wrap particles on the screen edges, essentially meaning that the edges of the screen are solid walls and that particles won’t fall down off the screen,
  • Faster/more smooth leveling piles of water, meaning a pile of water will get flatter/more horizontal faster,
  • An option to show (and hide) the mouse cursor, for those that use the nubs and/or an external mouse, instead of the touch screen,
  • Several bug- and performance fixes.

Thanks to the ideas and help from the users at the OpenPandora boards Sandora topic. :)

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Sandora 0.1.1 released

The first official version of Sandora has been released! Compared to the 0.1-alpha (source only) version:

  • Bigger particles for better viewing,
  • Better particle selection,
  • Fixed fire so it burns oil and plants now,
  • Several performance fixes.

See the changelog for a full list of changes. And don’t forget to check the readme!

You can grab Sandora-0.1.1 here.

Also, say ‘hi’ to its official logo!:

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A quick Sandora video

YouTube Preview Image

Here’s a quick video for Sandora. I finally got some decent performance for it on the Pandora! Although not optimal, it’s now playable and certainly enjoyable. I scaled each particle up to twice the old size (2*2px), which alone reduces the amount of memory (and particle checking) by 4. Plus I think it suits the high-DPI Pandora screen better.

The glowing effect you see there is from my smartphone camera and isn’t some funky OpenGL effect in the game.

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New project, Sandora! (Falling Sand Game for the Pandora)

So was messing around with my Pandora recently, right? And I was checking out games and stuff, and to my horror there wasn’t a Falling Sand Game/Hell of Sand game out yet for the Pandora! The blasphemy!! So what I did is grabbed some code, started porting it and lo: Sandora was born!

Sandora is a Falling Sand game for the Pandora I’m developing. Please check the project page for more info. Now I hope I don’t get sand in my Pandora, though.

Click for higher version.

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