Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Saturday, January 24, 2015

Destructor 2015 - The Updated FPS Game Based on Bengine with Source Code

Destructor is the voxel based FPS game power by Bengine I made for the 7DFPS in 2012. Since Mochi Media was down, high score submission doesn't work any more. Recently, I finally updated the game and cleaned up the source code for a new release. This re-release comes with updated control, and on screen joystick for windows/android tablets. I also implemented high score submission using the newgrounds, kongregate and gamersafe API.

Play the game here:
http://www.newgrounds.com/portal/view/652322

Source Code (SVN, code only): https://flaswf.googlecode.com/svn/trunk/Games/Destructor/Destructor2015/

Source Code with Assets (All in one package): TO DO.

Credits:

Music: Theme Crystalized by Ove Melaa [CC-BY 3.0]: http://opengameart.org/content/theme-crystalized-orchestral-epic-scoresong
and see also http://bruce-lab.blogspot.com/2012/06/destructor-voxel-based-fps-game-power.html

Explosion effect forked from http://wonderfl.net/c/cWPq

Note: To compile the C source code to Bengine.swc, you may need the old Adobe Alchemy compiler. (You can find the backup download here.)

Wednesday, December 26, 2012

Bengine Race - Full Source Code of the Game and the Engine Released!

Here is the full source code for the game Bengine Race:
https://flaswf.googlecode.com/svn/trunk/Games/BengineRace

This release includes the C source code of the voxel engine - Bengine and the AS3 source code of the experimental game - Bengine Race.

You need Alchemy V0.5 (the "outdated" one, not FlasCC) to compile the C source code files to the swc.
You can find my backup of Alchemy Tools here:
https://docs.google.com/folder/d/0B5V2PrQ8xX_EN2NCWHkySGlMclE/edit
Or try the Alchemy Repack for Win32:
http://www.covergraph.com/blog/?p=367

Bengine is still under active development. This release is actually a very old version of Bengine. Since there is no schedule for an "official" release, I decided to share this early version first.

Friday, August 3, 2012

Jump To Pass - New 2.5D Game Powered by Z-Ground Engine Released!



OBJECTIVE:
Navigate the bouncing ball to pass over the road obstacles within the 60 seconds time limit. There is the no way backward.

Use less time to get high scores, this game has infinite number of randomly generated levels.

TIPS:
The camera view is "First Person", so the ball's on ground position is exactly the edge of the screen. Keep looking forward, make sure you won't fail on your next jump before pushing the ball. Use mouse control only is recommended.

INSTRUCTIONS:
Left Mouse Button Down (Hold) or Up Arrow Key to Push the Ball Forward
Move Mouse Left/Right or Left/Right Arrow Keys to Roll the Ball Left/Right
Right Click to Turn On/Off Bouncing/Menu Sound
Enter Key to Pause Game

About:
Z-Ground is not dead!? 4 years after the first announcement of Z-Ground, the first game powered by the engine, with full source code, is finally released!

Z-Ground is the 2.5D Mode-7 engine I've been working on since 2008. At that time, there is no hardware acceleration, and flash 3D is not so common while many old school 3D tricks, such as mode-7, ray-casting, are popular among flash developers. I created Z-Ground engine for exploring these pseudo 3D technologies. But soon, lots of things changed rapidly in the flash world as you may know. Papervision, Sandy and Away3D came out, Flash 10 introduced some simple 3D API and finally there is Stage3D. Z-Ground is out-dated and actually I've stopped developing it much earlier than those big events because I found a much more exciting direction - voxel, that's why there are only a "prerelease" version and some demos released since 2008.

There is no "updates" of this release. The engine is almost the same as it was in 2008, just a little better than the prerelease version. The difference is the prerelease version used masks for ground slices, as many old mode-7 engines in flash 5-8 did, while the new one uses bitmapdata fill. So the new one should be much faster than the previous version.

The game "Jump To Pass" is firstly made for Kizi FGL Developer Competition - making a game in 48 hours, with theme "Passage" and "60 second (or less) time trial", "Mouse Control Only" as game rules. Then slighted modified for 2012 Mochi Summer Contest.

As I said, I've stopped to maintenance the engine - it is still slow and with limited function. There is no point to upgrade it for competing with modern flash 3D engines. I used it for making the game just for commemorating the first engine I worked on. The source package contains full source code of the game "Jump To Pass", as well as the engine's rendering core (but not everything, the full engine in 2008 is already much "advanced" than this, with sprite rendering, walls, ceiling, lighting, water, terrain, real 3D, simple physics and even a map editor. I may clean them up and release these functions later).

Download the source code: 
https://flaswf.googlecode.com/svn/trunk/Games/JumpToPass/JTP.zip
Warning: The source code of the game is very messy, because it is a game made within 48 hours.

Thursday, June 14, 2012

Destructor - Voxel based FPS game power by Bengine for the 7DFPS!


Voxel based First Person Shooter created in Flash.

OBJECTIVE:
Destroy the world as much as you can! Less voxels remaining means higher score rank.
No enemies, no life bars, no bullets & time limits, just enjoy the shooting in the fully destructible environment. Be a Destructor!

TIPS:
Use "portals" (holes) on the ground to go to higher place.

INSTRUCTIONS:
Aim/Shoot: Left Mouse
Move/View: WSAD QEZX/Arrow Keys
Jump: Space
Pause Game: Enter (You can submit your scores in the pause menu.)

Download the SWF: https://flaswf.googlecode.com/svn/trunk/Games/Destructor/Destructor.swf

I've wanted to create a FPS game using Bengine since two years ago when I released the game "Bengine Race". Bengine was designed for FPS games but there was only one experimental "Racing" game made using it. The fact is that I didn't drop Bengine, I'm still developing on it silently when I have time. There were several new versions of the engine I used for the game "Bengine Race". I named them as "PBengine", "ASPBengine" and finally "ReBengine". In ASPBengine, I ported many Bengine's C code to AS3, such as the code for physics and controls, only leave the rendering core in C for speed. This game "Destructor" uses ReBengine, where "Re" stands for "Revert" instead of "Revision". For a long time I tried to optimize the engine for maximum speed at the cost of the graphics' quality. And when ASPBengine can run at above 60 FPS, I realized that the aliasing is intolerable. The low resolution of the original "Bengine" is already intolerable to many players, so I revert the rendering algorithm to the original "Bengine" and that's what "ReBengine" means.

ReBengine should be a litter faster than the original Bengine, though they use similar rendering algorithm. One difference is that ReBengine has more AS3, so it is much easier to compile and test. And the milestone is that ReBengine has a fully scriptable in-game voxel world editor, which is still under development.

Thanks to 7DFPS, it gives me a good motivation to make such a simple experimental FPS game. 7 days are enough for a good game, if you can work full time on it. It's a pity that I don't have much free time here to make my game complete. When I started, the rendering engine with simple physics was almost done, but there was still much to do for a game engine. I spent several days' free time and finished the game framework as well as the shooting prototype, and integrated them with Bengine. Running out of time for map design, I borrowed the map from Bengine Race. Hope you will enjoy it.

Credits: (for whatever helped to develop this game)
FlashDevelop
Adobe Alchemy
GIMP
Inkscape
http://cooltext.com
http://www.flamingtext.com
http://7dfps.org
Boostworthy Animation System
Mochi Service

And ...

Saturday, June 2, 2012

Source Code of the Game - Wolf5k Flash


Description: A fast paced First Person Shooter. Classic FPS game Wolfenstein3D like first pernson shooting game.
Remake of Wolf5K in Flash.
Objective: Eliminate all enemies in the level to go to next level.
This game has infinite number of levels.
Enter key to view time, level, enemies left, total kills, life and score.
Instructions:
Mouse Move: Move
W/up: move forward
S/down: move back
Q/left: turn left
E/right: turn right
A/Z: strafe left
D/X: strafe right
----------
Space/Right Click: shoot
Enter: pause game/view game status
M: show/hide map

Source Code: https://flaswf.googlecode.com/svn/trunk/Games/Wolf5kFlash/

Special Thanks to:
http://code.dawnofthegeeks.com/2009/05/05/c-lesson-37-wolf5k-making-it-better-part-1/
http://minimalcomps.com/

Friday, March 23, 2012

The List of Open Source MineCrafts

MineCraft will be open source someday in the future (http://www.minecraft.net/about.jsp):
"Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source. I'm not very happy with the draconian nature of (L)GPL, nor do I believe the other licenses have much merit other than to boost the egos of the original authors, so I might just possibly release it all as public domain. "

But for now, enjoy this list of open source MineCraft alternatives!

1. Manicdigger
http://sourceforge.net/projects/manicdigger/
http://manicdigger.sourceforge.net/news/
"Manic Digger is a public domain 3d block-building game similar to Minecraft."
Features: Infinite world, Rails, Crafting, Shadows, Multiplayer
License: Public Domain
Language: C#





2. Opencraft: http://opencraft.sourceforge.net
OpenCraft is an alternative Minecraft server, providing more advanced features than the official distribution.
Features: Scripting, griefing preventation
License: BSD
Language: Java


3. Minedroid: http://code.google.com/p/minedroid/
Features: Work with a touchscreen interface
License: New BSD
Language: Java


4. Infiniminer: http://thesiteformerlyknownas.zachtronicsindustries.com/?p=713
https://github.com/krispykrem/Infiniminer
http://code.google.com/p/infiniminer/
Features: multiplayer
License: MIT
Language: C#


5. Minetest-c55:
http://celeron.55.lt/~celeron55/minetest/index.php
Features: Survival mode, creative mode, multiplayer, dynamic lighting, almost infinite world, Infinite map generator
License: GPL
Language: C++


6. TechCraft: http://techcraft.codeplex.com/
Features: Minecraft style terrain engine
License: Ms-PL
Language: C#


7. ArdorCraft: http://ardorlabs.se/ArdorCraft/
https://code.google.com/p/ardorcraft-api-examples/
https://github.com/rherlitz/ArdorCraft
Features: API to build new types of blockworld games
License: MIT
Language: Java


8. Terasology (Blockmania):
http://blog.movingblocks.net/blockmania/
https://github.com/MovingBlocks/Terasology
Features: Procedural terrain generation, efficient rendering
License: Apache 2.0
Language: Java



Finally, this one is not open source, but you can't miss it!
http://ace-spades.com/ http://buildandshoot.com/(based on voxlap engine)
"It's the best bits of Minecraft crossed with the fast-paced shooter gameplay of Team Fortress."
Features: Dynamic lighting, 32 players battling, CTF or Territory Control game modes
License: Closed Source
Language: C/C++




Ace of Spades is now a commercial game, but we have
 
9. Iceball: Open Source Version of Ace of Spades!
https://github.com/iamgreaser/buldthensnip
http://buildandshoot.com/viewtopic.php?f=5&t=60
http://iceballga.me/index.php


10. Minecraft in Blender: Minecraft like in the Blender Game Engine.
http://www.youtube.com/watch?v=bCJa5H-oOxc&feature=player_embedded
www.blendernation.com/2013/03/19/minecraft-in-blender/
 

More:

Crafty (C++)

http://www.sea-of-memes.com/downloads/Crafty.html

Craft (C)
https://github.com/fogleman/Craft

Voxel.js (JavaScript, BSD)

http://voxeljs.com/

Voxeliq (C#)
https://github.com/raistlinthewiz/voxeliq

Blackvoxel (C/C++, GNU GPL V3)
http://blackvoxel.com 

CraftSaga (Unity, C++)
https://github.com/komorra/CraftSaga  

Links:
AIR-based Minecraft Map Viewer (with source code):
http://www.joranderaaff.nl/2011/10/minecraft-map-viewer/

Minecraft like games in flash:
http://kube.en.muxxu.com/
http://galaxy55.com/

A minecraft level render in flash:
http://liquify.eu/flash/MCExplorer
http://www.minecraftforum.net/viewtopic.php?f=25&t=96591
Source Code of MCExplorer (open source minecraft map render/viewer in flash/as3):
https://bitbucket.org/SmilyOrg/mcexplorer/wiki/Home

Minecraft and WebGL:
http://metaphysicaldeveloper.wordpress.com/2011/12/20/implementing-minecraft-in-webgl/
https://www.shadertoy.com/view/MdlGz4

Minecraft4kAS: http://wonderfl.net/c/sqL5
Minecraft4kJS:
http://jsdo.it/notch/dB1E
http://jsfiddle.net/uzMPU/

Minecraft4k(Java):
http://www.mojang.com/notch/j4k/minecraft4k/
http://pastebin.com/XK4EExyg

Minicraft(update on 2013/11/15, html5 in 252 bytes with source code):
http://www.p01.org/releases/minicraft/

https://github.com/fogleman/Minecraft (Minecraft in 900 lines of Python)
https://github.com/boskee/Minecraft
https://www.slideshare.net/rdonkin/pyglet-and-minecraft-v1-1

Others:
http://www.octaforge.org/
http://sauerbraten.org/
http://www.sandboxgamemaker.com/

http://alternativeto.net/software/minecraft/
http://gameslikefinder.com/games-like-minecraft/(Thanks to Samuel Taylor)
https://bitbucket.org/volumesoffun/voxeliens (retro-style arcade shooter)

Monday, September 5, 2011

Full Source Code of the Game - The Feeder Released!


Description: Risk your life to feed those "lovely" hungry monsters. Feed all monsters in the level to go to next level. Be careful and good luck! It is a Wolfenstein3D like first person "shooting" game.
Objective: Feed all monsters in the level to go to next level. Enter key to view time, level, life and score. 
Instructions:
W/up: move forward
S/down: move back
left arrow key: turn left
A: strafe left
right arrow key: turn right
D: strafe right
----------
Space: shoot
M: map
Enter: pause game/view game status
----------

The Feeder is the game I made for Stanford Hackathon 2011 flash game competition. It is a 2.5D "FPS" game using ray casting technology. Now I release the full source code of the game for you.

Source Code: In Game Menu, Right Click->Download Source Code.
http://flaswf.googlecode.com/svn/trunk/Games/TheFeeder/

Special Thanks to:
http://code.dawnofthegeeks.com/2009/05/05/c-lesson-37-wolf5k-making-it-better-part-1/
http://minimalcomps.com/
http://blog.ickydime.com/2011/01/flash-game-competition-stanford-adobe.html

Sunday, September 26, 2010

Bengine Race – the first game powered by Bengine released!





Objective: Drive to the destination as quickly as possible, be careful of holes on the ground and avoid crashes into the walls and road-blocks.
----------
Tips: You can use three skills when needed.

Max speed (key Z) can save your time by increasing your speed.

Max armor (key X) will let you destroy walls and create a short cut to the destination.

Max power (key C) can enable you to fly over blocks and holes.

Always remember to switch between these skills and you will find the game easier and more interesting.

And when the skills are used up, you can

move back to recharge speed,

hit the walls to exchange life for power,

and fly to gain armor.

----------

==========

Controls:

==========

W/up: move forward

S/down: move back/recharge speed

A/left: turn left

D/right: turn right

Q: look down

E: look up

----------

Z: max speed(speed*2)

X: max armor(to destroy walls)

C: max power(to fly)

----------

Space: fly

Enter: pause game

----------
Video: http://www.youtube.com/watch?v=moAD_s8FlRo


It is an experimental game. A simple “proof of concept” demo. There are many bugs.
I didn’t spend much time on the game design because my time went to the engine.
I think the interesting part is to freely explore the voxel world. Yes, just forget the time meter and the objectives! Try to go to a higher place with the flying skill, or do some destructions using the max armor skill.

Well, I think I should thank Ken Silverman for his handy tools slab6 and poly2vox.
These tools are useful when I was editing my voxel game map.
And Ken’s voxlap engine is the inspiration and motivation for me to create Bengine.
Also, thanks to Bit101, you may realized, the game UI is created by his minimalcomps library.
Finally, flashkit and sfxr for the sound effect and many other free online resources/codes I used for the game!
Next time I will give you more details on the engine and plans for the next game power by Bengine v0.2 – Blaze.

Monday, February 22, 2010

Games That Had Been Flashed - flash ports of well-known games

1.Castlevania
2.Doom
Doom*3 game-Doom Triple Pack (Doom, Heretic, and Hexen):
height=
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3. EA 2D’s Dragon Age Journeys
height=
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4. Half-Life
height=
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5. Infamous
height=
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6. James Bond: Quantum of Solace
9. Mirror’s edge
height=
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10. Portal
height=
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11. Price of Persia
15.Street Fighter 2
16. Super Mario
17. Unreal Flash
18. Witcher Versus
height= height=
==========update 2010, August, 20==========
Prince of Persia: The Forgotten Sands
http://prince-of-persia.us.ubi.com/games/game-01.php

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