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| | #61 |
| Registered User Join Date: Feb 2006
Posts: 5
| zalengine with source code. |
| octavian is offline | |
| | #62 |
| Registered User Join Date: Mar 2006
Posts: 8
| Operating system: XP SP2 Compiler: Dev-C++ 4.9.9.2 Graphics Library: N/A (MS-DOS Console Program) Other Libraries: Everything available with Dev-C++ 4.9.9.2 Description: Select a weapon, select an enemy, select a difficulty and go. You can't control the character yet, but it's fun to watch him battle. Completely text based and uses Sleep() function to control program speed. About source code structure: Yes, I could have jammed everything in seperate header files. But I didn't. Why not? I really couldn't be bothered in the slightest. If anyone would like to rearrange my source into a better format, I'd love to see what else can be done with my program. Please e-mail me at silent_insomnia "at" hotmail "dot" co "dot" uk (Harvest this, spambots!) Below is the source as attached. Will compile under the latest version of Dev-C++. |
| Jetlaw is offline | |
| | #63 |
| Registered User Join Date: Apr 2006
Posts: 22
| This is as the post implies a guess the number game. it's small, neat, and strangely addictive. O.S: xp sp2 IDE: dev-c++ graphics: none, ms-dos libraries: cstdlib, iostream description: guess the random number! Last edited by c89c; 06-08-2006 at 08:13 PM. |
| c89c is offline | |
| | #64 |
| Tuxedos are good... Join Date: Jan 2006 Location: Canada
Posts: 495
| Hey, that program is included with Dev-C++. (I'm not sure if it's still included with it, but the version I had came with it)
__________________ Duh. |
| joeprogrammer is offline | |
| | #65 |
| Devil's Advocate Join Date: May 2004 Location: Out of scope
Posts: 3,735
| Yeah, that's lame, don't post code that isn't your own. Also, for all the people that are new to programming posting games. It's worth noting that in the "Libraries" section of your post, you don't need to write standard libraries like <iostream> and <string>. That section to post libraries that compilers wouldn't likely have so when people download your source, they know what they need to compile. Sheesh.
__________________ Terms of Service By quoting or replying directly to this post, you consent to the fact that all of the information in the post above is completely accurate and highly intelligent and no comments will be made towards its validity, thoughtlessness, and/or grammatical structure. Violators will be prosecuted to the fullest extent of the law. |
| SlyMaelstrom is offline | |
| | #66 |
| Registered User Join Date: May 2006
Posts: 155
| C Tic-Tac-Toe A very simple command line Tic-Tac-Toe game with very basic AI Compiler: Cygwin gcc tictac.exe should work on windows, make -f makefile.unix for unix version. controls: qweasdzxc (hit enter), p to quit download: Link for zip Last edited by glo; 06-10-2006 at 03:55 PM. |
| glo is offline | |
| | #67 |
| Darkness Prevails Join Date: Oct 2006 Location: Houston, Texas
Posts: 174
| The Maze OK, So here is one of my first attempts at gaming. It simply creates a maze, using a simple A* algorithm, that the player has to navigate. There are multiple difficulty levels and a high score list. This is a console app so there are no graphics, only a lot of lines There is even a hint and an auto solve feature.This runs on a full screen console. Display size is an issue here ( I am set up on 1280x1024 ) but the game should automatically detect your display size and adjust. Although I have not been able to test that part out yet. Code: Operating System : Windows XP, though I don't see why it would not work on 98 IDE : Dev-C++ 4.9.9.2 Graphics Libraries : none Let me know what you think! header.h TheMazeMain.cpp TheMazeMazeClass.cpp TheMazePlayerClass.cpp |
| Dark_Phoenix is offline | |
| | #68 |
| Its hard... But im here Join Date: Apr 2005 Location: England
Posts: 1,466
| @ Dark_Pheonix 1 Bit annoying that I had to totally recompile and link all the above source files together to get the game to run 2 Apart from that not bad, nice idea with the high score too. I am still working on my zelda clone game and when I finish it il post it here |
| swgh is offline | |
| | #69 |
| Darkness Prevails Join Date: Oct 2006 Location: Houston, Texas
Posts: 174
| 1. oops, Sorry, I forgot to include the .exe I'll edit that in when I get home from work. 2. Thanks, the High score was actually just an afterthought. |
| Dark_Phoenix is offline | |
| | #70 |
| GA Join Date: Nov 2002
Posts: 179
| Operating system: linux Compiler: /usr/bin/python Graphics Library: OpenGL Other Libraries: pygame Description: 3d Marble Madness Clone link to file A simple heightfield-based marble madness type game I made today at work. Features simple physics and heightfields loaded from .ppm images (which you can make using gimp). If you want to make a map, all you need to do is save a ppm in the maps directory. On maps lighter is higher, blue is the starting location, red is the ending location, and green is the inital camera position. To run just cd to marmad and run ./main.py. You'll need pygame and pyopengl. The controls are: arrows move the ball around, a and d spin the camera, s and w zoom the camera, and r and f move the camera up and down. Screenshot attached.
__________________ Illusion and reality become impartiality and confidence. |
| ichijoji is offline | |
| | #71 |
| Registered User Join Date: Nov 2006 Location: Lurking about
Posts: 212
| Battle Ship Attachment 7077 Code: Operating system: XP SP2 Compiler: Dev-C++ Graphics Library: None Other Libraries: Description: Its battleship.... However, I would still like any feedback. Last edited by IdioticCreation; 10-11-2007 at 03:13 PM. |
| IdioticCreation is offline | |
| | #72 |
| ∞ Join Date: May 2005
Posts: 962
|
__________________ argus triad mingus |
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| | #73 |
| Registered User Join Date: Jun 2005 Location: New York
Posts: 1,465
| Beta-alpha awesometron, this is captain stardust, over [klosdsxzpz]. [Kcchhrrhrhrhrhrhrh] - This is beta-alpha awesometron, we have recieved notice that a certain 'Tonto' has released a [khhxlchrh] game of pong on sourceforge. [Kzxcchhhrhrhrcchrhrhzhhrh] It has been described as 'playable' but still in a very early stage [xkkscfrrhhcch] of development. Please observe the following statistics about his [kkkkkccxxxxch] 'project'. Target operating systems: XP/NT/2000 Compiler: VS 2005 Additional Libraries: - Open GL - FMOD Ex - glFont v2.0 Am I supposed to like, include all of the accessory libraries headers, import libs, and stuff in my source download? Or just make you guys download the accessory libraries you need? http://sourceforge.net/project/showf...roup_id=186296 http://sourceforge.net/projects/pokepong/
__________________ ╔╗╔╦══╦╗╔╦══╦╗ ║╚╝║╔╗║╚╝║╔╗║║ ║╔╗║╠╣║╔╗║╠╣╠╣ ╚╝╚╩╝╚╩╝╚╩╝╚╩╝ codez http://code.google.com/p/zxcvbn/ |
| Tonto is offline | |
| | #74 |
| Registered User Join Date: Nov 2006 Location: Lurking about
Posts: 212
| Everyone else has one... So I made a tic tac toe game. The AI is perfect (I think). I don't think you can beat it, just tie or lose. Operating system: XP SP2 Compiler: Code::Blocks Graphics Library: None Other Libraries: None http://www.opticalmusic.net/filesforever/tictactoe.zip Edit: Nevermind, you can beat it. It's hard to do through. Edit: OK, updated it so you really can't beat it.
__________________ If you take something apart and put it back together enough times, you will eventually have enough parts left over to build a second one. Last edited by IdioticCreation; 04-01-2007 at 12:12 PM. |
| IdioticCreation is offline | |
| | #75 |
| Registered User Join Date: Dec 2006 Location: Scranton, Pa
Posts: 221
| Worked fine, I.C. I did find a pattern than enabled me to win everytime. ![]() moves: a1[p] b2[ai] c3[p] a3[qi] c1[p] c2[ai] b1[p] |
| Oldman47 is offline | |
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