Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.freetalk.english,scea.yaroze.freetalk Subject: BloodShed Demo w/source Date: Thu, 21 Jan 1999 15:43:28 -0500 Organization: SCEA News Server Lines: 35 Message-ID: <36A79170.420F8CB0@datasys.net> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 449.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:3312 scea.yaroze.freetalk:1111 BloodShed is a game project that I'm working on at the moment. It's a 3D Mech battle game with randomly generated playing environments - Over 4 billion different levels! Right now, it's still very sparse - instead of a mech you are a cube, and only verticle colision detection has been implemented. But it does have split screen 2 player, and a randomly genreated level for you to hop around in! Grab it here. http://www.scea.sony.com/net/yaroze/pages/ftp/rquattlebaum/blodshed.zip Full source is included, and it's pretty heavily commented. If you want to recompile, read the readme.txt file. Just download it and tell me what you think. If you are using a normal controler, Triangle jumps. If you are using an analog controler, the control scheme is like a tank. To jump, move the sticks away from each other. To switch to split screen mode, press square and vice versa. Split mode is kinda buggy though - it locks up often! It takes a while for it to get everything set up, so watch the computer screen to see it's startup progress. It uses ANSI codes for color debugging output. Because it dumps so much for debugging, you probably won't have much luck trying to get it to work using pscommutil. You can turn off the debugging output by editing MAIN.H and uncommenting the verbrose mode macro and then recompiling. Have fun! 'Darco