hopengl – increpare games https://www.increpare.com let's try something out here... Fri, 18 May 2018 22:16:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.8.2 1D tessellation in haskell https://www.increpare.com/2008/11/1d-tesselation-in-haskell/ Mon, 17 Nov 2008 16:54:04 +0000 http://www.maths.tcd.ie/~icecube/?p=825 This is what the game I posted a couple of days ago, Endless Cavern, was essentially based around.

The haskell code is simple (not awfully efficient, but that’s not a concern just yet), and I’ve tossed it here (32kb). You can control the prototype by pressing left/right on the keyboard.

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Endless Cavern https://www.increpare.com/2008/11/endless-cavern/ https://www.increpare.com/2008/11/endless-cavern/#comments Sat, 15 Nov 2008 16:21:57 +0000 http://www.maths.tcd.ie/~icecube/?p=822

Strange well in Arkham country—water gives out (or was never struck —hole kept tightly covered by a stone ever since dug)—no bottom—shunned and feared—what lay beneath (either unholy temple or other very ancient thing, or great cave-world).

An entry for the TIGsource Commonplace Book competition.

DOWNLOAD:

Windows (1MB)
Mac OSX 10.5 (2MB)
Source (4MB)

The source is, on the whole, a bit gross, owing partly to my inability to wrap the fmod library properly. If there’s any interest at all, I can easily make an easy-to-compile soundless and generally tidied-up version of the game available.

CONTROLS:

space – to progress through title menus
left/right – to move left/right
up/down – to turn off/on ‘thrust’

PREMISE:

Procedurally-generated tessellated-cavern flying game of sorts.

SCREENSHOTS:

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lightcone: prototype 2 https://www.increpare.com/2008/10/lightcone-prototype-the-second/ Thu, 09 Oct 2008 01:47:53 +0000 http://www.maths.tcd.ie/~icecube/?p=762 I decided to try doing a one-player prototype of this game, and to do it in haskell this time as an exercise instead of C++. It’s a much more bare-bones things, but might be of interest to some people (requires OpenGL and GLUT to be installed).

In this demo, you are a red or blue block, the enemies are red blocks, moving in various patterns. When you overlap with an enemy block, your colour changes.

I’m not bothering with a binary distribution, but the source is here.

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