[Assorted-commits] SF.net SVN: assorted: [868] fartris
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From: <yan...@us...> - 2008-07-03 06:03:33
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Revision: 868 http://assorted.svn.sourceforge.net/assorted/?rev=868&view=rev Author: yangzhang Date: 2008-07-02 23:03:40 -0700 (Wed, 02 Jul 2008) Log Message: ----------- more ancient stuff: imported fartris Added Paths: ----------- fartris/ fartris/trunk/ fartris/trunk/Fartris.tar.bz2 fartris/trunk/GDI.tar.bz2 fartris/trunk/README fartris/trunk/Site/ fartris/trunk/Site/build.zip fartris/trunk/Site/current.zip fartris/trunk/Site/dx.zip fartris/trunk/Site/dxsource.zip fartris/trunk/Site/images/ fartris/trunk/Site/images/logo.gif fartris/trunk/Site/index.html fartris/trunk/Site/log.zip fartris/trunk/Site/primer.zip fartris/trunk/Site/reflection.zip fartris/trunk/Site/tnt.zip Added: fartris/trunk/Fartris.tar.bz2 =================================================================== (Binary files differ) Property changes on: fartris/trunk/Fartris.tar.bz2 ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/GDI.tar.bz2 =================================================================== (Binary files differ) Property changes on: fartris/trunk/GDI.tar.bz2 ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/README =================================================================== --- fartris/trunk/README (rev 0) +++ fartris/trunk/README 2008-07-03 06:03:40 UTC (rev 868) @@ -0,0 +1,10 @@ +Overview +======== + +This is a simple, retarded game I wrote for my high school senior project. + +I've compressed all the sources here because the resources (images and sounds) +are uncomfortably large. + +The `Site/` directory also contains archives of the history of this program. +(Back then I wasn't using version control, sadly.) Added: fartris/trunk/Site/build.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/build.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/current.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/current.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/dx.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/dx.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/dxsource.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/dxsource.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/images/logo.gif =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/images/logo.gif ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/index.html =================================================================== --- fartris/trunk/Site/index.html (rev 0) +++ fartris/trunk/Site/index.html 2008-07-03 06:03:40 UTC (rev 868) @@ -0,0 +1,238 @@ +<html> +<head> +<title>Fartris - The Stinky Game</title> +<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> +</head> + +<body bgcolor="#FFFFFF" text="#000000"> +<h2><img src="images/logo.gif" width="300" height="106" align="right">Fartris + v0.2.10b</h2> +<p>by <a href="mailto:%20p...@ov...">Yang Zhang</a><br> + DirectX-Based Beta Release, Revision 10 (06/03/01)</p> +<p><a href="#intro">Introduction/Backgrounder</a> • <a href="#downloads">Downloads</a> + • <a href="#info">Information</a> • <a href="#currentbugs">Current + Bug Reports</a> • <a href="#pastbugs">Past Bug Reports</a> • <a href="#gdi">GDI + Revision History</a> • <a href="#dx">DirectX Revision History</a> • + <a href="#links">Links</a></p> +<h3><font color="#FF0000"><a name="intro"></a><b><font color="#FF0000">JUST </font></b> + ADDED:</font> Introduction/Backgrounder</h3> +<p><b>UPDATES, 06/03/01:</b> Revision 10, 06/03/01: MP3 jukebox that plays any + MP3s in the \MUSIC\ directory; fixed MP3 unloading/rewinding (10 hours)</p> +<p>Welcome to the official home page for <i>Fartris</i>. Currently, the page is + very simple (but comprehensive). Check back during mid-June for a full-blown + site.</p> +<p>For those of you who don't know (in which case I'm deathly afraid to imagine + how you ended up here), <i>Fartris </i>is a computer game that I began in late + 2000 for my high school's senior project. It's still a work in progress, but + I'm planning to go really deep with this program into various different areas + (2D art, 2D real-time rendering, polygonal structures, 3D art, 3D real-time + rendering, music composition, sound effects and synthesis, MP3 playback, video + playback) because it would prove to be a terrific exercise in any aspect I want + to cover. It's not going to be easy trying to do all of these, however, and + I'm often busy with other things, so you'll just have to put up with my slow + pace.</p> +<p>The game is very simple (relative to most commercial games on the market today), + but it's not bad for a beginner at <i>Windows </i>programming (that's right, + never did and, now that I know what it's like, probably never will again).</p> +<p>Here are some documents I wrote depicting the process I went through.</p> +<ul> + <li><a href="primer.zip">Game Design Theories: A Primer:</a> this is the research + paper that accompanied the hands-on project.</li> + <li><a href="log.zip">Activity Log:</a> this walks the reader through the entire + construction process, up through the final GDI revisions. (After that, I realized + I was too hard-pressed on time to to keep a thorough log while developing + simultaneously, but I have maintained a DirectX updates history below.)</li> + <li><a href="reflection.zip">Reflection</a>: a reflective summary of the culmination + of my experiences with <i>Fartris</i>. </li> +</ul> +<p>Anyway, have fun with the game, I really hope you enjoy it, even if for just + a few seconds before you hurl. =P</p> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="downloads"></a>Downloads</h3> +<ul> + <li><a href="current.zip">CURRENT REVISION</a></li> + <li>Required Supplements: <a href="tnt.zip">AC, DC - TNT</a> (put in \MUSIC\ + directory)</li> + <li><a href="clip.zip">Introductory Clip</a> (requires <a href="http://www.divx.com">DivX + ;-) codec</a>)</li> + <li><a href="dx.zip">All past DirectX revisions</a></li> + <li><a href="dxsource.zip">Last DirectX revision source code</a></li> + <li><a href="gdi.zip">All GDI revisions</a></li> + <li><a href="gdisource.zip">Last GDI revision source code</a></li> + <li><a href="extras.zip">Additional files required for GDI revisions</a></li> + <li>Optional Background Music: <a href="/music/z.mp3">0</a> (put in \MUSIC\ + directory; I specifically made music riffing a part of my project, so feel + free to check it out)</li> +</ul> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="info"></a>Information</h3> +<p>OK, here's the basic premise of the game. You take control of one of two familiar + players (Terrance/Philip). You maneuver your player around the 8 horizontal + grids to catch the falling letters in a stack that sticks to the character, + but only in an order such that they spell "GAS", top-down, with as + many repetitions of A and S as you want (given that they're in order). If the + letters that are stacked up on you get out of order in any way, your collection + will "collapse"," leaving you to start over. Once you top off + your stack with a "G", you will have a complete spelling of "GAS", + which will then be added to your Gas Gauge.</p> +<p>The Gas Gauge works as follows:</p> +<p>"S" = +1 bar<br> + "A" = +2 bars<br> + "G" = multiply your total value of S's and A's by two</p> +<p>This final value, doubled by the "G"-factor, is added to the Gauge. + Once this meter, which holds at most 50 bars, reaches 40 or above, you can press + the Release key to execute a fart, which in turn eliminates one of the spectators. + You'll be rewarded most if you can get the meter to exactly 50 bars, where Releasing + eliminates all of the spectators. If, however, you exceed 50, the game will + reset (you exploded). Releasing also deducts 30 from your meter.</p> +<p>However, the tricky part (there's always a tricky part) is that each movement + you make to the left or right deducts one bar from your meter. So you get to + manage an economic system of time, points, and gas bars. I won't explain the + point system just yet 'cause I'm lazy and it isn't finalized, by it's kind of + a peripheral thing that you don't have to worry about.</p> +<p>Here are the controls:</p> +<p>ALL PLAYERS</p> +<ul> + <li>Pause: P</li> + <li>Exit: Esc (not working yet, but it breaks the game)</li> + <li> F1: help (not working yet)</li> + <li>F2: new 1-player game</li> + <li>F3: new 2-player game</li> + <li>F4: end game</li> +</ul> +<p>PLAYER 1</p> +<ul> + <li>Left: J</li> + <li> Right: L</li> + <li> Down: K</li> + <li> Release: Space</li> +</ul> +<p>PLAYER 2</p> +<ul> + <li> Left: Left</li> + <li> Right: Right</li> + <li> Down: Down</li> + <li> Release: Insert</li> +</ul> +<p>It's pretty easy to get the hang of the game. Anyway, since you're all my beta-testers + (moohawhawhaw), I'd really appreciate it if you can report back with any bug + reports, etc. So it would actually be really great if you could invest the time + to bring this game to its knees (i.e. do the most unthinkable, random, unabiding + actions you can conceive to make the game crash or start acting weird or whatever). + Suggestions would also be nice, but please try to keep them reasonable, as this + project's due in a short amount of time (so none of that "Instead of falling + letters, make a game where you get to run, jump, and shoot at Pokemon!" + or whatever). One suggestion I'm dying for is what to replace these (boring) + letters with! Obviously, the most common thing that repeatedly comes up here + is food, but I've thought about it a lot and I can't seem to work it into this + design (for instance, it makes sense to arrange letters in order, but foods?). + Anyway the bottom line here is: please send me all your brilliant ideas!!!</p> +<p>In its current stage of development, the game really isn't all too visually + appealing. Hopefully, once it's out of beta, it should work better. The reason + I first didn't make everything in DirectX (it uses Windows GDI currently, with + MFC-based windows, menu bars, etc.) is because I don't wanna screw up your systems. + So if anybody knows how to debug in full-screen capture, which is impossible + and if you know how you're a liar, please drop me a helpful line.</p> +<p><b><font color="#FF0000">JUST ADDED:</font></b> Now that there's an internal + MP3 jukebox, feel free to put any of your favorite MP3s in the \MUSIC\ directory + for custom background music! This cuts down on size and adds to the ideal I'm + aiming this game toward: a software program that features everything but the + kitchen sink. Upon starting a new game, the program will randomly select a music + file to play, and once that one ends, it will randomly go on to another one. + The "AC, DC - TNT" theme MP3 must remain, however! That is the one + played at the title screen. <i>Winamp</i>, watch out!</p> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="currentbugs"></a>Current Bug Reports</h3> +<ul> + <li>0.2.01-?: alt-tabbing out of the game kills it</li> + <li>0.0.00: "DIE, SONS OF BITCHES!" and "SOMEBODAY HELP MAH!" + mysteriously comes up in the middle of a game</li> + <li>0.0.00: doesn't have a photo of hottie André LaMothe</li> +</ul> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="pastbugs"></a>Past Bug Reports (Remedied)</h3> +<ul> + <li>0.2.09: MP3s keep playing even if another one begins; a mess of sound clutters + up speakers; <i>stopping MP3s doesn't unload them</i> (fixed in 0.2.10)</li> +</ul> +<p>Past problems (version associations lost):</p> +<ul> + <li> 2->1 player transition leaves YOU LOST/WON! on second player's screen</li> + <li>4 spectators, not 8</li> + <li>enable overload explosion in singleplayer</li> + <li>re-adjust constants</li> + <li>a required dll is missing: msvcrtd.dll</li> + <li>the REVISION 12.exe file is linked to missing export MSVCRTD.DLL:_chkesp</li> + <li>a device attached to the system is not functioning</li> + <li>player position must be reset</li> + <li>player position must initialize to grid 0</li> + <li>build 12, not build 11</li> + <li>include MSVCRTD.DLL in \Windows\ directory</li> +</ul> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="gdi"></a>Revision History: GDI</h3> +<ul> + <li>Revision 01: falling letters (200 hours)</li> + <li>Revision 02: invisible player (30 minutes)</li> + <li>Revision 03: visible player (5 minutes)</li> + <li>Revision 04: moveable player (10 minutes) Problems: couldn't update instantly; + side collisions neglected</li> + <li>Revision 05: refreshed player on key-down, not thrower's timer; no more + odd character following "P" (10 minutes)</li> + <li>Revision 06: side collision detection (1 hour)</li> + <li>Revision 07: order handling (with beep), instant drop, collapse (2 hours)</li> + <li>Revision 08: gauge (1 hour)</li> + <li>Revision 09: fart; score (10 hours)</li> + <li>Revision 10: 2-player mode (1 hour)</li> + <li>Revision 11: fixed pausing; fixed "disappearing act"; separated + Score display (5 hours)</li> + <li>Revision 12: main menu; 1-player/2-player modes; end game function; seeded + randomization; all core features apparently working (except for ones </li> + <li>entioned below); ready for beta release!!! (10 hours)</li> + <li>*Revision 13, 5/11: tweaked gameplay constants and mechanics for more concise + sessions (to eliminate repetitiveness; drop key-holding enabled; fixed no-explosion + bug for single play; made non-debugging build (2 hours)</li> +</ul> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="dx"></a>Revision History: DirectX</h3> +<ul> + <li>Revision 01 [unsaved], 12/31/00: human-controlled "Hello, World!" + gliding around screen (approx. 500 hours)</li> + <li>Revision 02, 05/20/01: conversion to DirectX completed under "Testris"; + fixed colors; fixed input; fixed crash-out bug (didn't construct new MASTERAREA); + cleaned up my code & parts of T3D libraries; fixed all linking problems; + still can't get DirectInput to work (emailed LaMothe) (30 hours)</li> + <li>Revision 03, 05/21/01: added graphical players (20 hours)</li> + <li>*Revision 04 [unsaved]: imported back to "Fartris"; repositioned + (centered) players; fixed (some) colors; updated (3 hours)</li> + <li>*Revision 05: removed mouse cursor; added borders; fixed all colors; fixed + positioning system; fixed super-spectator problem; updated _***_H's (5 hours)</li> + <li>*Revision 06: added music; added music jukebox; added sound; fixed positioning + system further; corrected transparency blitting (20 hours)</li> + <li>*Revision 07: removed mouse cursor earlier; visual meter gauge; fixed no-sound + problem; visual spectators; centered players' initial positions & resetted + positions; added winning/losing player sprites; fixed stack-overload bug; + hold results screen; replaced background, title, letters, score, and spectators + with images; added background toggle due to performance issues (20 hours)</li> + <li>*Revision 08: damn...can't remember what changes occurred (20 hours)</li> + <li>*Revision 09, 05/31/01 [unsaved; too big]: MP3 playback capability (40 hours)</li> + <li>*Revision 10, 06/03/01: MP3 jukebox that plays any MP3s in the \MUSIC\ directory; + fixed MP3 unloading/rewinding (10 hours)</li> +</ul> +<p>* corresponds to Release builds (as opposed to Debug builds, which are larger + in size but can be stepped through line-by-line of code for debugging purposes)</p> +<p align="right"><a href="#">Back to top</a></p> +<h3><a name="links"></a>Links</h3> +<ul> + <li><a href="http://www.farts.com">Farts.com</a></li> + <li><a href="http://www.fart.com">Fart.com</a></li> + <li><a href="http://www.createafart.com">Create-A-Fart</a></li> + <li><a href="http://www.gamedev.net">GameDev.net</a></li> + <li><a href="http://www.xgames3d.com">Xtreme Games Ltd.</a></li> + <li><a href="http://www.southparkstudios.com">South Park Studios</a></li> + <li><a href="http://www.unoriginal.com">Unoriginal</a></li> + <li><a href="http://www.overbored.net">OvErboRed.net</a></li> +</ul> +<p align="right"><a href="#">Back to top</a></p> +</body> +</html> Added: fartris/trunk/Site/log.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/log.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/primer.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/primer.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/reflection.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/reflection.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: fartris/trunk/Site/tnt.zip =================================================================== (Binary files differ) Property changes on: fartris/trunk/Site/tnt.zip ___________________________________________________________________ Name: svn:mime-type + application/octet-stream This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |