Short: Pig platform game/coding example Author: David Olofson Uploader: W Tokarski gmx net Type: game/jump Version: 1.0 Requires: 16bit 800x600 gfxcard, 68020+, 68060 recommended Architecture: m68k-amigaos Amiga-port notes: This is a relatively simple coding example, being a neat game at the same time. It is a sort of a benchmark too, therefore i've kept the output window opening after you quit the game intact. Apparently Sdl applications like this run fastest on real Amigas in 16bit mode (not in 16bitPC mode!) where available. I have to enable access to such a mode of my Mediator/Voodoo3 setup in env/picasso96/ShowModes changing the content of the variable from "Essential" to "All". Thereafter this mode is available in screenmode requester. Note that this port doesn't require ixemul.library. For further information view excerpts of documentation, i've pasted in below, or examine the attached source archive. have fun! Wawa ---------------------------------------------- Fixed Rate Pig - a fixed logic frame rate demo ---------------------------------------------- This SDL programming example - a simple platform game - demonstrates the use of a fixed virtual logic frame rate together with interpolation, for smooth and accurate game logic that is independent of the rendering frame rate. The example also demonstrates sprite animation and partial display updating techniques, suitable for games and applications that need high frame rates but can do without updating the whole screen every frame. Fixed Rate Pig -------------- Instructions The Story --------- Aw, come on! Like anyone actually cares... :-) Oh well, here it is, anyway: You're a cute, bouncy rubber pig, caught in some weird toy world in a parallel universe. As always, the only way out is through. Or at least, that's your best bet, as you can't seem to figure out any other way - and you probably don't want to be a toy rubber pig for the rest of your life. (How long do toy rubber pigs live, anyway?) So, off you go, to run, jump and stomp your way through this strange looking toy world. Hopefully, you will find a portal back to your universe or something eventually. Or maybe you'll just wake up, have a big cup of black coffee, and realize that the layer of toys covering the floor reminds a great deal of something you dreamt. Better not waste your limited supply of lives until you know for sure, tough. What if it *isn't* a dream...? The Game -------- Well, Fixed Rate Pig is just another retro style platform game, inspired by the 8 bit generation. Controls are very simple: Left and right arrows to move left/right, and the up arrow to jump. The enemies are the evil looking spinning heads. Some bounce around, just to be a bit more annoying. Jump and stomp'em all in the head! When all enemies are gone, the level is clear. Jumping when stomping an enemy gives you an extra high jump from the point of impact. Note that you get knocked if you're hit by an enemy while standing or walking on a platform - even if the enemy hits you from below. You need to be falling downwards with some speed to stomp someone. Watch out for the holes in the floor! Falling off the map means you lose one life. Avoid running into enemies or getting stomped, as that knocks you out and has you falling past platforms for a brief moment. That's actually no big deal - provided you wake up before you fall off the screen... At certain score intervals, powerups icons are dropped into the level. Pick these up before they fall off the screen! (No need to stomp them.)