18.Oct.2023
Amigaworld.net (website)
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AROS distribution: AROS One 2.2 (x86)
"AROS One", a distribution based on the AROS binary interface ABI v0, is now available in version 2.2 for x86 computers. It can be downloaded as DVD ISO file or as USB flash image at the title link, where you can also find video recordings.
Besides updates of the included programs and games as well as bug fixes, also new functions have been added. The changes in detail:
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(snx)
[News message: 18. Oct. 2023, 10:39] [Comments: 0]
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18.Oct.2023
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Motorola68k emulation: Emu68 v1.0 Release Candidate 2
A month ago, Developer Michal Schulz had released Release Candidate 1 of version 1.0 of his Motorola68K emulation Emu68 for the ARM architecture, focusing on the PiStorm and PiStorm32lite (amiga-news.de reported). Emu68 1.0 Release Candidate 2 contains all fixes from RC1. Additionally it contains two changes improving the support for old games and demos massively:
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(dr)
[News message: 18. Oct. 2023, 06:35] [Comments: 0]
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17.Oct.2023
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GUI for Greaseweazle Tools : FluxMyFluffyFloppy v5.0.2 for Windows
Just the other day, in an article about setting up a Greaseweazle V4, we mentioned the graphical user interface FluxMyFluffyFloppy for the Greaseweazle Tools. Now 'FrankieTheFluff' has released version 5.0.2. Changes:
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(dr)
[News message: 17. Oct. 2023, 21:21] [Comments: 0]
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17.Oct.2023
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Frogger clone: Frogger (beta version 3)
Frogger (YouTube video) is supposed to be a 1:1 conversion of the 1981 Konam game (amiga-news.de reported). As the developer reports, the third beta version of the game is technically 100% complete and a small trainer has also been integrated. He was also able to inspire a musician for the project who will compose 20 musical sequences. For now, beta version 2 stays available, since the changes will added to the final version.
(dr)
[News message: 17. Oct. 2023, 21:13] [Comments: 0]
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17.Oct.2023
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Video: Procedurally generated levels in AMOS
The procedural generation of levels is a technique for creating game worlds in which one does not create each individual level by hand, but uses algorithms to construct the levels programmatically. This allows for almost unlimited variation and can shorten development time (see the explanatory article on the example of Unity).
In his latest video, Rob Smith explains this technique using the example of a future AMOS game for which he has to generate a large number of levels. He also shows how to speed up the algorithm and finally create a simple maze.
(dr)
[News message: 17. Oct. 2023, 06:29] [Comments: 0]
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