GP32 Devs Only: What You Working On?


I'm working on a platform jumping 2d game, coded in Chicken Scheme, codenamed 'Project Skadi'.
 
working on a sokoban game, the level editor (which is on the gp2x itself) is pretty much finished and so is the gameplay aspect of it just have to add some main menu for it and a few tweaks. then i can start with creating some level packs
 
I'm currently working on a oldskool mini - comedy - rpg. It is going to be a game like Eye of the Beholder or SSI's 'of krynn' series (Dark Queen of Krynn, Death Knight of Krynn etc.).
 
Not comfortable calling myself a developer without having lots of releases to back it up, but eventually thought i may as well throw a reply into the hat

Currently working on an old skool puzzle type game that allows you to NOT use the joystick if you don't want to

The guts work fine, just got to add menus/highscores/few custom fonts/sound etc
 
Recently I've been mostly working on homework and playing Kingdom Hearts 2 . . .

However, I have many uncompleted projects that I hope to complete for the gp2x over the summer:
1. An abstract adventure with a minalmalistic but thought-provoking story (think shadow of the colossus or ico). I've written up most of the story, and I have an idea of the gameplay and graphics, but everytime I try to draw things for it they turn out terribly . . . I'm not very good at drawing.
2. A Castlevania-type game. I have some graphics done for this, and they look really good, but they are taking me forever to make.
3. An RPG with a strong central theme and plot. I really don't have much of this done, I just know that the gp2x (and gp32 as well) lack good native RPG's, and have always hoped I could fill that gap.

I also plan on featuring completely original music in my future games (some of which is already being composed).

I haven't started the programming for any of these, mostly because I think I should get all of the graphics done properly first.
 
Whell, I started coding SDL a few days ago, so I have just coded small simple things. Yesterday i figured out how to use keystates, so today i coded a simple whack-a-character game. It's not much but I'm learning and having fun.

Whell, I started coding SDL a few days ago, so I have just coded small simple things. Yesterday i figured out how to use keystates, so today i coded a simple whack-a-character game. It's not much but I'm learning and having fun.

Edit: Oh my oh my. Posted my first post in the wrong forum. This was supposed to go in the GP2X dev-forum.
 
mh ... nothing big from this front...

I smashed a more or minder bad overclocking-tester for ED together (get it here.

My projects on hold are:

- a not working descent-port
- something with woogals quakeII-port
 
I'm still working in my first game for GP32... I hope to have a beta version available soon, but weekedns doesn't have enough time (I'll just say that I started the development of the game with the idea of sending it to the GBAX2005...).

Most of the game engine and game logic is done, and I'm working in the scripting (for the arcade-like instructions) and the particle effects. I will need to change the graphics (those free sprites and Mario stolen tiles are beginning to hurt my eyes).
 
I'll be working on:
My tan for three weeks in Spain. :)

I'll have my laptop with me so I'll also work on The project for the GP2X Compo. (No you can't know what it is yet. Not until the rules have been announced and I can be sure I won't be disqualified for telling you what it is :p)
 
Recently I continued working on my first GP32 demo (and probably my last since I am moving to the GP2X ;P)
I received great inspiration to continue coding for . Two months ago I was more idle than ever in my life with homebrew coding, but suddenly, at least for two weeks, I prefered coding than playing games and started fiddling with several pieces of code again. While I have at least two demos in plans (one for GP32 and the other in PC) till the middle of July deadline, I code for each of them and get inspired/reuse some code for the other one (the PC demo is also pure software rendering).

So, I've just ported some more effects, optimized them for the GP32 and started the scripting of the first parts of the demo. I will go more for scripting that parts than coding new stuff, cause I have several effects now to put in and I want to finish with the demo inside July. Normally the link http://optimus.demoscene.gr/previews/ledblur_preview.zip (PC port of my GP32 code) would give you an idea about some of the effects and 3d included, but the link is currently (and for a long time) down. With the same motivation, I think I'll manage to finish this demo soon. This means before August because later the army calls me :(
 
Working on some retro style games. Firstly I have an advanced 'Invaders' game, with loads of powerup and extra content to make it much more playable. I was also looking at porting my NES emulator (lots already so maybe pointless), and I have several other ideas that I am wanting to get started on.

Very early WIP of Invaders:- (actually adding content, sprites etc at the moment)

Don't laugh, please!!

screen.jpg


EDIT: Sorry for posting this in the GP32 section??? I thought I was in the GP2X section. Doh :blink:
 
I was also looking at porting my NES emulator (lots already so maybe pointless),

Not really pointless. Yes we have a few NES emus but none are really complete. The current best is OK but the sound is crackly/stuttery. If you could do one that is full speed with sound it would be worth while.
 
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