| title |
author |
company |
homepage |
url1 |
url1description |
url2 |
url2description |
version |
short_description |
long_description |
category |
license |
cost |
screenshot |
source |
x11 |
console |
accel3d |
multiplayer |
network |
date_submitted |
approved_by |
approved_date |
submitted_by |
download |
url3 |
url3description |
other_requirements |
timestamp |
sound |
| Pang Zero |
Ungár Péter |
|
www |
|
|
|
|
1.3 |
A multiplayer Super Pang clone |
Pang Zero is a reimplementation and extension of the old arcade game Super Pang where you have to avoid and pop jumping balloons, now with up to six players! |
arcade |
free |
|
 |
on |
on |
off |
off |
on |
off |
2008-02-15 |
7378 |
2008-02-17 13:15:49 |
7279 |
www |
|
|
SDL, SDL_perl |
0000-00-00 00:00:00 |
on |
| Panzers |
Jan Ekholm |
|
www |
|
|
|
|
0.40 |
Multiplayer 3D tank game |
Panzers is a multiplayer game where the player takes control of a WW2 tank and blasts other players in a fully 3D environment. The tank is controlled in a FPS manner and seen from behind and above. Several players can play the same game using the included server. |
under development |
free |
|
 |
on |
on |
off |
on |
on |
on |
2002-11-25 |
3 |
2002-11-26 05:57:11 |
4181 |
www |
|
|
<li><a href="http://mesa3d.org">Mesa</a>
<li><a href="http://libsdl.org">SDL</a>
<li><a href="http://openscenegraph.org/">OpenSceneGraph</a> |
2002-12-18 11:14:23 |
off |
| paraball |
ahuh |
|
www |
|
|
|
|
1.0 |
Enhanced Slime Volleyball port for Fenix |
<p>Enhanced Slime Volleyball port for Fenix, compatible with Linux.</p>
<p>This Slime Volleyball-like game was ported to Fenix from the Java version. This game
is optimized for GP32 BLU, but it also works under Linux.</p>
<ul>The original game has been modified :
<li>New matrix-like graphics
<li>Bullet-time mode which slows down the ball and the opponent
<li>3 difficulty levels
<li>3 game types : classic, advantage, rebound
<li>Sets : 1, 2 or 3 sets to win
</ul> |
arcade |
free |
|
 |
on |
on |
off |
off |
off |
off |
2005-05-14 |
4 |
2005-05-26 00:49:46 |
-1 |
|
|
|
<ul>Required packages :
<li>SDL 1.2.4
<li>SDL_Mixer 1.2.4
<li>zlib 1.1.4
</ul> |
0000-00-00 00:00:00 |
on |
| Paradise Netrek |
|
Paradise Working Group |
www |
www |
New Player Information |
www |
Paradise 2000 Netrek Client (alternative client) |
TT-1.3.1 |
Paradise Netrek is a multi-player graphical space combat simulation. |
Paradise Netrek is a multi-player graphical space combat simulation. It is very loosely based on the TV show Star Trek, and is an outgrowth of <a href="http://happypenguin.org/show?Netrek">Netrek</a>. Paradise Netrek is an attempt to enhance Netrek by adding flashier graphics, more complicated strategy and tactics, and more code. ;-) |
arcade |
free |
|
 |
on |
on |
off |
off |
on |
on |
2001-09-18 |
bobz |
2002-01-04 11:16:46 |
4 |
ftp://paradise.sourceforge.net/pub/paradise/bin/ |
www |
List of active Paradise servers |
|
0000-00-00 00:00:00 |
off |
| Paradroidz |
Helge Foerster |
|
www |
|
|
|
|
2006-09-14 |
A remake of Paradroid in 3D |
<p>Paradroidz is a 3D remake of the C64 classic Paradroid written in Java. Your mission is to clean a spaceships' decks from enemy droids by either destroying them or gaining control over them.<br>
It supports OpenGL but will run in software where no OpenGL is available.</p> |
mia |
free |
|
 |
off |
off |
off |
on |
off |
off |
2005-02-15 |
506 |
2005-02-17 07:28:15 |
11570 |
|
|
|
Java 1.4 or higher with Webstart. OpenGL compatible graphics card and drivers recommended. |
2006-10-06 01:41:33 |
on |
| Paratim |
Frank van der Loo |
|
www |
|
|
|
|
0.2.0 |
Remake of the old DOS game Paratrooper |
<p>Paratim (Paratrooper Improved) is a remake of the old DOS game Paratrooper.<br>
You play with the gun in the bottom center of the game while helicopters fly overhead. Those helicopters sometimes drop paratroopers. When their are four or more paratroopers on one side of the gun it's game over. To prevent this you have to shoot the paratroopers while they fall and/or the helicopters.
After a round of helicopters planes arrive that drop bombs aimed at the gun. If a bomb hits you it's game over as well. To prevent this you have to shoot the bomb and/or the airplanes.
<p>Currently, the game is playable, but much of the planned improvements have yet to be implemented. |
action |
free |
|
 |
on |
on |
off |
off |
off |
off |
2006-04-25 |
4 |
2006-04-25 06:15:33 |
22971 |
www |
|
|
SDL |
2008-07-08 18:10:59 |
off |
| PARPG |
PARPG development team |
PARPG development team |
www |
www |
PARPG blog |
www |
PARPG forums |
Techdemo 1 |
a post-nuclear role playing game |
<ul>PARPG is envisioned to become a post-nuclear role playing game:
<li>The game will be inspired in multiple ways by the classics of the golden age of isometric RPGs. First and foremost Fallout (settings-wise) but also Arcanum (quality of graphics) as well as Planescape: Torment (quality of written dialogue).
<li>The game will put heavy emphasis on choice & consequence, based on the stats of the character you play, trying to minimize the influence of the reflexes of the player who plays the game.
<li>Therefore combat will not be fought in real-time but in a turn-based mode as in the Fallout RPGs.
<li>Instead of full 3D flexibility, the game focuses mainly on using high quality isometric 2D graphics. This puts less demands on target platforms and also simplifies game development.
<li>The game will be completely written in Python, utilizing the FIFE open source isometric game engine.
<li>PARPG is also the temporary working title of the project. We can reconsider this choice once we've assembled a team and worked out the fundamentals especially setting- & story-wise.
</ul> |
rpg |
free |
|
 |
on |
on |
off |
on |
off |
off |
2010-03-11 |
4 |
2010-03-13 12:41:11 |
12904 |
www |
www |
PARPG wiki |
* Python 2.5 or 2.6; PyYAML
* FIFE r3236 |
0000-00-00 00:00:00 |
on |
| Parsec Demo |
various |
|
www |
|
|
|
|
build 0197 |
Self-running demo of upcoming 3D multiplayer space combat game |
The major part of this demo is a movie of in-game action rendered with the Parsec game engine, from which people can get a first glimpse of
Parsec's look and feel. We have composed this demo out of several actual network game sessions that we recorded using Parsec's in-game recording feature. It is 11:40 minutes long and features great background music.
<p>
There is also the "free flight mode" where people can select their ship and navigate outer-space, collecting power-ups and the like.<br>
This is very similar to the actual game mode, although there are no opponents, since this demo does not contain any networking code.
Still, pilots can steer their spacecraft and fly around, getting a feeling for the controls.
<p>
There are also two additional demos of recorded network game sessions
that can be used for timing frame rates, for instance. A TIMEDEMO
feature is available from Parsec's command console.
|
action |
free |
|
 |
on |
on |
on |
on |
off |
off |
2000-03-01 |
bobz |
2000-03-01 19:22:39 |
2 |
www |
|
|
<ul>
<li>CPU:
<ul>
<li>minimum: Pentium 200MHz
<li>recommended: Pentium II 300MHz or higher
</ul>
<li>Memory:
<ul>
<li>minimum: 64MB
<li>recommended: 128MB or more
</ul>
<li>Harddisk space:
About 50MB disk space are required.
Please note that the demo will use about 15MB more disk space after you have
started it for the first time, compared to immediately after installation.
<li>Graphics card:
3dfx Voodoo Graphics hardware accelerator (recommended Voodoo 2 or 3).
Please note that OpenGL support under Linux (GLX) will be available in
the near future. However, this release requires a Voodoo Graphics
accelerator with Glide 2.x installed.
<li>Additional requirements:
Linux Kernel 2.2, glibc 2.1, X or svgalib |
2003-05-05 09:07:05 |
on |
| Parsec47 |
Kenta Cho (Linux port by Evil Mr Henry) |
|
www |
www |
Windows original version |
|
|
0.21c |
Fastpaced retro shootemup in an abstract world. |
Fastpaced retro vertical shootemup in an abstract world. Tons of levels, eyecandy, pounding music, and many different modes of play. |
action |
free |
|
 |
on |
on |
off |
on |
off |
off |
2004-07-01 |
2 |
2004-07-05 23:05:05 |
-1 |
www |
|
|
Note that the D compiler is non-opensource. You may be out of luck on non-x86 platforms. |
2005-06-24 23:32:58 |
on |
| Particle Editor |
Nicholas Kingsley |
Un-Map |
www |
|
|
|
|
000.001 |
Comprehensive Particle Editor |
This is the Linux (Intel) version of Matt Bennett's particle editor (http://www.matibee.co.uk/wpsite/), written using GLBasic (as usual).
I've had to reduce the text size and what-not to make it usable on a mobile device, so it may be a bit tricky to use.
Maybe I'll get around to doing a tablet version at some point in the future.
The various edit boxes are :
Point weight
The “weight” of each particle. Negative values will cause the particles
to rise. Positive values will cause them to fall.
Point scale Min / Point scale Max
The range for the scale of each individual particle when it is spawned.
Scale factor
The factor by which the particle scale changes every second.
Rotation factor
The factor (in degrees) by which the particle rotation changes every second.
Emitter Cone
The angular range of the emitter. An explosion might use a full 360° whereas a booster rocket might use just 20°.
Emit Min Distance/ Emit Max Distance
The distance range a particle will spawn from the actual emitter position (in pixels).
Velocity Min / Velocity Max
The velocity range for each particle as it's spawned.
Red / Red Factor, Green / Green Factor, Blue / Blue Factor
Each color channel (RGBA) has an initial value and a factor by which it can change over one second.
To start with full alpha, Alpha = 1.0, to fade alpha over 2 seconds, Alpha Factor = 0.5
Particles “die” when their alpha value or scale drops to zero.
Burst Count
The number of particles emitted per “Burst”. Bursts are usually restricted to 20 per second to ensure frame rates do not affect the
particle emitter results.
X Handle / Y Handle
The handle position for the image. Important if the particles rotate.
Note that the GLBasic value usage is slightly different to the original, whereby this is value is now an offset from the centre of the image, rather than from the top-left of the image
Alpha Blend
This is another difference - the sign of this value is used to define how alpha bending is used. For values > 0, additive alpha blending is used, for < 0, Interpolated alpha blending is used whilst with 0, no alpha blending is used
Alpha Factor
Speed that the alpha value is updated
Image file
The bitmap file used to create the particles. Only PNG files can be used
All the original example files are included.
Click on "SAVE" to save your settings in the Particles directory, "LOAD" to load them in, "IMAGE" to select a graphic (this will overwrite the current one), "UPDATE" to update any modified values (this is needed after changing anything) and "BACKGROUND" to select a background...
Saved files can be transfered to a PC for use in your own programs. |
toy |
free |
|
 |
off |
on |
off |
off |
off |
off |
2012-05-26 |
|
|
32956 |
www |
|
|
Requires SDL |
|
off |