about

Welcome!

This is the website for my Allefant project hosted on SourceForge. It is a collection of various games I wrote over the years for short game programming competitions, such competitions usually taking about 2 days to create the complete game (code as well as art). The first such game I made was Allefant back in the year 2000. Some of the games also were worked on afterwards and polished a bit, so they are actually playable. Most are little more than a tech demo though. They are all open source.

time-for-an-update

time for an update

Guess it’s time to put an update here lest the wordpress upgrade will be the only post this year. Well, I just added 3 of my game entries I made in the last year or so: Ultimatum (TINS 2008), The Wave (LD #14) and Lawn (PyWeek 8).

Really looking forward to the next Allegro speedhack now which will be in a few days - and I should have time to spend the whole weekend making an entry. Of course, as always, speedhack has lots of rules the game must abide to… so can’t do any advance planning. Which is the fun in it.

wordpress-upgrade

wordpress upgrade

Just upgraded to wordpress 2.7.1, which was suspiciously easy. The theme still works, page categories plugin still works (the plugin is still required though).In fact nothing looks different except the admin section. And all I did was unzip the new version over the old then let the auto-update thing convert the database or whatever. Well, really nice for sure, big plus point to the wordpress devs.

ld48-12

LD48 #12

I took part in the 12th LudumDare contest on the weekend, was lots of fun. My entry is called Owl. Not much more to say. Actually, this was not meant to be a news entry (wordpress “post”) but just a game entry (wordpress “page”) - but I clicked the wrong type. Or rather, “post” is default. So well, instead of deleting it, I renamed it and published also a news entry :)

mini-lds

Mini LDs

Over at ludumdare.com they decided to hold “mini LDs” in the months without real LDs, and I played around with some code for the previous two mini LDs. I only spent a few hours in each. The theme for the first one was “versus”, and my idea involved Python vs Perl - i.e. you take control of a Python and have to eat perls :)

I think I did pretty well with it, screenshots and video are at its LD48 entry page.

For the second mini LD, the theme vs “the game to the movie”, and I had no idea at all. Consequently also no finished game. I did spent some time writing up some kind of 2D vector collision engine in pure python though - the result can be seen here.

Hm, and I really should get me some cheap host, SF doesn’t allow outgoing connections and therefore no akismet. Anyone who has a wordpress blog probably knows what the means :( On the other hand, free hosts such as wordpress.org don’t allow any customization, so that wouldn’t work either. Besides, there’s no real content here, and I don’t really blog.. so the only reason for this site’s existance is that I like to play around with the website from time to time :)

wordpress

WordPress

Well, I just changed the software the site runs on from moin to wordpress. Some things were nicer with moin, but having this be a wiki really was quite pointless - as it’s not supposed to be edited by anyone but me. And the comment posting interface of moin was rather kludgy, and abused by spam bots a lot. So now it’s a blog. Which also is not ideal, since this is rather kludgy now for long-term storage pages. Why can’t there be a simple content management system..

So now, with my post rate of 2 or 3 posts a year, this would be a rather sad site, therefore I tried to import the old contents. Formatting is messed up and pictures are missing, but I plan to fix it all eventually.

new-year

New Year

Ok, it’s 2008 since some time, but the first time I feel like posting. In the meantime, there was another LD48 I took part in, sometime last December. Results are here, and while not doing good in general, I made second place in the graphics category. Need to figure out how I can get one of those pelly graphics to display here, I always wanted one, and now finally, rather unexpectedly, I got one :) Maybe not totally unexpected, as I did take some time making shiny animations in Blender. On the other hand, I chose to make a puzzle game and ran out of time to create levels during the compo. When will I ever learn. Also have yet to add the game to the site here.

shedskin

Shedskin

Recently Phil Hassey from #ludumdare directed my attention to Shedskin. Shedskin is a Python to C++ compiler - so it could solve the same thing I’m currently solving with my crude line-by-line .py -> .c converter.

However, my experience with it was that it’s not quite ready. It started with being hard to get running at all - I ended up copying the lib folder and the FLAGS file from the original distribution into my project. Also, it is all but obvious to me how to interface external libraries. I ended up manually keeping 3 files, a .py, a .cpp and a .hpp in sync, editing each one for each function to add. This is what stopped me from actually doing much at all with it, it’s clearly too painful to be useful that way. Maybe a way could be found to directly let me use external code instead? I call libc.printf, and it puts a call to printf. At the most, there should be a single description file where I specify the necessary header stdio.h and the types (and maybe also the library?) Editing three files for each symbol is almost as bad as manually using the Python-C-API. Also, again packaging related, there needs to be sane way to incorporate shedskin into my projects, the generated makefile and FLAGS file won’t cut it at all.

Furthermore, one of the main reasons I prefer C over C++ is compile time. This was already noticeable with my shedskin test - gcc needed several seconds just to compile the code produced by shedskin for the short test program and library wrapper, likely because it’s somehow pulling in lots of headers. My reference code doing the same only takes an instant from .py (reg-exped to .c) to the executable. Additionally, the Shedskin website says that it will need increasingly longer for the type inference with growing number of lines, so with a real program, that may add a lot more time even. Not compatible with my rapid testing way of coding.

Finally, I don’t think type inference is very important for me personally. With dynamic code, it is nice that I can just throw around objects of different types and let everything be sorted out where I want, even using techniques like duck typing. With static code, seeing what types are needed actually can be an advantage sometimes - else I manually would have to add comments about the types or do manual type inference. So, for now, shedskin is not for me.

retrohack

Retrohack

Took part in the allegro.cc Retrohack. Teaming up with Paul, we made quite a nice little beat-em-up - yet have to update the games section and put up a page for it.

In other news, there’s another LD48 coming up soon. Sadly, I was just informed today that I will lose at least half of Saturday - so that sucks. But well - might still be able to pull something off, just have to sleep less or something.

pyweek-and-speedhack

Pyweek and Speedhack

Seems I made fifth place for single entries in this pyweek, which is pretty good for me, since I just take those compos as excuse to work on games and don’t really try to achieve scores :) Actually, I’m tied with fourth place, fun category is 3.1 for both, but mine has less innovation but more production. In fact, surprisingly, I won the production category (no other solo entry even reach 4). Guess rendered graphics as opposed to pixel art does count a bit, and my 8 seconds of looping music were quite well received in the comments (except for the fact that it starts getting annoying after 8 seconds :P). Also, unlike my previous pyweek, 100% could play this one. What a difference not using any OpenGL extensions makes.

As for Speedhack which I also participated in this month, I made a 3D game, trying to implement the rules - especially the dialog rule was hard (and I didn’t really get to the friction and influence rules much). Also, 48 hours aren’t enough to make Halo 3, but I think I got pretty close :)

pyweek

PyWeek

I signed up for pyweek. The theme is “twisted”. Most of my games naturally should fit that theme, so I went to write Allefant5. It aims to be a standard platformer. The twist is, levels are twisted around - that is, everything is in polar coordinates. And when you walk along in a direction, eventually you will end up where you started.

Now, let’s see how much of that I’ll actually be able to pull off. I wrote the base of the engine on Sunday, and basically have Saturday for level design and testing. During the week I made some artwork and sounds in the evenings.

worst-software-of-the-year-award

Worst software of the year award

I’m really annoyed. A few weeks ago when I updated harddrives, I accidently deleted my old Allefant-for-cellphone code, as it wasn’t placed along with my other C code (it’s Java after all). So in the last days, I decided to attempt and rewrite it. Just, going with the time, I finally gave in and thought, what the heck, I can as well use Eclipse for this and see what all those Java users are talking about. But then, what happened, I’m editing away for a few hours, struggling with this Java code - then all of a sudden it crashes. Memories of windows 98, almost 10 years ago. But ok, even in Linux apps can crash, even though it’s a long time I had any app do that for me. So, I restart eclipse - but the file I had edited is complete blank. Also no mention of a crash or anything. It simply is gone. Hard to believe, but it seems Eclipse is a program which just emerged out of the stone ages of software design. Needless to say, I de-installed Eclipse and decided to never use it again, and also my Java endeavors are on hold for now as I don’t feel the least bit motivated again rewriting this code which was lost due to the stupidity of the Eclipse creators. And my opinion about Java itself also hasn’t change in the least bit by this incident (likely Eclipse is written in Java) :P

nothing-much

Nothing much

Back in April, I wrote Battery for LudumDare #9. It’s written in Python. Nothing much new besides that. The LD theme was “Build the level you play”, and so I coded a nice little RTS. Another theme would have been “battery”, and Hamumu said it sounded like a game about hatching bats. I found that so hilarious that I named my game after it and made it about hatching bats :)

Not sure what will be up next. Right now, I’m toying a bit with a scripting language (talk not just about reinventing the wheel but about reinventing the walking stick), and also with Allegro. Not much time for much anything else.

tins-and-pyweek-entries

TINS and pyweek entries

Happy Easter 2007! Just posting about my TINS and pyweek entries. For TINS I made Garbage, for pyweek I made 20000. Both are woefully unfinished and incomplete. I have ideas how to finish both, but if I ever will find the time is another question. It was immense fun working on either of those games in any case :)

moin-update

moin update

Updated the wiki to moin 1.5.7 in a spare moment. Can’t think of anything else that happened lately. TINS and pyweek are coming up, maybe I will have time for a small game in either of them :)

2007

Middle of February, and I haven’t updated the site at all yet this year. So, well, here goes. Work on ”Woosls” has completely halted, instead I started on another RPG, with working title ”Dungeons of Wesnoth”, which had its first line of code written on Junary 1st 2007. It’s foremost a test of implementing a MMORPG, I always wanted to try doing one of those. Of course, testing it only on my dev machine doesn’t really tell if it actually would be scalable to more than 1 player, but that’s besides the point :) Also, the ”Velocity Level 2” and ”Crazy Sue Remake” projects are on hold. So well, like always, I have far too few free time to do anything meaningful at all, and doesn’t look like 2007 will change this in a positive direction at all.

Allegro

Allegro 4.2.0 and AllegroGL 0.4.0 have been released recently. And I’m still a developer of both. I started working again on Allegro 4.3 recently, got a dummy driver working, which opens multiple, resizeable windows under X11. Of course, that’s only a tiny step - the big step will be actually finishing such a driver, then integrating it into the main code, and also get drivers for other platforms.

72 Hour Game Development Contest

On the weekend, I spontaneously decided to take part on the 72hourgdc. I made a simple, and rather complete for once, little game called Magnetotron. As the title tells, the theme was ”magnets”, and as the competition name tells, the time frame was 72 hours. I didn’t use all the time though, and also was basically finished before the 48 hour mark. In the end, it still took more time than I wanted to spend on it though, oh well. I quite like the game though, and DrPetter even made a mod for it :)

Got new cellphone

Well, my old cell’s battery broke, so I got a new one. It didn’t sound too expensive together with a 2 year contract. In total it cost me 129€ (9€ for the phone, and 5€ / months for the phone company contract, so 120€ for the 2 years). But well, I didn’t really care a lot what sort of phone it would be, as long as it could, well, phone - which was all my old one could do. However, it seems phones today (or well, this one even is an old model from last year i guess) are whole little computers. It has a camera, radio, mp3 player, and whatnot. Oh, and it can run java programs.

Apparently, it also can run native code, but it seems to be quite hard to get a compiler, especially for Linux. So, well, not really expecting it to work, I connected it to the USB in Linux. And there the first miracle happened - without any config files or anything, it let itself mount and a little icon appeared on the desktop, giving me access to the phone’s memory stick. Next thing, I google for “k750″ which is the phone’s make, follow some tutorial mainly consisting of “apt-get install cobex”, and now I also can access the phone’s file system.

So, more out of fun than being serious, I download a “.jar” file, and do: “cobex_put /dev/mobile the.jar the.jar”. The phone makes a DING sound - and asks if it should install the application. Now, Uni just started again, and I have zero time to play, but I just couldn’t resist and tried to start a little game. And here it is, a photograph of my phone running my Java game. Yes, you better believe it, Allefant 1 running on a cell phone!!!

Moin upgrade to 1.5.5

Thought it’s time for another moin upgrade, especially as my automated Land Documentation over XMLRPC seems to work with it :) Hopefully no pages got lost in the transition (but I do have full backups in any case).

Speedhack is over

I finished speedhack, and my entry is called Bob’n'Rob. It’s a quite simple platform game, conforming to all the rules - especially, it had to be multiplayer. My innovations in this speedhack are only in the source code - I wrote it in sort of a pythonified C, preprocessing the source to .c and .h files before sending to gcc. I’ll put the game up soon.

72hrgdc results are in, Speedhack is looming

Results of the 72hrgdc contest are in, voting placed our entry in the good middle field. Edge’s graphics were not considered “retro” so much as “amateurish” :P Anyway, we got place 2 in innovation, and that also is Edge’s merit, the game was mostly his idea. There also were some really nice comments about our game, in fact we probably got very high scores from a group of voters, and bad scores from another. Unfortunately there’s no way to see detailed stats.

Now, I’m already looking forward to Speedhack, which will start on August 4. And this time I have to do better than in last TINS.

Lots of compos going on

It seems, there is really lots of game programming compos going on. Remakes.org is still hot, and I was thinking a bit about games to remake over at Remakes. Top candidate would be Crazy Sue. And also 72hrGDC and Speedhack are coming up in the next weeks. Now let’s wait and see if I’ll be able to do a game for any of them :)

Upgrade to MoinMoin 1.5.3

I just before upgraded to moin 1.5.3. It seems to have been rather painless (due to writing down step by step instructions for myself the first time I upgraded) :) No pages seem to be missing so far, user login works, theme still works, in short, it all seems to work. I need to see about the automated anti-spam updates, probably requires some fiddling to get through SF’s firewall.

On other news, I dropped out of the second shmup-dev. My game from the first one (Velocity) was put together with the top 3 entries on the DVD of a magazine called “PC Format”. They didn’t contact me, but I was told I should be proud of it, so I guess I am :)

Retro Remakes competition started a few days ago, as well as gamedev’s 4 elements competition. Didn’t look at all yet on the latter, and the former’s rules won’t allow continuing Fist2 which I worked on with Paul some time ago.

So, no idea yet what will be the next game to put up on this site.

LudumDare #8

Took part in this year’s LudumDare. For now, my entry’s logs are over here: LudumDare/8

Velocity the Bee

It is done. See Velocity for details. Only drawback is, it seems to not run on all Windows machines.. not completely sure why. But Allegro 4.2 simply has some rough edges. I was sorely missing better integrated OpenGL support, a function to query the time, and threading. All of those problems will hopefully be alleviated with Allegro 4.3.0 soon.

SHMUP Compo

2 more days for SHMUP 2006. My entry is almost done, it’s called ”’Velocity the Bee”’. As per the contest rules, it is a horizontal shoot em up. I made a pretty classic shmup, with insects instead of spaceships, and artwork all rendered in blender.

TINS 2006

Last weekend was TINS 2006, but I couldn’t really put my mind to it much.

The rules were Time, Trains, and ASCII. I really liked them - time is an interesting topic (like time travel..), trains is just the rule to somehow give you a direction, and ASCII is great since I don’t want to spend a long time on artwork anyway.

My idea was a real time strategy game, where you have to build a train in time across the entire US, from east coast to west coast. But well, I only wrote the base on Friday, but didn’t have time nor motivation fort he rest of the weekend to finish it. Not that an RTS is something you can realistically hope to finish for a speedhack contest..

FudgeFont

Made a quick FreeType -> Allegro font converter, since neither AllegTTF, AllegroFont nor GlyphKeeper would satisfy my requirements for Land. See for yourself: http://fudgefont.sf.net

I’m also almost done with migrating this site over to Moin 1.5.0, only need some minor stuff and email notification. (Given MoinMoin’s anti-spam effectiveness, usual spam has no chance here anyway, so notifications are not that important.)

Happy new Year!

Hm, never can believe another year has passed. Oh well. My new year resolution is to cut down more items from my TODO than I add new ones. Hm, or at least, cut down half as many as I add new ones.. or mabye, cut down any..

Merry Christmas

Merry Christmas! Well, the real news is, this text I post here over moin 1.5.0. This doesn’t mean the upgrade is finished, rather I just installed the base 1.5.0, but all customizations are gone. (No anti spam, no icons, no backups, broken theme, …)

Still, I decided it’s better that way, else I’d never have upgraded that thing. Now I can just get it working again step by step :)

Wiki

I really like Moin Wiki, I also see now the usefulnes of templates. For example, there’s now a news template, so adding a news/blog entry like this is even easier for me :) Actually, I’m not sure I have set up permissions right to restrict it to myself, but I’ll worry about that once I experienced the first vandalization.

Anyway, compared to my old site, there is even some useful stuff here by now, like ObjectOrientedC, IsometricProjection and HexMap. It’s all just thoughts I wrote down related to Land which I didn’t want to implement yet, but don’t want to forget.

Allegro 4.2.0

Allegro 4.2.0 final was released this week. Being one of the developers, I feel quite proud :) This was the last release of the legacy codebase, and we now have lots of work ahead getting out 4.3. Quite some of the advanced new API is already implemented, but some big chunks also are still missing, and all the little details and rough edges need to be taken care of. Just the job for the Allefant.

Woosls

Just read about that pygame example which would be done “at most in a few days”. Well, that apparently didn’t happen. And since I now have such a cool news/blog system, of course I can just comment on anything I see :) The game is called Woosls, and I actually made quite a lot of progress in the first days. As you can see, also most of the units, buildings and items are implemented. But then I somehow hit that stop-point I always seem to hit in projects. I simply have no idea what to do next. Lots of things need to be implemented, and lots to be designed. And of course, there’s also lots of features that could be done, but which aren’t really necessary. I wonder what will happen with it, and also when/if I will finally get out a Land release.

Scripting, Forth, Lua, Python, perl, pygame and Land

I think I finally settled down on the “scripting language” issue. Creating my own uber-cool language, using a simple forth like language, using Lua - so many possibilities, and all with advantages and drawbacks. I actually created 3 own languages and a VM in the last couple of years, and also implemented some Forthes (because it is really cool in a crazy way, ask Madgarden :) ). Never got to try out Lua (yet).

But, the solution to it all is for now, I think, python. I originally discovered python as a good bash/perl replacement for short shell jobs. While bash can do simple things, and perl can even do complicated things fairly quickly - in python I can do it even faster and, I can re-use a script I did even months later. Something impossible with perl per definition.

Soon after I realized how easy it was to write small helper apps in python, where I would have used C before. After also using it a bit for Gimp and Blender scripting, I had to realize that python also beats PHP several lengths at web scripting. This whole site runs on python, for example - and has nice, readable, modular code.

So, I guess it was just a matter of time that I’d also try it for games coding :) Since python itself is interpreted and therefore too slow for low level tasks, still need something to do the core stuff. pygame has not enough features and is really slow, and also as Allegro developer, the choice is clear: something Allegro based. And of course, since I’m right now working on Land, I simply make python the scripting language to use with land. That way I still need to finish land, but will also make it useable from python now - if nothing else, it will be a good test-case how to access Land from outside C.

Now, the real news, I started a little example game yesterday. It is a quite simple RTS game, and expected to be finished in a few days at most. It uses pygame, just because I wanted to try it out, but will be translated back to Land later. That also will allow it then to use a 3D landscape instead of the flat board it uses currently, and run at much higher performance.

New news posting interface

I went through some old files today, and found an old tutorial about isometric tiles which I wikified some over at IsometricProjection. And I found the animation to the left, all done by hand with povray back then.

And, I installed a new news posting capability into this wiki, so I can just click on the News button above, which will display a calendar, then I click on the day (today is marked in bold), then create a new page. That’s where I’m writing this. And, after I save it, it will automatically appear on the front page. If you (or well, mostly myself I guess) are reading this, it worked :) Oh, and I can simply click the edit link to modify it :)

2005-09-01

SF deleted the complete wiki - so I uploaded the backup. No idea what they are thinking.. but well, I have a working backup system, so if they like, they can delete it as often as they want :)

2005-08-16

Speedhack is over, and I uploaded my entry Allefant4. It didn’t really turn out as I had planned, but then, I hadn’t that much planning at all :) So it is a somewhat chaotic game. I’ll put it up for download soon I hope.

Oh, and SourceForge yesterday changed their filesystem a bit, so the site was down for a few hours. I hope all is back to normal now.

2005-08-12

Just about an hour until speedhack starts. I have no idea at all yet what to do, hopefully the rules will be helpful in finding an idea. This time there’s a large number of entrants, and also many oldtimers (9 with a.cc id < 1000, which means something, heh).

2005-08-06

Updated MoinMoin to version 1.3.5. Hopefully nothing broke :)

2005-07-27

In the last weeks, I revamped this site. Going with the time, it is now *drumroll* a Wiki! And I also practiced my CSS skills a bit to make a nice new outfit. It’s also possible to view it in different themes, if someone makes another :) It all runs on the MoinMoin wiki engine, and is still about the Allefant Games (and some others), and still hosted on SourceForge.

Being a wiki, you can still leave comments, just as with the old site. MoinMoin has effective anti-spam measurements, so there should be no more spam problems like on the old site though, hopefully :)
Upcoming are some hack competitions, probably I’ll join one or the other. And I still have a backlog of stuff to clean up and put here.

On other news, I’m still an Allegro developer, and I’m also working on my own tile engine called Land.

2005-03-09

It’s been almost a year since I updated this site - which doesn’t mean that I stopped making stupid games for speedhack conmpetitions. In fact, I have 2 or 3 such entries stacked for putting up here - but well, I don’t know when I’ll get around to do it. I’m going to put up the last one right now.. older ones (including one I named Allefant2, forgetting that I already had an Allefant2 in the works :P ) must wait a bit. Oh, and I released this: allegro midi player. It’s just a small midi player using Allegro I wrote some time ago, but since the name “allegro” was free on SF, I just had to release something under it :)

2005-03-09b

Release of Troll. I made it in the TINS05 competition. Unfortunately I didn’t have much time to spend, so no gameplay value.

2004-04-16

Release of BloboTron. I made it in one of the ludum dare preparation hacks, and added a few levels and opponents.

2004-03-27

Finally I’m updating my site again. In the meantime, I made 3 new competition entries. I uploaded one of them, Mars Fight. I wanted to improve it first, but never found time for that. So here it is, not really playable much. MarsFight was my entry to the TINS 2003 competition.

2003-10-18

Tom update. Actually, this update has been lying around on my HDD for over half a year, and now I finally got around to upload it.

2003-07-31

Just submitted our entry [wiki:SoF Sword of Fargoal] to the [http://remakes.org] competition. I did it together with Paul Pridham, after we made a remake of the game already in the 48h contest. Now, finally, after almost a month of work, we proudly present our entry :) Go download it!

2003-07-10

The [wiki:SoF Sword of Fargoal] remake site is done. Is is now a project I’m developing together with Madgarden. The code is under CVS control, so everyone of us can happily hack around on it (with the risk of having to merge in some stuff). Or even create 2 branches..

2003-07-08

Just submitted my entry [wiki:SoF Sword of Fargoal] remake to the Compo Nostro at RPGDX. I spontaneously decided to join this contest when I read a reference to it in the #allegro channel, 3 days ago. Working together with Madgarden, who provided the excellent sound effects and helped out with a great idea and playtesting - I’m very proud of it, although it’s actually quite a simple game :) More details, downloads, and link to its own site to follow shortly.

2003-06-28

Finally, I find time to post here again. I took part on the Allegro Speedhack 2003 some months ago, but my entry (called Squiddle) didn’t turn out too well. I re-used some old sector code with broken collision-detection, and this hunted me during all the 48 hours. After the competition was over, I proved to myself how bad it was re-using the old code, by writing a working sectors-engine with working collision detection in only 2 hours. Had I just done the same at the start of the competition! Next time I won’t re-use any code again. Another problem was OpenGL, which is a mess to code in by hand. Needless to say, the result isn’t every playable.

The good things is, I sort of teamed up with Paul Pridham during the Speedhack, who provided the Squid idea (which seems to be the only good thing in my entry btw.) - and we are going to create a game called Squid-Fighter :) together now. There’s already a SF project for it, and some preliminary code checked in. And there’s a wiki site for it in Johan Peitz’s and Paul’s wiki already. I’m thinking about making something similar here - that is, allow not only posting news and adding new games and links, but make the complete site editable. Well, anyway, in case I do it, I’ll know now where to ask for help. Actually, the comments posting stuff I have at the bottom of every page ever since the first release already is a bit similar to it.

2003-03-07

The Allegro Banner Network address changed, so I had to updated it and thought I could add a news entry as well. Just, there’s really no news - I had almost zero time this year yet to continue any of my projects. And it doesn’t look like university work will get less anytime soon. Maybe I can spare the time for a possibly upcoming Allegro competition, last years Speedhack was about a year ago, so there could be a new one soon :) And in case I find any time, I really want to continue work on Feud, and also on Allefant2.

2002-12-31

Can’t believe it, another year almost has passed. I’m using this time to update my website, but except this news entry there’s nothing to be updated, had no time to write any new games or anything much. I plan to take part in the Blitzhack Allegro competition in a few days - it’s only a few hours so maybe I can spare that much time, if I can get some work finished before.

2002-08-01

I have not much time to spend on Allegro programming right now, what I did in the last months though was take part on 2 short competitions :). This means, there are 2 new games, one of which is Tom. I did it for the !Back2Hack competition. The other competition was at ludumdare. I’ll zip up and add the game (GnomeGuard) from it soon.

Oh, and other news is, this complete website is now built with linux (and not with windows as it was until today). There should be no difference. I didn’t boot into windos for about 2 months now, and can do all the same work. And there are fewer crashes than with win98 I think :).. still the X-Server likes to crash a lot when coding gfx-intense apps.

2002-04-12

Although I hadn’t planned it, I took part on the 2nd speedhack weekend as well. My entry this time is EggHack, a simple board game, where I used the two main characters from Feud for the story.

2002-04-05

Took part on the Allegro SpeedHack 2002. I called my entry PeaceInvaders, it was planned to be sort of a !SpaceInvaders clone adapted to the speedhack rules.. well, see for yourself what got out of that idea and some hours of crazy coding :).

2002-03-31

Made new Feud release.

2002-02-15

Got a small example dialog to render with the newest version of ALGUL. Be prepared to see a release soon now.

2002-02-11

Ported DragonFly to Allegro.

2002-02-05

Idea to create ALGUL.

2002-01-01

New year..

2001-12-24

Released new Feud demo.

2001-12-22

f2s.com canceled my account because of reasons unknown to me, so I applied at Souceforge to give me an account for my Allefant games, and they did So from now on this site is on Sourceforge (note the logo I put at the top), and it’s about my Allefant games.

2001-12-07

Built a website. (This one.)

2001-12-01

Wrote some small game for the Pixelate 7 contest. FruitWorm

2001-10-01

Wrote some small game for the Pixelate 6 contest. SIC

2001-09-01

Took part on Ideahack. Wrote ABPS.

2001-07-01

Took part on Teamhack. Made GFX for doomed, with POVRay.

2001-04-01

Took part on Speedhack. Wrote Donkey.

2000-04-01

Took part on Sizehack. Invented the Allefant character.