Screenies!By ZOMGxuan on 2009-07-01, 19:57:34
Finally, all the links on the nav bar at the top of the page work, now that I have uploaded both the Screenshots and Feedback page (though the Feedback page is just a filler really). And surprisingly, I acted according to my prediction (I will not say promise) that I would upload the screenshots soon. This must be the shortest time between updates since the beginning of this site. The are eight screenshots in all, three for Classic, three for Enhanced and two for Cytovolution.
FAQ addedBy ZOMGxuan on 2009-06-28, 23:08:21
The FAQ page, which has been non-existent for a long time since the start of this site, has been uploaded. It was completed in an attempt to cure a fit of boredom that I had today. A strange thing to do, considering its the end of the holidays for me. The Screenshots page remains non-existent, but may get uploaded in the near future. May. Thus far I have not made a single promise in these news posts.
Cytology + Evolution = Cytovolution!By ZOMGxuan on 2009-04-26, 20:41:17
What started out as a school cell biology project to create an interesting game to teach the topic has, well, remained that way, considering I only recently finished it. Nonetheless, a new open-source game (which is now hosted here) has been born through that project, a game one might superficially call a Spore Origins clone, albeit with worse graphics. Heads up to my friend and project mate who did the sprites for this by the way, which are, though not particularly complicated, definitely more complex than the pixels in Pixelchase.
In Cytovolution, you play as a cell, a free swimming protist in a world that happens to be 4000 by 3000 pixels large. Your goal is simple: Survive. Eat other cells to grow larger and maintain your sugar levels, for if you have no more sugar, you die. At the same time you must avoid being eaten by larger cells. When you reach a certain size, you divide into two daughter cells and retain control of one of them (the other one becomes your evil twin). This does not mean you start over again in a meaningless process. Much like in Spore, you get to choose a new (beneficial) mutation upon division, such as cilia which boost movement speed. Unlike Spore, your enemies reproduce and mutate too, but they mutate randomly. Those that happen to get features that are more suited to the environment will naturally live longer and reproduce, while those that do not, die out, hence the evolutionary aspect referred to in the name. This aspect, along with the scientifically termed upgrades you can get, add much more scientific realism to Cytovolution, differentiating it from Spore. Also, there is no end game except death, but there is a score counter.
The current release for this game is version 0.5, simply because it is too tacky to merit a 1.0 version number. Not all sprites are fully implemented, the collision code is sloppy, and the code is downright hacky at many points, although certainly cleaner than both Pixelchases. I host this game on the Pixelchase website because I do not want to waste even more resources on a game that I am even less likely to continuously develop. It does not deserve its own website, so I put it here, otherwise its open-source licensing would be for naught. Go to the downloads page to get it, for both Windows and Linux.
A Very Commentable EffortBy ZOMGxuan on 2009-03-20, 14:53:32
If you have not already realized (but who visits this site anyway?), visitors now have the ability to comment on news posts, and correspondingly, spam (please don't, I will just delete it). So what is this tremendous effort that all of you guys can now comment upon? Well, it is the first ever release of Pixelchase Enhanced (version 0.8). If you read my 1st or 2nd news post, you may have noticed me saying that Enhanced would have been out in June last year. As you can see, I drastically overestimated my working speed.
But now that Pixelchase Enhanced is here, let me elaborate more on it. When I say enhanced, I mean it, because this new incarnation of Pixelchase not only has rotation of the pixels, acceleration, friction, double tapping for a speed boost, and oriented bounding box collision detection (that's a mouthful), it also has network play! Yes, network play. Of course this is a far cry from online multiplayer, so you only can play with your friends on the same LAN, or do it over the Internet with the help of a VPN like Hamachi or OpenVPN. And it still probably has bugs which I haven't noticed. It requires typing in the other person's IP, which is pretty easy to find out with a VPN. This also means you can play against yourself 'over the network' by running two instances of Pixelchase and entering 127.0.0.1 (localhost) as the IP address of the host. Oh yes, you can chat during network play. Various GUI elements have been improved or optimized (mostly under the hood).
Now you are probably wondering where to download this wicked new game on which you waste half your life playing (not). Well, I have bad news for Windows users. Since Windows uses the winsock library instead of the standard Berkeley C sockets which almost every other OS uses, I have yet to port the network code over for Windows. Luckily, winsock is very similar to Berkeley sockets. So for now, here is the source for Linux. You can also go to the downloads page to get it. A friend I have mentioned before managed to compile this version for Mac OS X, but it still has the same old timer problem.
This is all for now, don't expect anything for months to come.
ScreencastBy ZOMGxuan on 2008-08-31, 20:26:09
I hope the code above works. I decided to make a screencast of pixelchase for fun.
I'm here to deliver a packageBy ZOMGxuan on 2008-08-03, 19:20:23
Four in fact, as I finally forced myself to upload the debs and rpms I mentioned in the previous post. Happy easy installations!
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