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 SpellrazorreleaseBack
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Website:dene.itch.io/spellra...
Maintainer:ptitSeb
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Version:0.9.17.08
Filesize:29.68 Mb
Category:Game
Sub-Cat:ArcadeGame
Redistribute:Allowed
Added:Apr 29, 2017
Updated:May 6, 2017
Downloads:112
Package Author: ptitSeb
Description:
Spellrazor
A riveting retro romp inspired by greats such as Rogue and Robotron, Spellrazor is a fascinating genre mash-up originally intended for release as an arcade machine in 1981.

Notable features include:
- 27 different spells, triggered by pressing the A - Z keys or space bar on the keyboard
- Bullet time - the game slows down once enemies are encountered, giving the player time to act strategically
- Secrets, mysteries and rituals

The game's creator, Duncan M. Bower, reportedly went insane and subsequently missing in the 80s, leaving Spellrazor in a somewhat unfinished state.
By a stroke of luck the code, thought to be lost forever, has since been retrieved.
Dene Carter, gaming industry veteran and head of Fluttermind LLC, has successfully adapted the program to run on modern hardware and operating systems, while retaining the original state of the game for archival purposes. This makes for a few peculiarities such as the game's exposed debugging console.
While allowing the player to buy and sell spells and - should you be so inclined - a way to cheat, it also features a look behind the curtains and a surprisingly rich syntax for what it is. There might be more to it - make sure to give it a try.

Thanks to Dene Carter for sharing the source with the OpenPandora community. Check out his work or contact him under
http://www.fluttermind.com
Twitter @Fluttermind
https://www.facebook.com/Spellrazor/
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Additional Info
Here is Spellrazor, an Arcade game made in löve.
[IMG]
Thanks to kuru, I had access to the source code of Spellrazor. The game as many shaders, and is quite graphicaly intensive. Also, initial sources were for 1280x720 window. I have resize all this to 800x480 (this also gain speed), redone a font to be smaller, and optimzed some Shaders. I also had to change a bit the frameskiping code.
The game is now playable on Gigahertz model, but I only tested with latest SGX driver and it does works on CC model (prefer 3.x SGX driver instead of default for better stability).

History log
=========
Build 08
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* Repackaged to fix the hang when moving the mouse

Build 07
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* Another fix for the game hang at start of level

Build 06
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* Optimised shaders
* Try to fix a case were game hang at start of level
* Made Console text fit the Width of the screen

Build 05
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* Optimized Fullscreen shader (by splitting it)

Build 04
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* Re-enabled fullscreen shader effect

Build 03
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* Minor adjustments to GUI
* Some Shaders optimizations

Build 02
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* Adjusted Spell display to fit the screen
* Optimized Bloomwithscanline shader
* Fixed autoframeskip
* Default to non-scaline Bloom (switch with '=')

Build 01
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* Initial build
* Reduce resolution to 800x480
* Improved performances a bit
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