Here's some random junk that, for one reason or another, doesn't deserve its own page or link or whatever on the front page.
A small script for eDuke32, a source port of Duke Nukem 3D, that attempts to remove all Protozoid Slimers (the green facehugger monsters) from the game. A bunch of people really don't like them no matter how ineffective they are, so here's a way to strike them from the record. This tries to cover all the use cases (dustbins, RESPAWN actors etc.), but in the worst case scenario they'll spawn just long enough to make their wake-up sound before getting deleted from the game world.
jBlade, the author of the AMC TC, more or less wrote all of this, I basically just did some copy/pasting to taste. Go thank him!
A transcript of a section from the long-out-of-print, PS2-only bonus disk from Metal Gear Solid 2: Substance, detailing how the game engine works. Fairly laymans-terms, but of potential interest to people who like to know how things work under the hood.
An old WIP backup of Doom 2's levels, as released by John Romero in 2015, compiled together for play in the actual engine. Fun if you like playing Spot the Difference, and neat from a historical perspective.
This is a quick and ugly looking test map I put together when developing my own mods, that has slowly expanded out as I've needed to check things quickly. Other people have found it useful, so I threw it out there. ZDoom Forums Thread.
When I was a wee lad I had a Totally Legit Gameboy Multicart purchased in Hong Kong that I've never quite been able to find a ROM dump of online. I dug it back up and wrote a list of everything on it, in the name of remembering things.
A couple of remakes of MS-DOS game pixel fonts I made in Fontstruct, a cheesy little web-based font creation tool.
One of my first attempts at figuring out how Construct 2 worked. I should probably apologise.
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