CyberFrog Projects!

New!After recruiting a new programming team member I was infact recruited myself! As well as Xenobium298 (see below) I'm also lead programmer on another project called Mayhem!. This is also going to be a really cool game set against the backdrop of both terrain-based and urban-based landscapes this will have you reaching for the Valium faster than you thought was ever possible! Check out progress on this game at the Lawless Games website!
New!My latest project is a Win95, 3D space combat game using Microsoft's DirectX 6 SDK. Only one problem though, it's too ambitious a project for me alone so I've got a great team of helpers!! We are going to make quite a team!! I've devoted a whole page to it which you can see by just clicking Here!. Check back here often to see status updates.


Calling all game publishers! I'm looking for a publisher for my last project called Mutant Earth. If you are interested or know of anyone that might be please email me asap!

Attention! A fully playable 1 level demo is now available on the Downloads page. Check it out!!


Here are a couple of sample images for my sooper dooper 2D platform shoot 'em up called Mutant Earth. These images are not the final versions used in the game but are reasonable examples. There's even a picture of the end-of-level nastie from the characters of level 1! This game has been over 12 months in development and I'm trying to find a publisher for completion.
Unlike my previous games this doesn't use RUTILS v2.0 'cos its based around 32-Bit Protected Mode DOS and is heavily optimised for standard VGA 256 colour mode 13H. Since it runs in the wonderful 32-bit flat model its ultra fast at normal stuff never mind anything that has been optimised!


That said, here are a few of the main features of the game:

  • 32-Bit protected mode DOS
  • 256 Colour VGA
  • Triple Parallax with 3D depth effect (cool!)
  • PC Speaker and Sound Blaster support
  • 8 channel real-time sound mixing with SB (cool!)
  • 11 original background music tracks (sooper!)
  • Huge end of level nasties (e.g. Spider)
  • Sooper fast "compiled" sprites
  • 2D clipping made redundant
  • Sooper fast scrolling
  • All data files stored in a single 'cache' file
  • Configurable frame rate
  • IPX Network gameplay for sooper cool deathmatches (yeah! yeah!)
  • And much, much, more...!!
The game is so fast, that on my last P90 machine with the game running at the default 40 frames per second (fps) the CPU is IDLE for just over 70% of the time!! That includes big nasties, loads of little critters, triple parallax + 3D depth, etc, etc. In fact, the game will achieve an almost unbelievable 150+fps at full pelt!!

If you have any questions about the game or the techniques I'm using please email me!


Contact the CyberFrog!

Last Modified: 12/07/1999 01:42pm
Author: CyberFrog

Home | Downloads | Links | Source Code | Xenobium298

Always under construction!
Copyright © Rocco Loscalzo, 1998.