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Freeprince

Freeprince coding

Click to enlarge the images. Images are ordered by date showing the improvements.

First time it ran: this shot was taken in a thin client X but remotely running from erdos. It was at the Engineering College of the University of Buenos Aires in the Lugfi Symposium. After the Symposium, with my PC back at home, I have been playing a bit with the first working version
The presentation. Taken in laboratory 14 at the university. Trying to run the game with out valgrind.
The first room drawing Compared with dosboxed version
Fixed some positions and tile drawings Color bugfix in the output library
Most of the wall generating algorithm coded Doors working
Monochrome resource reading from potion animation coded Windows port. Choppers coded
GNU/Linux: added spikes and hit points FreeBSD: added the dead state

Click to enlarge the images. The first IRIX compiled version of the game

Dealing with the compiler Second screen

Click to enlarge the images. The first FreeBSD compiled version of the game

First run Compiled again with make build
Playing a bit System information

Click to enlarge the images. Shadow of the Castle using FreePrince Engine.

First screen Potions do work in newer versions
Exit doors are open by default Playing a bit
Playing more First FP 0.4 shot: SOC Titles
Shadow of the Castle, level 1 Level 5, jumping. Potions do work now.

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