To display the most relevant entries to you in priority,
vote for the stories you are interested in
(  )
and reject those that you are not interested in
(  )
Rage3D Discussion Area - 75,85,87,93,99 -
16 hours and 14 minutes ago
Half-Life 10th Anniversary
Hard to believe, but the game that glorified the crowbar is 10 years old this week.
Wednesday marks the 10th anniversary of the release of the original Half-Life, Valve's
debut game and easily one of the greatest shooters ever made. While it's easy to look back and
think that Half-Life's success was all but assured, it wasn't such a sure bet back then. Many don't
remember that while the game debuted to critical acclaim, it took a while for it to become a
commercial success.
You've probably played Half-Life or its blockbuster sequel, 2004's Half-Life 2, or
the Half-Life 2 episodes contained in last year's The Orange Box. This is a tale of a science
experiment gone horribly awry, an alien invasion, and the crowbar-wielding protagonist named Gordon
Freeman. With its incredible attention to detail, story, craftsmanship, atmosphere, and scripted
events, Half-Life helped to define first-person shooters as we know them today.
We had a chance to talk to Valve's Mark Laidlaw last week about the anniversary. Laidlaw is a
science fiction and horror writer who joined Valve during Half-Life's development and hasn't left since. He
worked on the story and level design of Half-Life, as well as Half-Life 2.
Valve
was founded in 1996 by Gabe Newell and Mike Harrington in Kirkland, Washington. Both were veterans
of the Windows team at nearby Microsoft. Laidlaw joined the company in 1997. "Half-Life existed
when I got here. They had just named it. Actually, between the first time that I came up to
Valve
and the next time they had come up with a name for it. They were still calling it Quiver the first
time I had saw it," he said.
The origins of Half-Life came from a "typical sort of Valve thing" according to Laidlaw. There was
a series of meetings where a lot of ideas and features were tossed around. "A lot of level
designers had been playing around with the engine already and the editing tools. They had a list of
things they wanted, like fog and the ever-popular procedural moss. And then the idea to do
something like The Mist, the Stephen King story, at least to the extent that there's some military
facility experimenting with things it shouldn't be and then things go out of control. And early on
there was the idea that the whole thing started after some disaster had happened and there was a
gate opened to another dimension, and then about two-thirds of the way through you'd go through
that gate into this other dimension," Laidlaw said.
"That was pretty much things looked like when I saw it; a handful of level designers building rooms
with a crazy science-experiment theme, and all these different ways you could the player using
bizarre experiments. There were scientists and security guards; a lot of basic elements were in
place. But what I heard from Gabe [Newell, co-founder of Valve] that was most exciting to me was
the idea of doing this cinematic narrative kind of thing, which was the thing I had been hoping
that someone would do."
The opening of Half-Life remains one of the most memorable in gaming to this day. Rather than begin
with roaring fanfare or a raging battle, the game begins with a quiet ride in a tramcar through the
vast Black Mesa research facility. Despite having minimal dialogue, that opening sequence alone
told an incredible story.
"The Half-Life genesis had already happened when I got here, and I was one of those people who was
responding to everything that name and that basic story evoked. The first time I heard it I got
excited; with the little bit I had seen of it, it just felt right. And I think that everybody
partly responded to that; there was this little flicker there of something that everybody responded
to, and then we all just kind of kept feeding things into that flame and keep it burning. The
amazing thing in that process was our ability to express that vision was so vague, but we were kind
of all seeing the same thing."
"We converged on it until the test chamber scene came to life. And that was the point where we
built the rest of the game; we kind of organized all these things, these experiments and these
puzzles and things we were building, around that experience. This is what we want the whole game to
be like. Nobody had ever seen anything like this in a game. This was the thing we wanted to do,
that we'd been pushing out all along… but it was about making that
happen in a level and having it being an experience for a player. And it was surprising for us.
Everybody came in one morning and played that level who hadn't actually built it, which was John
Guthrie and Kelly Bailey sitting together over the weekend finally putting the audio in, hooking up
all the entities. So for everybody except them it was total surprise, and it was this shock and
recognition. This was the vision that we'd had that nobody had quite been able to put into words
but we had been trying to realize."
Many don't remember, but Half-Life was one of several anticipated shooters that the gaming
audience was looking forward to. The others included SiN from Activision and Quake II from id
Software. And in the case of SiN, there was plenty of respect. "I remember the sight of SiN just
panicked us," Laidlaw said. "[We were] comparing features and looking at screenshots, and it was
fuel for some of the level designers who had been asking for certain features to go and bug people
for them. Like, 'Look what SiN has! Look what SiN has!'"
Half-Life went through a number of delays before it finally shipped on November 19, 1998. (To mark
the game's 10th anniversary, Valve is selling Half-Life for 98-cents on Steam, its digital
distribution system, on Wednesday.) But keep in mind that shipping a game in 1998 was a far cry
from shipping a game in 2008. "It was very different because there was no instant release, there
was no Steam, there was no instantaneous response from the world. Now when something goes out we
can literally jump on a forum and watch people reacting to it and discover problems that we can
correct immediately."
"When Half-Life was done, it went out of our hands and we stared in shock because very few of us
had actually shipped anything of the sort. And then we went off to Mexico, and I think it actually
hit the store shelves while we were having our celebratory trip to Cabo. The Leonid Meteor Shower
was supposed to be a big one that year, that there was a sort of minor Y2K-meltdown fear that
communication satellites would get knocked out, you're not going to be able to access ATMs. So we
went to Mexico [and] as far as we knew we were going to be totally shut off from contact with
civilization and we didn't know what was going to happen when we went down there. It added to this
sort of apocalyptic feel to the whole trip," he recalled.
"I think at the time it came out we didn't know that it was going to have any kind of success
outside of the fairly small seeming market for first-person shooters, and we were looking at SiN
and Quake and these things that were going on around us and I don't think that I knew that there
was going to be a wide interest in the game industry beyond that. But the responses that we got
from people who played the OEM and Day One stuff were super encouraging. But it was also really
slow building things. Even though it took a while getting onto the shelves--it was there for
Thanksgiving and it started to sell--and we get a little bit excited when we start to hear about
things like this billboard coming out and a little bit of marketing that was happening and articles
in interesting places, but it built really slowly."
"Gabe had originally sort of dangled this thing that if Half-Life had ever hit number one on the
top-selling games list then we'd get a trip to Hawaii or something like that. It was not until
about a year after the game came out that it hit that spot, which was pretty unusual, but it just
kind of indicates how initially it was just kind of slow, and we weren't really sure. There was
that percolation of awards coming out, but we weren't necessarily sure beyond that how well it was
going to do, and what does this mean to the company? And early on Gabe had said stuff like, 'A
couple of years after this game comes out we're either going to be gods or we won't exist. There
won't be nothing left, just a smoking crater.'"
:heart: :D

|
Ubergizmo -
17 hours and 24 minutes ago
div style="FLOAT: right"img title="PSP Gets New Ratchet amp; Clank Entertainment Pack" alt="PSP
Gets New Ratchet amp; Clank Entertainment Pack" hspace="5"
src="http://www.ubergizmo.com/photos/2008/11/psp-brite-black.jpg" vspace="5" border="0" //div
pThose who are thinking of picking up the PSP-3000 now have yet another choice - the a
href="http://www.ubergizmo.com/15/archives/2008/10/psp3000_arrives_in_just_one_sku.html"Ratchet
amp; Clank Entertainment Pack/a that will feature a black PSP-3000 along with Everyday Shooter.
Guess a
href="http://www.ubergizmo.com/15/archives/2008/10/psp3000_arrives_in_just_one_sku.html"what we
speculated/a back in October a
href="http://www.ubergizmo.com/15/archives/2008/10/psp3000_arrives_in_just_one_sku.html"proved
correct/a, and you can at last pick up the classic black color instead of toying around with silver
and echochrome. The entire bundle will cost $199 when it arrives in December, so don't hold your
breath waiting for a standalone $169 black version since no release date has been set yet./p pa
href="http://www.ubergizmo.com/15/archives/2008/11/psp_gets_new_ratchet_clank_entertainment_pack.html#comments"Add
a comment/a | From: a
href="http://www.ubergizmo.com/15/archives/2008/11/psp_gets_new_ratchet_clank_entertainment_pack.html"PSP
Gets New Ratchet amp; Clank Entertainment Pack/a | Visit a
href="http://www.ubergizmo.com"Ubergizmo/a | a href="http://www.uberbargain.com/"Good deals/a/p
pmap name="google_ad_map_081119163745" area shape="rect"
href="http://imageads.googleadservices.com/pagead/imgclick/081119163745?pos=0" coords="1,2,367,28"/
area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23"//map img
usemap="#google_ad_map_081119163745" border="0"
src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_imgamp;client=ca-pub-7335032025195922amp;channel=9684588219amp;output=pngamp;cuid=081119163745amp;url=http%3A%2F%2Fwww.ubergizmo.com%2F15%2Farchives%2F2008%2F11%2Fpsp_gets_new_ratchet_clank_entertainment_pack.html"//p
pa href="http://feedads.googleadservices.com/~a/dUMrGTmfGhdOigk2uI-3sMNhnP0/a"img
src="http://feedads.googleadservices.com/~a/dUMrGTmfGhdOigk2uI-3sMNhnP0/i" border="0"
ismap="true"/img/a/pdiv class="feedflare" a
href="http://feedproxy.google.com/~f/ubergizmo?a=VbmGhrMS"img
src="http://feedproxy.google.com/~f/ubergizmo?d=41" border="0"/img/a a
href="http://feedproxy.google.com/~f/ubergizmo?a=10sqdzRB"img
src="http://feedproxy.google.com/~f/ubergizmo?i=10sqdzRB" border="0"/img/a a
href="http://feedproxy.google.com/~f/ubergizmo?a=8Rzx5a8C"img
src="http://feedproxy.google.com/~f/ubergizmo?d=52" border="0"/img/a a
href="http://feedproxy.google.com/~f/ubergizmo?a=ff6LFSuj"img
src="http://feedproxy.google.com/~f/ubergizmo?i=ff6LFSuj" border="0"/img/a a
href="http://feedproxy.google.com/~f/ubergizmo?a=tQEZr2d8"img
src="http://feedproxy.google.com/~f/ubergizmo?i=tQEZr2d8" border="0"/img/a /div

|
Silicon Valley Watcher--reporting on the business and culture of disruption -
18 hours and 21 minutes ago
Businessweek reports:
CEO
Search: Can Anyone Save Yahoo?
What Yahoo needs, say management recruiters and analysts, is someone with the profile of
Hewlett-Packard (HPQ) CEO Mark V. Hurd. A low-key operating wizard from the relative tech
backwater of NCR (NCR), Hurd has managed to turn around HP in the three short years since he
joined. In fact, one source close to the search says Yahoo isn't ruling out an executive outside
the Internet realm. "You need someone who doesn't have the ego of a rock star," says Dona
Roche-Tarry, a partner at executive search firm CTPartners. "But the new person would need the
strength of character to stand up to Yang and the board."
Here is my pick: Sean Maloney, Intel's
executive VP and its chief sales and marketing officer.
Sean Maloney has been Intel's top trouble shooter for many years. He is the one that Intel relies
on when troubled business groups need to be turned around. He always gets the toughest jobs at
Intel.
He is one of the most capable executives in the tech industry right now. My contacts tell me he
was in the running for CEO of Hewlett-Packard following Carly Fiorina's departure but withdrew
deciding to stay with Intel and the job later went to Mark Hurd.
Mr Maloney has been at Intel
since 1982 and he has hit a ceiling. Paul Otellini, CEO and President of Intel isn't
going anywhere, he took over in May 2005, and at age 58, he still has many years until
retirement.
Yahoo would be a fantastic challenge for Mr Maloney, but he thrives on challenging situations and
has had plenty of experience revamping poorly performing Intel business groups. He is fiercely
loyal to Intel but he might be tempted by the enormous amount of value that would be created in
turning around Yahoo. Intel has won the microprocessor wars and there isn't much else to do
except to stay out of anti-trust courts -- that's a job for lawyers not for hard charging
executives.
Yahoo needs a swift kick in the pants to get it going again. It's got great technologies and
people but it is rudderless. Mr Maloney would be the best person to get Yahoo moving again and
regain its former glory, imho.

|
Engadget -
22 hours and 28 minutes ago
div align="center"a
href="http://www.amazon.com/PSP-Limited-Ratchet-Clank-Entertainment-Sony/dp/B001LJJZOQ/ref=sr_1_6?ie=UTF8amp;s=videogamesamp;qid=1227104580amp;sr=1-6"img
hspace="4" border="1" vspace="4"
src="http://www.blogcdn.com/www.engadget.com/media/2008/11/psp-sku-new-1.jpg" alt="" //abr //div
Look, we know how much you love a
href="http://www.engadget.com/2008/10/27/sony-simplifies-psp-3000-lineup-only-offering-one-sku/"emRatchet
amp; Clank/em-oriented PSP SKUs/a, don't try and hide your desire. This latest PSP-3000 bundle to
feature the respectively furry / mechanical duo includes a black PSP and emEveryday Shooter/em in
addition to emRatchet amp; Clank Size Matters/em, instead of the silver PSP and emechochrome/em
featured in that other bundle. These are all very important distinctions, we assure you. A 1GB
Memory Stick Duo card and the ever-diserable emNational Treasure 2/em are included as well. The new
bundle hits on December 15 for the same old $199 pricetag. We're still waiting on that $169
standalone PSP-3000 with baited, Skype-ready breath.br / br /[Via a href="http://
http://www.pspfanboy.com/2008/11/19/ratchet-and-clank-bundle-to-include-black-psp-3000/"PSP
Fanboy/a]pFiled under: a href="http://www.engadget.com/category/gaming/" rel="tag"Gaming/a, a
href="http://www.engadget.com/category/handhelds/" rel="tag"Handhelds/a/pp
style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"a
href="http://www.engadget.com/2008/11/19/ratchet-and-clank-headline-another-psp-3000-bundle-youre-simply/"Ratchet
amp; Clank headline another PSP-3000 bundle; you're simply thrilled/a originally appeared on a
href="http://www.engadget.com"Engadget/a on Wed, 19 Nov 2008 14:34:00 EST. Please see our a
href="http://www.weblogsinc.com/feed-terms/"terms for use of feeds/a./ph6 style="clear: both;
padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"/h6a
href=http://www.amazon.com/PSP-Limited-Ratchet-Clank-Entertainment-Sony/dp/B001LJJZOQ/ref=sr_1_6?ie=UTF8amp;s=videogamesamp;qid=1227104580amp;sr=1-6Read/anbsp;|nbsp;a
href="http://www.engadget.com/2008/11/19/ratchet-and-clank-headline-another-psp-3000-bundle-youre-simply/"
rel="bookmark" title="Permanent link to this entry"Permalink/anbsp;|nbsp;a
href="http://www.engadget.com/forward/1377223/" title="Send this entry to a friend via email"Email
this/anbsp;|nbsp;a
href="http://www.engadget.com/2008/11/19/ratchet-and-clank-headline-another-psp-3000-bundle-youre-simply/#comments"
title="View reader comments on this entry"Comments/a pa
href="http://feedads.googleadservices.com/~a/YGX2_nrC_oYvN_lX6JASjO0eToY/a"img
src="http://feedads.googleadservices.com/~a/YGX2_nrC_oYvN_lX6JASjO0eToY/i" border="0"
ismap="true"/img/a/pdiv class="feedflare" a
href="http://feedproxy.google.com/~f/weblogsinc/engadget?a=BgGTtPuB"img
src="http://feedproxy.google.com/~f/weblogsinc/engadget?i=BgGTtPuB" border="0"/img/a a
href="http://feedproxy.google.com/~f/weblogsinc/engadget?a=8PPIPWuf"img
src="http://feedproxy.google.com/~f/weblogsinc/engadget?i=8PPIPWuf" border="0"/img/a /divimg
src="http://feedproxy.google.com/~r/weblogsinc/engadget/~4/yScDUE4VA6w" height="1" width="1"/

|
Gamespot Recent Updates [News] -
1 days ago
Following NXE launch, studio warns that putting entire shooter on the 360's HDD will actually
increase load times.
|
SpikedHumor - Today's Videos and Pictures -
1 days ago
img src="http://m1.cdn.spikedhumor.com/1/" align="right" border="0" width="175" height="150"
alt="Stickman Madness 3 - Stronghold" vspace="4" hspace="4" /pRecruit your team, stock up your
weapons, and get ready for the battle of your life as your face an army of sticks, tanks, and elite
weaponry.hrRated strong4.5047/strong / 5 | 116 views | a
href="http://www.spikedhumor.com/articles/158507/Stickman-Madness-3-Stronghold.html"0
comments/abr//ppa
href="http://www.spikedhumor.com/articles/158507/Stickman-Madness-3-Stronghold.html"strongClick
here to watch the video/strong/abr/Submitted By: a
href="http://www.spikedhumor.com/Profile.aspx?userid=81606"dragon5/abr/Tags: a
href="http://www.spikedhumor.com/Default.aspx?p=searchtag=truequery=shooting"shooting/a a
href="http://www.spikedhumor.com/Default.aspx?p=searchtag=truequery=shooter"shooter/a a
href="http://www.spikedhumor.com/Default.aspx?p=searchtag=truequery=stickman"stickman/a a
href="http://www.spikedhumor.com/Default.aspx?p=searchtag=truequery=madness"madness/adiv
class="feedflare" a href="http://feeds.feedburner.com/~f/Spikedhumor?a=K9jRN"img
src="http://feeds.feedburner.com/~f/Spikedhumor?i=K9jRN" border="0"/img/a /divimg
src="http://feeds.feedburner.com/~r/Spikedhumor/~4/459060951" height="1" width="1"/

|
Water Cooler Games -
1 days and 1 hours ago
The HASTAC consortium has just announced a forum hosted by their HASTAC Scholars fellows on digital
games, entitled Participatory Play: Digital Games From Spacewar! to Virtual Peace to "explore game
innovations that surpass violent first-person shooters and military training simulations." Here's a
further description: Beginning with notable exemplars of imaginative game designs, such as "Virtual
Peace," we will explore the... ( read more)
|
Latest News - TeamXbox -
1 days and 1 hours ago
D3 Publisher has released new screenshots of Vicious Cycle's thirdperson shooter Eat Lead The
Return of Matt Hazard.
|
Engadget -
1 days and 2 hours ago

The key to any good pseudo-educational show featuring demonstrations that typically result in
explosions (i.e. Mythbusters) is super-duper
slow-mo sequences that expand those fleeting instants of incredibly expensive pyrotechnical glory
into multiple minutes of time wasted between commercial breaks. If you're looking to record your
own similar antics, amateur-style, Casio's time-stretching shooter the EX-FH20 is for you, delivering decent image quality and a
bevy of burst and slow-mo modes that will capture 7 megapixel stills at 40 fps and 1000 fps video
at 224 x 56. However, if that sounds rather gimmicky to you, according to
PhotographyBLOG's full review there's really nothing noteworthy about the machine which,
at $600, is out-paced and under-cut by other, similar SLR-lite options like Canon's PowerShot SX10.
'Nuff said.
Filed under: Digital
Cameras, Portable
Video
Casio's EX-FH20 reviewed: perfect for YouTube slow-mo junkies, nobody else originally
appeared on Engadget on Wed, 19 Nov 2008 10:17:00 EST.
Please see our terms for use of feeds.
Read | Permalink | Email
this | Comments

|
Engadget -
1 days and 2 hours ago
div align="center"a href="http://www.photographyblog.com/reviews_casio_exilim_pro_ex_fh20.php"img
hspace="4" border="1" vspace="4" alt="Casio's EX-FH20 reviewed: perfect for YouTube slow-mo
junkies, nobody else" src="http://www.blogcdn.com/www.engadget.com/media/2008/11/fh20-top-002.jpg"
//abr //div The key to any good pseudo-educational show featuring demonstrations that typically
result in explosions (i.e. a href="http://www.engadget.com/tag/mythbusters"Mythbusters/a) is
super-duper slow-mo sequences that expand those fleeting instants of incredibly expensive
pyrotechnical glory into multiple minutes of time wasted between commercial breaks. If you're
looking to record your own similar antics, amateur-style, Casio's time-stretching shooter the a
href="http://www.engadget.com/tag/fh20"EX-FH20/a is for you, delivering decent image quality and a
bevy of burst and slow-mo modes that will capture 7 megapixel stills at 40 fps and 1000 fps video
at 224 x 56. However, if that sounds rather gimmicky to you, according to emPhotographyBLOG/em's
full review there's really nothing noteworthy about the machine which, at $600, is out-paced and
under-cut by other, similar SLR-lite options like Canon's a
href="http://www.engadget.com/2008/11/17/canon-powershot-sx10-is-gets-reviewed/"PowerShot SX10/a.
'Nuff said.pFiled under: a href="http://www.engadget.com/category/digitalcameras/" rel="tag"Digital
Cameras/a, a href="http://www.engadget.com/category/portablevideo/" rel="tag"Portable Video/a/pp
style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"a
href="http://www.engadget.com/2008/11/19/casios-ex-fh20-reviewed-perfect-for-youtube-slow-mo-junkies-n/"Casio's
EX-FH20 reviewed: perfect for YouTube slow-mo junkies, nobody else/a originally appeared on a
href="http://www.engadget.com"Engadget/a on Wed, 19 Nov 2008 10:17:00 EST. Please see our a
href="http://www.weblogsinc.com/feed-terms/"terms for use of feeds/a./ph6 style="clear: both;
padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"/h6a
href=http://www.photographyblog.com/reviews_casio_exilim_pro_ex_fh20.phpRead/anbsp;|nbsp;a
href="http://www.engadget.com/2008/11/19/casios-ex-fh20-reviewed-perfect-for-youtube-slow-mo-junkies-n/"
rel="bookmark" title="Permanent link to this entry"Permalink/anbsp;|nbsp;a
href="http://www.engadget.com/forward/1376849/" title="Send this entry to a friend via email"Email
this/anbsp;|nbsp;a
href="http://www.engadget.com/2008/11/19/casios-ex-fh20-reviewed-perfect-for-youtube-slow-mo-junkies-n/#comments"
title="View reader comments on this entry"Comments/a pa
href="http://feedads.googleadservices.com/~a/nVluNlaz1zJ-8DSHqpm6eSgYhsg/a"img
src="http://feedads.googleadservices.com/~a/nVluNlaz1zJ-8DSHqpm6eSgYhsg/i" border="0"
ismap="true"/img/a/pdiv class="feedflare" a
href="http://feedproxy.google.com/~f/weblogsinc/engadget?a=jcFMeXzM"img
src="http://feedproxy.google.com/~f/weblogsinc/engadget?i=jcFMeXzM" border="0"/img/a a
href="http://feedproxy.google.com/~f/weblogsinc/engadget?a=AaqZRnb5"img
src="http://feedproxy.google.com/~f/weblogsinc/engadget?i=AaqZRnb5" border="0"/img/a /divimg
src="http://feedproxy.google.com/~r/weblogsinc/engadget/~4/7FkOiqw0R_k" height="1" width="1"/

|
iTrafik -
1 days and 4 hours ago
Le tout premier FPS pour l'iPhone/iPod touch ne sera pas « Quake » ni « Zombie
Mansion », mais... « Cube » ! Ce jeu de shoot dont on a déjà
causé dans ces colonnes (tu m'étonnes) lance donc le bal, et de belle manière
: multijoueur, open-source, basé sur un moteur performant, on en passe et des meilleurs.
Seul souci, l'application s'apparente plus à une démo technique des
possibilités de ce moteur...br/ br/ Merci de passer nous voir pour lire cette actu en entier
;-) pa href="http://feeds.feedburner.com/~a/iTrafik?a=LgrEKw"img
src="http://feeds.feedburner.com/~a/iTrafik?i=LgrEKw" border="0"/img/a/pimg
src="http://feeds.feedburner.com/~r/iTrafik/~4/458444308" height="1" width="1"/
|
Mac Forums - iPod touch -
1 days and 5 hours ago
The first real first person shooter is finally out. Yay!:) It's called cube, and it's free! It's a
50 mb download so I suggest doing it on your macs or pcs, although I did it on my iPod, it just
takes a while. The game is pretty nice. Some levels have frame rate issues but others are golden.
There's the ability to edit and create your own levels, but that takes time, so I just use the ones
that are built in. Happily for us iPod touch users all the levels are downloaded, so you don't need
wifi. I say get it. It's well worth the free price. Also, there's multiplayer, I haven't tryed it
out but will report back when I do.
Zym
|
iPod touch Fans forum -
1 days and 12 hours ago
 Category: Games
Released: Nov 19, 2008
Price: Free
Description:
Cube is a singleplayer and multiplayer first person shooter that provides satisfying and fast
oldskool gameplay. This opensource game is built on an entirely new and very unconventional engine.
Cube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high
precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for
dynamic LOD for configurable fps & graphic detail. Most of the engine design is targeted at
reaching feature richness through simplicity of structure and brute force, rather than finely tuned
complexity.
�
This iphone port is provided by fernLightning is a technology demo that supports all of the
functionality of the desktop version including multiplayer, in-game editing, cooperative editing,
demo recording, etc (though some of these are impractical on the iphone) - please visit the
official Cube homepage http://www.cubeengine.com/ for more information. Furthermore we encourage people to
check out the newest version of Cube - Cube 2: Sauerbraten - a far more powerful and modern
version. fernLighting thanks Wouter van Oortmerssen of dot3labs for his permission to release this
port.
Website: http://fernlightning.com/doku.php?id=iphone:cube:
Support Website: http://fernlightning.com/doku.php?id=iphone:cube:
Note: The description above is the official one supplied by the application
developer and does not necessarily represent the views or opinions of this site or its staff.
Get it on iTunes: Cube

|
iTWire - Latest Headlines -
1 days and 12 hours ago
Both next-gen gaming consoles now have sequels to their most acclaimed exclusive shooters, so how
does the first person alternative action of Resistance 2 stack up against Marcus Fenix and...
|
iPod touch Fans forum -
1 days and 14 hours ago
Cube is approved on the appstore!! omg.. can't wait =]
Cube is a first person shooter game, search for it if you don't know what i'm talking about!
Quote: Cube
for free! 19th Nov'08, v1.0 approved for AppStore - should show in next few days.
19th Nov'08: We are rushing to ship the update (v1.2) to Apple to address many of the know bugs!
just a few more days =]
website: http://fernlightning.com/doku.php?id=iphone:cube:start
|
DCEmu Forums:: The Homebrew & Gaming Network :: PSP Dreamcast Nintendo DS Wii GP2X Xbox 360 GBA Gamecube PS2 Forums - GP2X News Forum -
1 days and 20 hours ago
News via Nintendomax
Weeaboo just upload a new
version of its shooter Shooting maniacs "Touhou DS" which is now in version 0.7.
bugfixes:
- Shows an error message instead of silently crashing in the case of a
broken installation.
- The current score was added to the list of high-scores twice if you
used restart or quit after losing all your lives.
- Pausing the game stopped the music, it now only stops sound effects.
- After completing all stages, the game sometimes crashed.
- Script errors in courses other than the first were shown to the user.
- After a boss' spellcard finishes,-all-enemy projectiles are now
destroyed, not just those of the ENEMY_SHOT type.
- Instead of overwriting the default textures, user-specified textures
were added-after-the existing textures. This limited the max. texture
memory to 32KB.
improvements:
- Internal script now does compile basic type-checking.
- Meaningful error messages in the script compiler.
- Added (beta) support for downloading additional characters from within
the game using wifi.
- Rewrote a large portion of the manual scripting.
- Support for multiple routes per game. Roads are commonly used to create
a selectable difficulty setting.
- The score overview shown at the end of every stage works now.
- Both stages and routes can now be locked / unlocked. Read the manual for
more info.
- Added a third stage. Download and Give Feedback Via Comments
Attached Files TouhouDS_0.7.rar
(6.63 MB)

|
DCEmu Forums:: The Homebrew & Gaming Network :: PSP Dreamcast Nintendo DS Wii GP2X Xbox 360 GBA Gamecube PS2 Forums - GP2X News Forum -
1 days and 21 hours ago
Everyone's got their favourite console, and usually that choice goes arm-in-arm with the games they
grew up with.
Some machines were better than others, but what's really important is what gave rise to today's
enormous gaming landscape.
Raise a glass, then, to 10 landmark home gaming machines. Some were smash hits, others were dismal
failures - but they've all earned a proud place in history.
1. Sinclair ZX Spectrum 48K
A singularly British machine (it was Sir Clive Sinclair's finest hour), its graphical and sound
limitations made it, on paper, more a computer than a gaming platform. Everyone still bangs on
about copying its cassette-based games and the horrible loading noises, but that's doing its great
legacy a huge disservice.
It clocked up well over 10,000 games during its long history - it was the first home to the likes
of Manic Miner, Dizzy and Rebelstar, and received ports of most of the major arcade titles at the
time. Never mind that its keyboard felt like zombie skin - the thing was relatively easy to program
for, and as such was something of a training ground for many of today's big developers and
unrepentant geeks. Hell, people are still making games for it even today.
2. Mattel Intellivision
In 1980, the Atari 2600 reigned supreme - which inevitably inspired a slew of other technology
companies to seek a piece of home videogaming pie.
Perhaps the most successful was Mattel's 'intelligent television', with its infamously hyperbolic
("the closest thing to the real thing") ad campaign that shouted about its technical superiority
over the incumbent Atari machine.
The Intellivision sold an impressive 3 million units, despite a games library of just 125, before
becoming one of the major casualties of the 1983 videogame crash.
While the history books give it less space than its major rival, it's notable as being the first
16-bit home games machine, the first with 16-way directional controller, the first with real-time
voices (so long as you had the Intellivoice add-on) and the first with downloadable games - which
vanished when you turned the thing off, as it lacked writeable storage.
3. Sega Dreamcast
The turn of the 21st century does, of course, belong to the PlayStation 2, but Sega's final console
was the first of that sixth-generation of home gaming systems, and to this day inspires
unbelievable loyalty amongst its fanbase.
Hardware shortages, mediocre marketing, the lack of EA's otherwise omnipresent sports games and
Sega's bad rep off the back of the preceding Saturn and 32X consoles meant it couldn't compete with
the PS2's eventual blitzkrieg.
It was a pioneer of online gaming, however - the shining light of the modem age. Its MMO Phantasy
Star Universe still runs to this day. It even had a web browser and supported keyboards (the latter
was also memorably employed in bonkers spelling-shooter The Typing of the Dead).
The Dreamcast might be long off the shelves, but its scene continues to thrive - which is at least
partly due to the crazy ease of running pirated and homebrew games on it.
4. Nintendo Gameboy Advance
The heyday of pre-3D home gaming in your hand. While Nintendo's portable consoles' huge success
tends to rely on the kiddie market, the third-gen Gameboy really hit all the right beats for
nostalgics and the hardcore.
Gorgeous remakes of classic Marios and Zeldas made it seem like the NES/SNES golden years never
ended, while new sequels to beloved series kept 2D gaming very much alive in an age obsessed with
3D. The GBA still lives to this day, its design simplicity and lack of gimmickry lending it an
appeal its follow-up, the DS, never quite managed.
5. Atari 2600
The flagship of the first big home console boom, the Atari 2600 popularised the idea of games
appearing on swappable cartridges (the more costly forerunner to today's CDs and DVDs) rather than
being built-in to the hardware. In 1977, home gaming was Pong, Pong and more Pong: the Atari (as it
was simply known to most) changed all that, reinvigorating the market with ports of arcade darlings
such as Space Invaders.
The Atari was everywhere in the early 80s, and it spawned a raft of competitors - including
Nintendo's first console, the NES/Famicom. The 2600 both partly caused and was primary victim of
the 1983 videogaming crash, but you could still buy one new as late as 1992.
6. 386/486 IBM compatible
PCs had been around for years, but it was the early 90s 386 and 486 processors that really defined
the system as the thinking man's gaming platform.
This was the age of Doom, of Monkey Island, of Sim City, of Civilization... PC gaming never looked
back, and the level of invention and intelligence birthed in those crucial years still continues in
today's thriving indie and mod scene.
7. Nintendo Entertainment System
The Phoenix from the ashes of the 1983 crash that almost killed home gaming. The NES (or Famicom,
as it was known in its home Japan) was held aloft by a fantastic port of the arcade smash Donkey
Kong, but it was the likes of Super Mario Bros and lightgun classic Duck Hunt that booted it into
the public consciousness.
Zelda, Metroid, Final Fantasy, Castlevania and Mega Man (amongst a raft of others) all began life
on the NES, and its classic controller remains the essential template for today's gamepads. The NES
might not have been the great innovator of the machines that preceded it, but it's the major root
of today's consoles. History would be entirely different without it.
8. Sony PlayStation
Sony's first console would be the best-selling home console of all time, were it not for its even
more successful follow-up, the still-popular PS2. Incredibly, it began life as a planned CD-ROM
add-on for Nintendo's then-ubiquitous SNES, but contract arguments saw Sony go it alone.
Its CD-ROM drive, a technology Nintendo remained resistant to with its competing, cartridge-based
N64, was one of the major causes for its success. Loading times may have suffered for it, but discs
were dramatically cheaper to manufacture than cartridges, which were fast proving a turn-off to
third party manufacturers.
Couple with that the PS's shift into being the first major 3D home console and the fact it soon
proved remarkably easy to pirate its games, and you have yourself a landmark machine that
eventually cropped up in most every gamer's home.
9. Amiga 500
Before the IBM compatible (the template upon which today's PCs are still based) became dominant,
the Amiga series was the main name in home computing.
Its graphics and sound were ahead of the competition, it was astonishingly versatile at creating
graphics and music (even Andy Warhol was a fan), and many of today's big game names - including EA,
Rockstar, Peter Molyneux and Will Wright - cut their teeth on the platform. The 500 may have been
the baby of the bunch, but it remained the best-selling.
10. Nintendo 64
Far from Nintendo's biggest commercial success - it was quite the flop compared to the SNES that
preceded it or today's Wii - but, like the rival PlayStation, it was one of the major blueprints
for modern console gaming.
The Nintendo 64 pioneered the shift from 2D to 3D, the likes of Mario 64 and The Ocarina of Time
proving that the third dimension meant so much more than simply graphics, while the analogue stick
and four controller ports gave rise to Goldeneye, one of the main parents of the first-person
shooter deathmatches that dominate today. Nintendo might have dropped the ball with the N64's tiny
catalogue of games, but it did define the future.
http://www.techradar.com/news/gaming...=all&artc_pg=2

|
SourceForge.net: Inactive feed -
2 days and 2 hours ago
Shoot out is a arcade shooter similar to galaga or space invaders using SDL. pa
href="http://feedads.googleadservices.com/~a/Cgox2_1u_xg3S8fUryqt6700gxA/a"img
src="http://feedads.googleadservices.com/~a/Cgox2_1u_xg3S8fUryqt6700gxA/i" border="0"
ismap="true"/img/a/pimg
src="http://feedproxy.google.com/~r/sourceforge/export/rss2_sfnews/~4/DIrJbF90k4g" height="1"
width="1"/
|
|