Posted on 11 September, 2016 at 7:06PM
Have you heard of Interplay? They're the company that published titles such as Earthworm Jim, Boogerman, MDK, and Descent. Obviously they have fallen on hard times, since they announced that they're going to be selling off all of their intellectual properties. Turns out this is an all or nothing deal, so people can't just buy Earthworm Jim for example. No price has been listed, people interested have been instructed to contact Wedbush's Joe Morgan (email@example.com). Do you or someone you know have possibly thousands of dollars laying around? Well this is your chance!
But seriously, I'm hoping these IPs go to a worthy developer, and not languish like many IPs have in the past, like System Shock. I'd especially love to see another MDK come out.
What do you think?
Posted on 10 June, 2016 at 10:27PM
One of the main reasons I helped start RotW was because I'd have an excuse to code a website from scratch. RotW is a great project to work on, and I'm not sure I'll ever give up on it completely. (I even just renewed the domain name!) I've always had interest in sharing the code to RotW, and possibly give back to the community a little, but I've been putting it off until now.
Hopefully someone out there will find this code useful. I decided on the GPLv3 license,
Posted on 11 August, 2015 at 9:06PM
Hello there! I have been working hard on the back-end of RotW. Part of this was updating the login system to be more secure. As a result, all previous passwords had to be dumped. If you are already registered, you should have recieved an e-mail containing a new (temporary) password. If you did not, feel free to e-mail me (address listed in my profile). If you haven't registered yet... then register damn it!
In addition, comments now support the following BBCode tags: [b], [u], [i], [s
Posted on 13 June, 2015 at 9:44PM
As computer hardware technology has gotten faster and more advanced, so too has the entertainment software running on it. I am speaking of course, of video games. Increasingly important in today’s video games is the use of physics. In order to become immersed in a video game, players often expect the game world to react in a realistic way, which means physics calculations. In real life, we explain how objects move and interact using Sir Isaac Newton’s three laws of motion. In video games, we also apply these same laws, but in a video game context. Indeed, the process of applying Newton’s laws in a video games is often called a “simulation”, often through the use of a special sub-system called a “physics engine”.
Posted on 29 April, 2014 at 6:11PM
Warning: This post is focused on programming concepts.
Speed and ease of use have always been at odds with each-other in the computing world. In the days of the Apple II, most people started writing games in BASIC, until they needed more speed, then they switched to something faster. BASIC is an interpreted language and runs slower, but something like C is a compiled language and runs much faster even with equivalent code. That brings us to video games, which are really just specialized computer programs themselves. Why would someone use an interpreted language or a compiled one? Let’s explore that question.
Posted on 5 April, 2014 at 9:20PM
You're probably tired of lists by now, right? Well, here's another list to get your mind off all those lists you've been reading on the Internet. Someday, I'll make a list of the top ten best lists ever made. For now, though, I'll be listing my favorite retro controllers. There are a few things to remember when reading this list. First of all, I'm not you. It goes without saying, but everyone has different hands. Not all hands are created equal. For instance, some hands don't have thumbs, and
Posted on 31 March, 2014 at 11:01PM
Since the whole retro of the week thing wasn't working out, I decided to go back to the first site I created. We will now be dedicated to all Sonic content, all the time! I hope you enjoy the new/old site. Please be patient while we transition over.
Posted on 13 March, 2014 at 9:37PM
Remember that Combat clone I was working on? Well now its not so crappy! Gameplay has been overhauled -- Gameplay has been sped up, and now you can actually win or lose. It also has graphics by Aaron Martinez, aka our own Metal_Kitty666, and they look pretty good. Timing issues have also been fixed. Try it out and tell me what you think in the comments.
Posted on 3 December, 2013 at 00:27AM
In the First ever Episode of the DukeCast, I talk about XCOM vs XCOM, South Park, and of course the new generation of consoles. I also lament at the lack of other people on this podcast.
Next Week: PC Games and hardware, The Wii U, and Zelda: A Link Between Worlds and more!
This was the first time I ever did a podcast, hopefully I can get things a bit tighter next time.
Enjoy guys! I should have my next article up tomorrow sometime, so stay tuned for more contributions from my fellow Editors and myself!
Posted on 1 December, 2013 at 8:48PM
I remember growing up in the nineties quite fondly, it was an interesting time for entertainment after coming back from the Market Crashes in the nineteen eighties. When people ask me about what I remember most about those early years of my life I don't reference Bill Clinton or much of the other nineties pop and political culture pastiche. The one thing I always recall throughout the decade and leading into this one is the games, the gaming and technological landscape crashed together