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Abe's Amazing Adventure!!

Version: 1.1
Author: Gabor Torok  
Category: Arcade Rate this game yourself!   Average of 4 Ratings:4.244.244.244.24

Abe's Amazing Adventure!! Screenshot Old school platorm game

A scrolling, platform-jumping, key-collecting, ancient pyramid exploring game, vaguely in the style of similar games for the Commodore+4. The game is intended to show young people all the cool games they missed.

License: free

Additional System Requirements: SDL, SDL_mixer

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by gabortorok on 2003-01-13.


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Comments

  Ported to Haiku OS!!! posted by michaelvoliveira @ 201.89.31.128 on Nov 2 2009 1:26 AM 55555
See it in haikuware.com!!!
 
[Reply]

  abe posted by bigfatdude @ 70.105.127.200 on Jul 24 2005 8:19 AM 4444
The game is good but Supertux is better
 
[Reply]
  Re: abe posted by Anonymous @ 72.45.106.249 on Jun 5 2007 6:26 PM  
This game would be okay with a few treaks. SuperTux needs no treaks :)
 
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  Me remembers! posted by Anonymous @ 82.169.134.17 on Mar 6 2005 11:34 PM  
I remember this... I used to play it on my Commodore64 a lot. Good luck in creating it!
 
[Reply]

  Nice and sweet game posted by fmunoz @ 157.88.42.6 on Mar 17 2004 6:11 AM 55555
Fun game, ideal for kids (or for me)!!
 
[Reply]

  Hmm posted by Anonymous @ 211.110.7.212 on Mar 19 2003 6:41 PM  
That name.. Sounds.. Familiar... :P
 
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  Abe's Amazing Adventure!! posted by Anonymous @ 62.131.189.25 on Feb 27 2003 9:25 AM  
Put the following in your main loop: td2=SDL_GetTicks(); dt=((float)(td2-td))*0.1; // 10*dt = 1 Frame td=td2; Now multiply your object offset with dt. After 1 second we have traveled 100 pixels. e.g. 50 Hz would give a dt of 2 (20msec per frame), and 120 Hz would give a dt of 0.8333 (8.333 msec per frame), or without vsync 333 FPS would give a dt of 0.3.
 
[Reply]
  Re: Abe's Amazing Adventure!! posted by gabortorok @ 64.209.168.14 on Feb 27 2003 10:27 AM  
Cool, thanks! I will add this in the next version. Thanks again!
 
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  Abe's Amazing Adventure!! posted by Anonymous @ 217.187.25.29 on Feb 27 2003 5:09 AM  
This is very promising. I like this game...
 
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  Abe's Amazing Adventure!! posted by Anonymous @ 62.131.189.25 on Feb 27 2003 4:11 AM  
You must have a real slow system, because on my Pentium 700/GeForce 2 it's way too fast. Time your gamespeed and update objects accordingly. Also, have a look at Prince of Persia for movement stuff, because it doesn't feel right.
 
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  Too fast posted by risc @ 211.28.96.68 on Feb 27 2003 2:22 AM 333
On my Athlon XP2700+ with GeForce 4 Ti4600 this game runs way too fast. It looks good though. Hopefully the newer version will run a bit slower so I can actually play it. 3 stars for now.
 
[Reply]
  Re: Too fast posted by gabortorok @ 66.218.54.217 on Feb 27 2003 8:42 AM  
I'll look into this! I think what's happenning is that my video card is not hardware accelerated so the game's using my cpu (P4 1.4G) to copy images around. You could try running the game in software mode (I know this sucks) or at a higher resolution. (-s and --size command line args). What's the accepted way of fixing this? Doing some kind of blit-timing test before the game runs? Thanks for your input!
 
[Reply]
  Re: Too fast posted by gabortorok @ 66.218.54.217 on Feb 27 2003 10:39 PM  
I have a new version with" speed-control". If a volunteer with a fast video card/machine could email me at cctorok@yahoo.com, I'd be happy to send it to you for testing. (Your name will be included in the credits!) Please specify windows or source, as the combined 3M .tz file may not make it thru email. Thanks!!
 
[Reply]
  Re: Too fast posted by Anonymous @ 62.131.189.25 on Feb 28 2003 3:11 AM  
Test it yourself by using SDL_Delay and checking if gamespeed stays constant.
 
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  Re: Too fast posted by Anonymous @ 194.130.115.66 on Apr 14 2003 2:36 AM  

If you're not too bothered about using Frame Based Movement (only a bad idea if you're using 3D or a network game) then you could always use the "Sleep period" method.

At the beginning of each frame use SDL_GetTicks() and store the value into a long. At the end of the frame loop compare the current SDL_GetTicks() with the value you stored at the beginning of the frame. If enough time has passed, then allow the game to continue. Otherwise go into a loop until enough time has passed.

For example,

long ticks;

while (true)
{
    ticks = SDL_GetTicks();

    // all your drawing and game stuff goes here

    while (SDL_GetTicks() < (ticks + 16)){}
}

The above may look crude, but it will prevent the game from running any faster than 60 frames per second (or there abouts).

 
[Reply]
  Re: Too fast posted by gabortorok @ 64.209.168.14 on Apr 14 2003 9:38 AM  
That's sort of what I did. For fast machines the fps has an upper limit and on slow machines the character takes bigger steps. (It does seem to work.) Thanks for your help!
 
[Reply]
  Re: Too fast posted by Anonymous @ 81.17.205.64 on Mar 6 2005 12:06 PM  
I hope the game is sleeping instead of busylooping (eating up all CPU doing nothing) like in the above example...
 
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