作者u9555kimo ()
看板PCCU-CS
标题[其它] 96k小游戏
时间Wed Oct 31 05:39:21 2007
最近又提到这东西....大家玩玩看吧.......
我的电脑.......P4-2.6G 1G-RAM 只能五秒动一次= =+
(刚刚又试了一下变三秒了XD)
不过我没有显示卡就是了XDDDDDD晶片无敌啊~
马的...我就差个显示卡就可以顺畅的玩= =+
载点
http://msa.pccu.edu.tw/~s9424940/96k.exe
游戏画面
http://msa.pccu.edu.tw/~s9424940/game.jpg

游戏是全萤幕的唷XD
虽然他长得很像病毒...但是他不是...请安心服用...
---------------README---------------------------
·作业系统:Windows Me / 2000 / XP
·DirectX 9.0b
·CPU:Pentium3 1.5GHz 以上
·记忆体:512MB 以上
·3D显示卡:Geforce4Ti 或 ATI Radeon8500 以上
(支援pixel shaders 1.3功能,内建128MB显存)
.kkrieger, chapter I - Beta Version
.a game in 96k
by .theprodukkt
(released at breakpoint 2004)
www.theprodukkt.com
1. about .kkrieger
------------------
The project was started two years ago and since then many, many hours of
our spare time went
into developing .kkrieger. Still, in the end we didn愒 have time for the most
important thing:
gameplay. So expect some major improvements in our next releases.
However, we enjoyed making .kkrieger a lot and are quite satisfied with the
end result and now we
are eagerly awaiting your comments :) So if you have any feedback, may it be
acclaim, critique or
bug reports - please feel free to write us. Every email is highly
appreciated!
(No, wait - don愒 send us bugs until the final version - we know enough
already ;)
We will definitely release an uncut "final" version with some more kb,
enhanced content and less
bugs, soon. (The first thing we'll do after this release is relax for some
time, though :).
.kkrieger is designed as a trilogy. At the moment we can not tell if and
when we will find the
time to develop the next chapters, though. We will keep you informed on our
homepage...
2. controls
-----------
W - forward
S - backward
A - left
D - right
[Space] - Jump
Left mouse - shoot
1-5 - switch weapon
Press M1 - M9 to respawn at the different respawn points (also helps when
caught in collision ;)
3. system requirements
----------------------
.kkrieger requires a relatively high-end machine to run properly. To be
precise:
- A 1.5GHz Pentium3/Athlon or faster.
- 512MB of RAM (or more)
- A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card
supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
- Some kind of sound hardware
- DirectX 9.0b
We've done some testing to ensure it runs on all hardware meeting those
requirements we could get, and we checked it runs on all major supported
configurations with current drivers, but with some graphics card/driver
combinations it might screw up. In case you have problems, please try
getting the most recent driver release from your vendor, and only if the
problem persists contact us (refer to the contact section).
4. detailed credits
-------------------
.theprodukkt:
- Thomas "fiver2" Mahlke: Concept, Direction, Textures, Level geometry and
lighting.
- Dierk "Chaos" Ohlerich: Editor, Texture generator, Game, Physics,
Collision, 'lekktor'.
- Christoph "giZMo" Muetze: Character design, Animation, Weapons, Items,
Special FX.
- Fabian "ryg" Giesen: Mesh generator, Material/Lighting systems, 3d Engine,
'kkrunchy'.
freelancers:
- Sebastian "wayfinder" Grillmaier: Music, Sound design, Sound effects.
- Tammo "kb" Hinrichs: Sound synthesizer.
5. contact
----------
web site:
http://www.theprodukkt.com
contact:
[email protected] (fanmail, flames and cooking recipes)
6. disclaimer
-------------
.kkrieger is freeware. Permission to spread the archive in its original,
unmodified
format is generally given, as long as there is no fee charged for .kkrieger
itself. We
want to encourage everyone to send the file around, link to it on webpages,
and we also
want to allow printed magazines to include .kkrieger on supplementary CDs and
similar
media, within the conditions stated in this disclaimer. Public presentation
of .kkrieger
is hereby explicitly allowed and encouraged. We require that proper credit is
given to
.theprodukkt in all forms of public presentation or publication of .kkrieger.
.kkrieger comes with absolutely no warranty. It has been carefully written,
but still
we can make absolutely no guarantees that .kkrieger runs properly on every
configuration.
.theprodukkt can not be made liable for any kind of damage or data loss
caused either
directly or indirectly by .kkrieger.
7. technical FAQ
----------------
In general, if you have any technical questions concerning .kkrieger,
either refer to our
web site or contact us via email. However past experience shows that there
are some rumours
and misunderstandings about our work that are very hard to correct, so we'll
state the truth
here, in written form, for all the world to see :)
- We do .not. have some kind of magical data compression machine that is able
to squeeze
hundreds of megabytes of mesh/texture and sound data into 96k. We merely
store the
individual steps employed by the artists to produce their textures and
meshes, in a very
compact way. This allows us to get .much. higher data density than is
achievable with
normal data compression techniques, at some expense in artistic freedom and
loading times.
- .kkrieger is not written in 100% assembler/machine language. Not even
nearly. Like the
vast majority of game projects being developed today, .kkrieger was mostly
written in
C++, with some tiny bits of assembler where it is actually advantageous
(notably, there
are a lot of MMX optimisations in the texture generator).
- A kilobyte is, historically, defined to be 1024 (2^10) bytes, not 1000.
Thus .kkrieger is
a game in 96k even though it's actually 98304 bytes.
- The concept of the texture/mesh generators was developed by fiver2. We do
.not. want to
claim that the techniques we used to develop .kkrieger are new inventions.
It愀 rather a
selection of useful operations and their parameters to optimise the
results.
--
谢谢你!! 使一个人感动很容易
我好感动~~ 哈 这哪算得了什麽 使一个人心动却只能看天意
\●/
●>
因为 我喜欢你..
▲ <
■ ● ●但..我们还是当好朋友吧^^
∥ ∥
■ ▲
http://www.wretch.cc/blog/lightpink1 ∥ ∥
--
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◆ From: 125.225.142.233
※ 编辑: u9555kimo 来自: 125.225.142.233 (10/31 06:02)
1F:推 tentenlee:缩小後在关掉我的滑鼠就不能动了.... 10/31 09:24
2F:推 lingpxs:我看不到@@ 11/01 01:24
3F:→ dennis0210:我记得之前玩过@@ 顺的很 现在就不知道了(病毒无敌) 11/03 14:25