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released this
2026-11-04 17:15:57 +01:00 | 0 commits to dev since this releaseThe game now runs as a program of its own: a start screen, menus, saved
settings and progress, and downloadable builds for Linux and Windows.- Start screen: new game, continue at the level left, settings, import
a ROM (file dialog, or drop the file on the window), quit; after a
pack's last level it picks the world the expert run begins at. - Pause menu on start or Esc: resume, settings, back to the start
screen. - Settings, each saved at once: the classic or a wide view (320 to
560 px), window scale and full screen, the pack's status bar or a
modern one, keys and gamepad buttons rebound per button, lives that
count only for the score or classic lives, slow mode at 75 % or 50 %
with the sound at its pitch, and the volume. - Gamepads through SDL3, also plugged in during play.
- Progress, best times and settings kept in the data directory; the
game saves at a level's end and when you leave, never inside a level. - Builds with Zig 0.17;
zig build releasepacks the Linux and Windows
programs with the guide, the licence and the credits.
Downloads
- Start screen: new game, continue at the level left, settings, import
-
released this
2026-10-30 07:02:33 +01:00 | 27 commits to dev since this release- Every point value the built-in pack pays has its popup picture again;
in 0.3.0 nine enemy values showed nothing readable. - The loader refuses a pack whose popups lack a value it pays, and the
skid's acceleration factor comes from the pack. - Clearer comments and names in the engine; no new features.
Downloads
- Every point value the built-in pack pays has its popup picture again;
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released this
2026-10-29 14:31:10 +01:00 | 35 commits to dev since this releaseThe built-in pack is a finished game of its own: one world of four
levels, played from start to end without anything imported.- Built-in levels: Frostwood, Clockworks (two halls, one above the
other), Skyreach and Clank's Keep, with their own layouts, enemies,
values, pictures and music (the parts by others are CC0, see
content/CREDITS.md). - Points: every enemy pays by what it takes to beat it; the built-in
values say in their comments what they do. - Engine: movement, camera, enemy contacts, lifts and swarms reworked;
packs give the hero's body points, his head reach and the enemies'
sink line as measures, and the boss has timers of its own. - After a death the level restarts past its lead-in; a big hero walks
straight into a side pipe.
Downloads
- Built-in levels: Frostwood, Clockworks (two halls, one above the
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released this
2026-10-24 09:39:46 +02:00 | 54 commits to dev since this releaseThe imported game is playable from start to end, and the engine has a
built-in pack of its own.- Enemies, items, blocks, coins, power-ups and fireballs; springs,
lifts, pulleys, spinning bars, cannons, swimmers, lobbers and swarms;
pipes, vines, poles, castles and bosses. - Sound: the engine's own sound chip plays each pack's tracks and
effects;--soundand--wavprint or save them. - Built-in pack: one world (Frostwood, Clockworks, Skyreach, Clank's
Keep) with its own levels, values, pictures and music (the parts by
others are CC0, see content/CREDITS.md). - Import: every level, area and link of the supported ROM, with its
colours, texts, tracks and effects, into a pack on your machine. - No game over by default (
--livesfor the classic lives); an expert
run once the last level is beaten (--expert <world>); smooth
drawing on screens faster than 60 Hz (--no-blendto turn it off). - Content pack format with a loader that refuses broken packs by name;
checks without a window:--script,--shot,--map,--gallery.
Downloads
- Enemies, items, blocks, coins, power-ups and fireballs; springs,
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Stompede 0.1.0: the skeleton Stable
released this
2026-10-24 09:39:46 +02:00 | 616 commits to dev since this release- Build with Zig 0.16 and SDL3; the game draws into its own 256 x 240
frame buffer at exactly 60 updates per second. - Scripted runs and screenshots without a window or a sound device.
- Content pack format 1 with a loader that refuses broken packs by name,
and a small test pack of our own. - Import of an NES platformer ROM you own into a pack on your machine:
levels with their graphics and colours, movement values, camera holds. - The player runs, jumps, swims and collides with the level's cells;
the camera follows. No enemies, items or sound yet.
Downloads
- Build with Zig 0.16 and SDL3; the game draws into its own 256 x 240