Dave Gnukem is a cross-platform 2D scrolling platform shooter inspired by Duke Nukem 1
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README.md

Dave Gnukem

Dave Gnukem is a 2D scrolling platform shooter similar to, and inspired by, Duke Nukem 1 (~1991). The source code is cross-platform and open source. It runs on Windows, Linux, Mac OS X and more. (The game is intentionally somewhat 'retro'; the original Duke Nukem 1 had 16-color EGA 320x200 graphics.)

Release Downloads: https://sourceforge.net/projects/gnukem/

Direct Download Link: https://sourceforge.net/projects/gnukem/files/latest/download?source=files

Source code repository: https://github.com/davidjoffe/dave_gnukem

Project page: http://gnukem.sourceforge.net/

Created by: David Joffe http://djoffe.com/ (https://www.livecoding.tv/david_joffe/)

The project was maintained by EMH (Evil Mr Henry) for a number of years until Oct 2016. Additional contributions by: T.O.G, Vytautas Shaltenis, Kent Mein, Steve Merrifield, Felix Richter, Kevin Joffe. See also 'Additional Credits' below.

You can watch recent development on this project being live-streamed at: https://www.livecoding.tv/david_joffe/ e.g. https://www.livecoding.tv/david_joffe/videos/wae18-dave-gnukem-c-game-side-scrolling-shooter and https://www.livecoding.tv/david_joffe/videos/K9XBz-dave-gnukem-c-game-side-scrolling-shooter-3 etc.

As of 8 Oct 2016, this project is under 'properly' active development again, and the goal/intention is to get to a 'version 1' by no later than Oct 2017.

Dave Gnukem Screenshot

About Duke Nukem 1

Duke Nukem 1 was a famous original 16-color 320x200 'classic' game released by Apogee Software in 1991 that launched the Duke Nukem series: https://goo.gl/yP4PbS The original Duke Nukem 1 was created by Todd Replogle (co-creator of the Duke Nukem series), John Carmack (of id Software), Scott Miller (founder of 3D Realms), Allen H. Blum III, George Broussard, and Jim Norwood.

Gameplay Instructions

Try find the exit, while dodging or shooting monsters.

Default Keys:

  • Left/Right: Move left/right
  • Ctrl: Jump
  • Alt: Shoot
  • Up Arrow: Action key (for e.g. opening doors, using teleporters or lifts, activating the exit, etc.)
  • Escape: In-game menu

  • PgUp/PgDn: Increase/decrease volume

  • Insert: Toggle sounds on/off

To open doors, find the correct color key, and press the action key on the 'lock' nearby the door(s).

Power boots allow you to jump higher.

Ports

History / Changes

Recent:

  • Add hero jump/landing sounds (credit for the sounds: Juhani Junkala), key pick-up sound, and more
  • Increase gameplay viewport width from 12 to 13 blocks

2016/10/29 - Version 0.66 [Windows only]

  • Add shortcut key to toggle sounds on/off (Insert)
  • Fix: On Windows, game window often starts slightly off bottom of screen
  • Fix: Restore Game from main menu doesn't work
  • Fix: Save/Restore game doesn't save "mission" (i.e. selected "game")
  • New proper exit sound (is "PowerUp13.mp3" by Eric Matyas http://soundimage.org/)
  • Fixed: A monster could kill you in the moments after you entered the exit
  • Better hero shooting sound

2016/10/22 - Version 0.63 / 0.64 / 0.65

  • Add background music. So far, have only added music by Eric Matyas http://soundimage.org/
  • Add game volume controls (use PgUp and PgDn keys to increase/decrease volume from menus or in-game)
  • Level Editor: New feature: Hold in Ctrl+Alt and click with the mouse to automatically start level with hero 'dropped in' to the clicked position as starting position (to help with level editing / testing)

2016/10/16 - Version 0.62

2016/10/10 - Version 0.61

  • Fix: "Dying in the pungee sticks will often cause a crash" (thank you to porter who pointed that out)
  • Fix a segfault in Linux (possibly VNC only?) when navigating in-game menus and other sub-menus
  • Add semi-experimental 'big viewport mode' (Backspace + B in game to toggle) to make level creation/testing easier for level editors

2016/10/09 - Version 0.6 (0.60)

  • Take the 2015-08-01 v0.56a EMH release from SourceForge, create github project https://github.com/davidjoffe/dave_gnukem
  • Fixed 'tiny game window'
  • Fix some Linux compile issues, make a few other fixes/improvements (streamed on LiveCoding), call it v0.6 ('un-abandoning' project - DJ)

Developer Info / Build Info

Dependencies: LibSDL1.2, LibSDL-Mixer 1.2

Windows Build Instructions

  • Visual Studio 2010 project is included.
  • NB You must set your Visual Studio 'Working Directory' to ../../ in order to run this (under Project / Properties / Configure Properties / Debugging) or it won't find the data files and just immediately exit on run
  • If you get an error about not finding SDL DLL(s) when running, set 'Project / Properties / Configure Properties / Environment' to: PATH=c:\your\path\to\DLLs;%PATH%

Linux Build Instructions

Type 'make'

Run with ./davegnukem if it built correctly

Installing dependencies on Debian etc.:

apt-get install libsdl1.2-dev

apt-get install libsdl-mixer1.2-dev

Mac OS X Build Instructions

Same as Linux - type 'make'. Run with ./davegnukem if it built correctly.

Dependencies: You may have to first install LibSDL1.2 and LibSDL-Mixer1.2 (these can be installed by downloading the source code and doing 'make' and 'make install' (as root) for each of these first).

Level Editor Instructions

Note there is currently no 'undo', so be careful. If happy with a set of work, save your changes.

  • F5 from within the game invokes the level editor
  • F1: Save current changes (NB: there is currently no 'unsaved changes' warning, so remember to save your changes, if desired)
  • Escape: Exit level editor and start playing current level
  • Hold in Ctrl+Alt and click with the mouse to drop in hero and start playing/testing level at the clicked position
  • X: Toggle display/editing of 'foreground layer' (there are two 'layers', the background layer primarily for solid stuff, e.g. walls, and the foreground layer generally for e.g. objects or monsters, or other semi-transparent objects)
  • Z: Toggle display/editing of 'background layer'
  • M,N: Previous/Next spriteset. There is a left-click and right-click "sprite palette"; clicking the left or right mouse button in the map preview area places an object from the left-click or right-click palette, respectively. Click in the spriteset with the left or mouse button to select that sprite object to either the left or right-click "sprite palette".
  • To select the hero start position in the map, select and place either the 2nd-last or 3rd-last object in the first spriteset (it looks like a figure with a left or right arrow, which indicates the start direction). There should only be one of these per level.
  • To place the exit position in the map, select and place the last object in the first spritset. There should only be one of these per level.
  • 1-9: Macros: Float the mouse cursor in the map preview area and press one of these shortcuts to place from a few pre-defined complex objects, e.g. crates.
  • F: Do a 'horizontal fill' of the current selected sprite (on the current layer)
  • To choose the desired level, use the Up+L 'cheat' from within the game
  • To choose the desired 'game' i.e. 'mission' (i.e. set of levels), use the main game menu 'Select mission'

Note that for active animated objects that consist in the spriteset of multiple sprites (e.g. each conveyor belt piece has 4 sprites, for its animation), you must place the first of the four in the map for the object to work correctly.

Keep in mind that once the hero has the powerboots, he'll be able to jump higher. So there is a sort of logical progression if you place powerboots in a level, i.e. they should be placed once per 'mission' (i.e. set of levels), and levels prior to that should assume the default lower jump height, levels after that point might possibly assume the higher jump height.

To add a new 'mission' (i.e. set of levels), edit the missions.txt file and add a new line containing the name of your .gam file, e.g. "mygame/mygame.gam" (without quotes). (You should try keep all files associated with a particular game/mission in its own subfolder.) To add/remove levels for that game/mission, edit the .gam file (see the included .gam files to see the format).

TODOs (To Sort):

  • Create 'Roadmap' to "version 1"? E.g. starter list below:
  • Videos?
  • Check through code for possible buffer over-runs and
  • v0.7 [stil issue with ctrl jump keypress story]
  • v0.7 linux segfault
  • 'Texture Manager':
    • Clean up of 'textures'
    • Actual hardware accel if available [todo: proper blending]
    • Restoring hardware surfaces on toggle fullscreen with DirectX
  • Explosion sound doesn't always play (fixed 2016-10-22 but fix could use more testing, cf. channel -1 story)
  • DEV

    • Update TargetName to DaveGnukem in VS2010
    • Set up working folders to work 'out the box', so to speak
    • Add a dev readme.txt to help devs get set up
  • [med] Level Editor is hogging CPU [check sprite editor, does it also?]

  • Finalize sprites and other graphics to at least reasonable ready state
  • Finalize a basic playable set of levels
  • Check for all possible hardcoded keys that may be interfering with redefined keys (e.g. Ctrl, H, backspace+G etc.)
  • [After redefine keys] Ctrl both shoot and jump
  • H to damage health should not be on by default [likewise other things]
  • Better colors for menu
  • Some more / better sounds
  • CREDITS: Add Vytautas Shaltenis, a.k.a. rtfb, EMH, etc. [who else?]
  • Some better graphics
  • Fix up and update credits etc.
  • Signed executables in binary release?
  • [check] Dying seems to reset score to 0 - is that right? Cf. DN1 behavior
  • Is the -640 flag now basically obsolete? Remove? Or change to do something else useful? E.g. to make window maximum size e.g. same as monitor could be useful for level editing.

LEVEL/SPRITE EDITOR TODOS:

  • Nice to have: If have big screen like 1920x1080, should be able to 'take advantage' to make it nicer to edit levels [partly done]
  • If unsaved changes and accidentally press escape, your changes are lost .. should track 'dirty' and ask are you sure, or something along those lines.
  • [nice to have?] Undo last action?
  • It seems very easy to click sprite in wrong location
  • [nice to have?] Sort of a 'sprite eye-dropper' type tool: Point mouse and press something (e.g. Alt?) to 'pick up' what the mouse is floating over, and set that into the 'sprite palette'

Maybe make videos (e.g. for youtube etc.?) on:

  • Overview of game
  • Overview level editor
  • Level editor howto

Sprite TODOs:

  • Some of the background brick colors should be a bit darker
  • Some smoothing on some of hard pixely 'lines' (e.g. on shadow edges)
  • Finish conveyor belt
  • Un-EGA-ish sprites that still look a bit too EGA-ish (some of the especially ones look a bit too 16-color-ish perhaps, though the original DN1 was 16 colors)
  • Red background pipes look a bit .. I dunno what .. chromatic? Maybe desaturate slightly .. or something

Level TODOs:

  • ? Make a list of 'level TODOs' that are must-have for a 'version 1'?

Additional Credits