Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

135 Neutral

About JeZ-l-Lee

  • Rank

Personal Information

  • Website
  • Role
  • Interests


  • Github

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, We are working on a sequel to my all time favorite application: "Garry Kitchen's GameMaker" for the Commodore 64. (it's a very simple game creation IDE) Application builds and runs on Windows(R) and Linux. (the only dependency is SDL2 and there is a makefile included to build on any Linux) NOTE: This is a just started work-in-progress...don't expect too much We will be updating this thread posting as production progresses. Please post complaints and suggestions to this forum thread. This is our most ambitious project to date so don't expect a beta for at least 6-12 months... Thanks! JeZxLee If you are unfamiliar with this superb game creation IDE then please check out the wiki below: Garry Kitchen's GameMaker Garry Kitchen's GameMaker is an IDE for the Commodore 64, Apple II, and IBM PCs, created by Garry Kitchen and released by Activision in 1985. The software is notable as one of the earliest all-in-one game design products aimed at the general consumer, preceded by Broderbund’s The Arcade Machine in 1982. Two add-on disks are available for the Commodore 64 version: Sports, and Science Fiction. These include sprites, music, and background elements for loading into GameMaker. To demonstrate the vers... You can download the current entire project below on GitHub: GitHub FallenAngelSoftware/SDL2-C64GKGM2 100% FREE Cross-Platform Open-Source SDL2 Video Game Engine! - FallenAngelSoftware/SDL2-C64GKGM2 Here is a screenshot:
  2. JeZ-l-Lee

    Please Critique Our Indie Game Website!

    We use Sitemagic CMS. Highly recommended if you need a simple website manager. Jesse
  3. JeZ-l-Lee

    Please Critique Our Indie Game Website!

    Hi, Thanks for the reply... I booted up the site on Google Android Chrome browser. You should see a site menu button on top-right? Let me know if you see it. Thanks! Jesse
  4. Hi, Can some people here look over our Indie game website? We want to have a great website, so be as mean as possible! Website address is below: Everything on the above site is 100% FREE. Some games are even open-source. Any complaints or suggestions for improvement would be appreciated! Thanks in advance! Jesse
  5. Hi, We are about finished with our new word spelling game: "LettersFall 110%™". We need help testing the Android version of the game now. You can get everything at below GitHub web page: (Android version link on Google Play, HTML5 version link, & full source code) Game source code is 100% M.I.T. open-source! Game was made using current AppGameKit 2. Let us know about any issues or suggestions for improvement. Many thanks! JeZxLee
  6. Hi, You can get everything at below URL link: Enjoy! JeZxLee
  7. Hi Again, I forgot to mention that this game and game engine works on the following: - Microsoft(R) Windows(R) 10/8.x/7 Edge, Firefox, Chrome, & Opera - Linux Firefox & Chrome - Android Firefox & Chrome(no audio?) Thanks! JeZxLee <!doctype html> <!-- ------------------------------------------------------------------ JeZxLee's _ ___ ___ _____ ___ _ ____ ___ TM / |/ _ \ / _ \___ / F / __\___ | |__ _ __ __ _ | ___| / _ \ | | (_) | (_) ||_ \ O / / / _ \| '_ \| '__/ _` | |___ \| | | | | |\__, |\__, |__) | R / /__| (_) | |_) | | | (_| | ___) | |_| | |_| /_/ /_/____/ D \____/\___/|_.__/|_| \__,_| |____(_)___/ (R) M u s t a n g G T "PixiJSv4" + "Audio5js" HTML5+WebGL Cross-Platform Game Engine ------------------------------------------------------------------ TM "PacDude Hero IV 110% Turbo" Alpha3 Final Windows 10,8.x,7 / Linux / Android (Edge/Firefox/Chrome/Opera) (C)opyright 2017 By Team "" ------------------------------------------------------------------ -->
  8. Hi, We are close to completing our new open-source cross-platform WebGL/HTML5 video game called: "PacDude Hero IV 110% Turbo"... You can play the current version HERE. (full source code is downloadable on the title screen) Let us know of any issues and suggestions for improvement. We are on schedule to release finished Beta1 on August 3rd... Thanks! JeZxLee
  9. Hi,   We wanted to get feedback on our awesome new cross-platform video game: "TetriAttack Armageddon[TM]".   You can play the game in your Internet browser at below URL link: (there is also button on title screen to visit the official Google Play page)   Game has been on Google Play for about a month and has 1,000+ installs and 40+ 5-Star reviews...   Game is 100% free with no in-game advertisements or in-game purchasing. Thanks!   JeZxLee  
  10. Hi, We are very close to officially releasing Beta1 of our awesome cross-platform game called: "TetriAttack Armageddon" for Windows, HTML5, Android, and XBox One. We were hoping some people here could help test it now? P.C. Windows: HTML5 Internet: Android: XBox One: Coming Soon! Thank you in advance!  
  12. JeZxLee's"TetriAttack 3":Open-Source Cross-Platform!   Hi, My development team and I are proud to release our new open-source cross-platform puzzle game called "TetriAttack 3". This is a nearly completed "Release Candidate" and we were hoping some of the people here could help test it. After the conclusion of testing, the game will be released to OpenPandora Linux handheld console computer. If you would like to help out then please download, decompress and play the ZIP file located at the below URL link: The ZIP contains both Windows and Linux versions(a makefile is included to build executable on any Linux distro) Game Requirements: - Windows XP/Vista/7/8 32Bit/64Bit desktop or notebook - Any Linux 32Bit/64Bit desktop or notebook * To build on Linux you will need the following: - G++ - SDL 1.2 + dev - SDL_Image 1.2 + dev - SDL_Mixer 1.2 + dev - SDL_TTF 1.2 + dev - OpenGL for good performance Thanks in advance! JeZxLee 16BitSoft Inc. Video Game Design Studio  
  13. JeZxLee's "Pixel Artist 2" - Open-Source Cross-Platform!   Hi,    My team and I are proud to announce the Beta1 release of our new SDL1 game: "Pixel Artist 2".  Game is 100% open-source cross-platform and runs on ANY Windws(R) or Linux desktop or notebook.  (MakeFile is included to build game on any Linux O.S.)    Game Idea is 100% unique and not copied from any other video game ever made.    Click below URL link to download the complete project with source code:   At the conclusion of Beta testing the game will be ported to Google Android O.S. smartphones and tablets  using licensed YoYo Games "GameMaker: Studio".    Please help test our new game!    Some Screenshots:   _________________ JeZ+Lee  JessePalser <AT> Gmail <DOT> com  16BitSoft Inc. Video Game Design Studio
  14. Hi,   I've been trying without success to do the following: (1) Create a DirectX 9 texture (2) Render a loaded Button.png texture onto the created DirectX 9 texture (3) Render TTF text on top of the rendered Button.png texture on the created DirectX 9 texture (4) Render the new button with text DirectX 9 texture to the screen   Code is below, any help would be greatly appreciated... (Sprites[1000] is the loaded Button.png texture)   JeZ+Lee char buttonText[256]; if (index > 1000 && index < 1008) { LPDIRECT3DSURFACE9 backBuffer = NULL; DXDevice->GetRenderTarget(0, &backBuffer); DXDevice->CreateTexture(Sprites[1000].OriginalWidth, Sprites[1000].OriginalHeight, 0, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Sprites[index].Texture, NULL); LPDIRECT3DSURFACE9 pRenderSurface = NULL; Sprites[index].Texture->GetSurfaceLevel(0, &pRenderSurface); DXDevice->SetRenderTarget(0, pRenderSurface); if (index == 1001) strcpy_s(buttonText, "START!"); if (index == 1002) strcpy_s(buttonText, "Options"); if (index == 1003) strcpy_s(buttonText, "How To Play"); if (index == 1004) strcpy_s(buttonText, "High Scores"); if (index == 1005) strcpy_s(buttonText, "About"); if (index == 1006) strcpy_s(buttonText, "Exit"); if (index == 1007) strcpy_s(buttonText, "Back"); DXDevice->BeginScene(); DXDevice->SetTexture(0, Sprites[index].Texture); D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian( 45.0f ), (float)Sprites[1000].OriginalWidth / (float)Sprites[1000].OriginalHeight, 0.1f, 100.0f ); DXDevice->SetTransform( D3DTS_PROJECTION, &matProj ); Sprites[1000].DXSprite->Begin(D3DXSPRITE_ALPHABLEND); DXDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC); DXDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); DXDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_ANISOTROPIC); RECT spriteRect; = 0; spriteRect.left = 0; spriteRect.bottom = Sprites[1000].TextureHeight; spriteRect.right = Sprites[1000].TextureWidth; D3DXVECTOR3 spritePosition; spritePosition.x = 0.0f; spritePosition.y = 0.0f; spritePosition.z = 0.0f; D3DXMATRIX matrixSpriteTransform; D3DXVECTOR2 screenPostion = D3DXVECTOR2(0, 0); float rotation = 0.0f; D3DXVECTOR2 scaling(1.0f, 1.0f); D3DXMatrixTransformation2D(&matrixSpriteTransform, NULL, 0.0, &scaling, NULL, rotation, &screenPostion); Sprites[1000].DXSprite->SetTransform(&matrixSpriteTransform); Sprites[1000].DXSprite->Draw( Sprites[1000].Texture, &spriteRect, NULL, &spritePosition, D3DCOLOR_RGBA(Sprites[1000].RedHue, Sprites[1000].GreenHue, Sprites[1000].BlueHue, Sprites[1000].Transparency) ); Sprites[1000].DXSprite->End(); D3DXMATRIX matrixFixTextAfterSpriteDrawing; D3DXMatrixTransformation2D(&matrixFixTextAfterSpriteDrawing, NULL, NULL, NULL, NULL, NULL, NULL); D3DXMatrixIdentity(&matrixFixTextAfterSpriteDrawing); RECT rect, textSize; int posX, posY; Font[0]->DrawTextA( NULL, buttonText, -1, &textSize, DT_CALCRECT, D3DCOLOR_RGBA(255, 255, 255, 255) ); posX = (Sprites[1000].OriginalWidth / 2) - (textSize.right / 2); posY = (Sprites[1000].OriginalHeight / 2); for (int screenY = -2; screenY < 3; screenY++) { for (int screenX = -2; screenX < 3; screenX++) { SetRect( &rect, posX+screenX, posY+screenY, 0, 0 ); if (screenY != 0 && screenX != 0) Font[0]->DrawTextA(NULL, buttonText, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(100, 100, 100, 255) ); } } SetRect( &rect, posX, posY, 0, 0 ); Font[0]->DrawTextA( NULL, buttonText, -1, &rect, DT_NOCLIP, D3DCOLOR_RGBA(255, 255, 255, 255) ); DXDevice->EndScene(); pRenderSurface->Release(); DXDevice->SetRenderTarget(0, backBuffer); D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian( 45.0f ), 800.0f / 480.0f, 0.1f, 100.0f ); DXDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!