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Projects using Gosu
Major projects
Terra Vera (working title) (C++)
Terra Vera, a closed-source platformer by Julian Raschke with skeletal models and an intuitive level editor. Everything works, I just need to build all those levels! :)
The Wiinstrument (C++)
The Wiinstrument by Sebastian Burkhart and others uses Gosu, mostly for the stylish visuals. http://www.screenfashion.org/
Planets!
This two-player shooter by Kurt Griffiths features very cool gravity and explosion effects, sound effects, support for optional music and sketch-themed graphics. Even though it has a RubyForge project page, the available sources are outdated, so I updated them to the current Gosu API: Download source package.
Ruby OMF 2097 (Ruby)
Remake of the cool fighting game One Must Fall 2097 by Andrew Thompson, using Gosu. (Seemingly discontinued :( )
Mini projects
Gosu has also been used a lot for participating in small game development competitions – with varying code quality, as you may have guessed. To run games from source code, make sure gosu.so/gosu.bundle is available, e.g. by copying it from your platform's Gosu release into the game's directory. Then run Main.rb from the command line via "ruby Main.rb", or from your favourite editor.
Nightly Travels of a Witch (Ruby)
Written by Team Tortilla (Florian Groß, Alexander Post, Julian Raschke) for the 72h competition in the summer of 2006, this is a puzzle game with unusual controls, some nice touches like parallax scrolling and a particle engine. Of course, that time was saved by writing less code comments and levels. ;)
Encaved (Ruby)
Written by Florian Groß in 2004 as an entry to the Ludum Dare 48h competition. Compo theme was "Random", so it's about randomized dungeons in which you have to shoot guns and mines.
Escave (Ruby)
Janis Born's entry for the same compo. Features some cool graphics! (Note: Done by someone who was new to Gosu, and even to Ruby! Yay.)
And...
…if you have anything in the works that uses Gosu, no matter in which development stage, feel free to describe it in a comment! :)
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i extended the Game tutorial into what I call Chuzzleflyer. Just unzip and enjoy. It's all in one file. Just make sure to have the Gosu bundle in the same directory. PS - anyone want to help me finish setting up a high score board for this? I already have a dedicated web MySql? instance...
thanks!
http://www.noonchild.com/chuzzleflyer.rb.zip
you need the media folder in the same dir as well - http://www.noonchild.com/media.zip
Very cool! :)
As a word of advice, creating new Windows for new game states is not the preferred way to do things, even though it should work (and it did for me). The usual way is to create 'state classes' which implement Window's callbacks, and then have the Window class always have a current State object to which it forwards all events. Then it's merely a matter of replacing the current state. Maybe Gosu will come with library support for this later—it's the first thing I do for all games. :)
@julian: is there sample code for the 'state classes' approach avail?
wwwguru, the Nightly Travels of a Witch has a very minimal implementation of it.
thanks for the comment! Gosu rocks. :)
@julian> what if i don't understand what you mean my 'state classes'? i can not find any information googling my heart out.
kintovision, in the NToaW source above, see main.rb, subapp.rb, and (for example) menu.rb. It's not google-able because its just implicitly done in source code, and I often call these states 'sub applications'. They will be extracted into a gosu add-on library later.
I just made a clone (physics) of n3wton in gosu here.
g.vishnu: I think the reloading code needs a different approach, one that counts frame or so, relying on exact milliseconds is very courageous (and didn't work for me at first) :) Otherwise, it shows some cool things, let me know about the fix, will move it up then :)
wahoo! i am so excited i actually got something that is interesting to play for more than 5 seconds! i modified the Chipmunk tutorial and put a homing missile that chases you around. yahoo! change the homing missile count to more than 1 and watch the game break!
http://kintovision.com/homing.zip
Very cool :)
Demetrius Nunes also sent me an improved version of CptnRuby? (thanks!), which has some of the 'exercises' solved, plus the source organized into different files. It features sound effects (which I replaced by free versions ;)), a mini-map, progress HUD and a message when you win. It may be a good inspiration for anyone playing around with the example games: http://www.raschke.de/julian/temp/dn-cptnruby.zip
I ported the rrobots arena to use gosu. It was very very easy with gosu. Thanks a lot for gosu julian! This was done because i wanted to hold a ruby user group session using rrobots. If the session becomes a success I might implement more fun stuff for the rrobots. Chipmunk physics would be awesome :D
http://gitorious.org/projects/rrobots
I started working on a simple physics game using box2D. The idea is that you are stuck inside a ball, and must roll through environmental puzzles to escape. I hope you guys enjoy it, and thanks for the awesome API, Julian!
http://www.filedropper.com/circlegamev10 http://www.filedropper.com/circlemanapp
Flourish is an action packed tree growing game: http://endofline.wordpress.com/2008/05/05/flourish-ruby-tree-growing-game/
You can grab the sources off of github: http://github.com/adamsanderson/flourish/tree/master
I would love some feedback, there is the remote possibility that it could one day be fun ;)
LyleBarbatuous?: Very impressive, would be perfect with a bit of polish. Has it been easy to combine Gosu and Box2d?
netghost: Yay for artsy games :) I didn't think it wasn't fun, but I could have needed a tutorial level to show me the way. Would rock with a bit more atmosphere.
Thanks! Yes box2D and Gosu work very well together. The only problems I had were just from getting acquainted with the IDEs. I'm going to try to get my in-game editor working properly over the summer, and add some mouse functionality.
Is there a simple way to do full keyboard support for text input? That's about the only thing I haven't gotten under control with Gosu, likely because I haven't looked into it hard enough :D
Have you looked into the new TextInput? class introduced in Gosu 0.7.9? :)
My Mac OSX packaged version of my game seems to break when I create a new TextInput?. Is this is a bug or am I doing something wrong? The code seems to work fine when I comment that out.
Hi, have you put the very latest gosu.bundle into the Resources folder? Is there anything shown in Console when the game crahes?
Using the latest gosu.bundle solved the problem. Now I'm getting a new problem which I think is associated with the fact that I'm using the "net/http" and "uri" libraries. Any idea what to do about loading these in a packaged app?
I think the best you can do is create a lib folder alongside your game, add that to the $LOAD_PATH and copy all used Ruby files into that. You'll probably have to read, and maybe distribute the licenses too. The answer really is "it depends" :) But except for RMagick, it's always worked for me so far.
Sorry I'm kinda new to this and not exactly sure what you mean, do you have an example package? Btw, thanks for creating this and for being so responsive with your help.
blim8183: No problem—I'll do a quick test with net/http by tomorrow.
Okay, I think I know the problem, I just don't know how to fix it. Because net/http and uri are default Ruby libraries I don't need to do anything special to include them beyond requiring them in the code. The problem is that it's being run with the default system Ruby instead of Ruby 1.8.6, unfortunately one of the net/http methods I'm using isn't in the Ruby that ships with Mac OSX, is there a way to specify which ruby to use? Maybe I should just rewrite the code to be more compatible?
Whew! After spending the past week working on this, here is my first Gosu creation:
http://www.mynameisben.com/snackattack/
Thanks for making this library, I've had a lot of fun and plan on continuing to use it. I'm pretty new to Ruby and very very new to game development so if you peek at the source code don't hold the ugly code against me! I plan on doing some refactoring soon and updating the scoring system. I'll keep you all updated.
Very cool :) Worked like a charm here. I'm still waiting to try it out on a Tiger installation to see if it works there too.
Several new features and a couple bug fixes later, Retris makes her way onto the users page. Yay!
Recent screen cast: http://rabbitcreative.com/retris-2.mov
Mac app bundle: http://rabbitcreative.com/retris4mac.zip
git repo: http://github.com/angryrabbit/retris/tree/master
Our 'game' has reached a stable version too! It's a 2D racesim based on Artificial Intelligence. Written in c++ (so windows platforms only), using Gosu for the first time.
Link to the micro site: http://project-apex.awardspace.com/
Direct download link of full project [~32MB] http://rapidshare.com/files/120613768/project_apex_full.zip
A question to end: how do you make a decent movie of your game (screencap), because I am using camtasia studio and the results are quite 'laggy'...
Gosu is used for all the graphical, input and sound stuff. I wrote a little GUI framework, and we have some background generation,... So thank you for working on Gosu, this would've been much harder with SDL (I think)
Woah, very nice (except the Rapidshare part)!! ;) No idea about the screencap from my side though. Will there be more background information/source available later? Looks like lots of interesting stuff is going on in the background.
Thx, We have a lot of background information, but it's all in Dutch (bummer). Monday we have to give a presentation (also in Dutch), but maybe I'll translate it and put it on the site (if it becomes interesing, we still have to make it). Most of the source we'd like to keep for ourselves for the time being, although the little GUI framework is available if you're interested. The code isn't always pretty though =)
Well I'm German, I should at least understand what's going on, so if you have a link around... :) And yep, I'm interested in the GUI code. Maybe there're again new ideas to steal for a GUI library in the future ;)
URL to the report (probably temporary): http://iwt2.ehb.be/~ruud.seberechts/project.apex/files/verslag.pdf
URL to the GUI source: http://project-apex.freehostia.com/files/Gosu%20GUI%20example.rar (you have to copy paste this in the browsers url field)
We have left awardspace as it really is not such a good host :p, new url is: http://project-apex.freehostia.com/
I found that Fraps works great for Gosu capturing. I can capture 60 fps on my three year old machine. Only problem is that it isn't free, but it's still a good utility to look into. http://www.fraps.com/
ok... im developing a ruby based audio / input and advanced graphical control system for RG. It allows those who dont know how to edit the source code to meet their own necessities to instead edit it in ruby itself. It requires little coding knowledge of ruby (mostly Win32API functions and algorithms) and can be used by anyone for free (although if possible i would like credit for its use). Anyone can edit it and distribute it wherever although its not that big of a thing so i dont expect much. I will start uploading the code file soon i just need to finish some compatability fixes for RG (was originally using Rudl / rubygame... but this is so much easier)
Qronicle: Again, looks like a whole lot of work and tought gone into this. (At least what I could understand :) ). You also read the same site on Perlin noise that I've used before :D I think the GUI library is a bit heavy on raw pointers for my taste, but I'll see if I'll find inspiration in the actual design. Can I mirror the archives and link them again, should I find the time to move all the links here to the top of the page, together with screenshots?
Yeah, I'm used to 'raw' pointers, but I guess boost might have uncomplicated things a bit :)
And yesh, you can mirror the archives again and place screenshots and stuff
@LyleBarbatuous?, thanks for the link!
for fraps i have a fully licensed edition... i also hacked it to remove the licensing from the video... i can upload if you want that (it doesnt have limits to recording time XD)