![]() “Forts is an exceptional example of how a release can properly integrate many mechanics, from multiple genres, and get it right. It's a fun cocktail that puts me in mind of Scorched Earth, or maybe a Scorched Earth that let me build a bunker around my tank. Pixelmusement cannot be held responsible for any computer damages that occur while visiting, downloading, or using material on or from this website, though proper usage should yield no computer damage whatsoever.“Brisbane-based Earthwork Games has brought out a fort building - and fort destroying - simulator that combines strategy, engineering, aiming, and micromanagement. No other files or images may be copied or linked to without permission. Click on one to enlarge it!Ĭopyright ©1995-2012 Pixelmusement, All Rights Reserved.ĭISCLAIMER: Only HTML files may be linked to and only screenshots may be used on other websites without permission. There are other settings too but I don't recommend changing them.īelow are some screenshots of the game. Open the DEFAULT.SF2 file in a text editor (it should be in the folder you extracted the game to) and change the vidmode parameter to 1. ![]() The game can indeed run inside a window, as it normally defaults to full-screen. ![]() You will also require the MSVC10 Redistributable Package if you do not have it installed already. I'm also not against allowing someone else take up the challenge to complete it, but I will only consider such a request from someone who has established themselves somewhere on the net and has released at least one non-free game or several free games.Ĭlick this link to download Space Fortress 2 v0.1z! I consider v0.1z of Space Fortress 2 to be a "Suspended" release, in that I'm not abandoning it entirely, but have no immediate plans to finish it up and turn it into a complete game. However, now that I have the time to work on both my web show and a game project together, I decided to put Vectorzone aside for just a little to finally do what I was originally going to do: Get Space Fortress 2 into a playable state and release the unfinished game as freeware. but even THAT got sidetracked because I started Ancient DOS Games. I decided I would fix up what was there with a rudimentary menu and release the unfinished game as freeware. As such, I had to abandon it for the time being and eventually, when I finally noticed the change in the way indie game design was playing out, I realized that this game no longer fell into my design goals. Said job however cut severely into the amount of time I could spend working on this game, and made it impossible to make any real progress. The actual job I was expected to do was lame, but the people I worked with were nice, understanding people for the most part, including my managers, who eventually let me quit due to my sleeping problems getting out of control, as opposed to firing me, so that I would be welcome to reapply in the future should my sleeping problems ever get fixed. Roughly around when the gameplay component was completed and I had started work on the menu system, I finally got a job after searching for over three years: a call centre job that was pretty lame. (Would you believe I spent an entire day just trying to make the three bolts fired by the Triaser weapon align properly?) ![]() However, numerous personal problems interfered with development, and the development process itself was taking much longer than anticipated due to all sorts of unforseen difficulties. Originally, based on my experience with Super Minesweeper and PixelShips Retro, I expected it to take about two months to make. As my long-time fans are aware, back around the start of 2009 I had started work on Space Fortress 2, a sequel to my second-ever C++ game Space Fortress, which was set to be my next shareware game.
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