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Programming story

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FIRECROW was originally coded in C and compilied with the best GNU C compilator DJGPP2 using the best gfx library for DJGPP - Allegro. 6 months after the beginning coding FIRECROW we passed to C++, it had a big advantage - reducing code and cleaning it up. The transofrming C code in more flexible C++ code permited to concentrate ourselves on the game and effects and not resolving unfinit bugs ;). More, very more readable that C, C++ with it's classes and code writing facilities marks the begin of FIRECROW as you can see it. We used Allegro library only for display sprites very quickly, rotate and sclae them as for detection of cards.
Technical performances

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FIRECROW realise some beautiful effects in real-time, that others shoot-em up's style games on PC's we saw didn't do : Autodetecting sound cards, autodetecting graphic cards, ModeX, Vesa 2 and VGA supported, joysticks' auto-calibration, real-time sprite rotations, real-time sprite scaling, real translucency,more than 30 animation frames for each ennemy, 44kHz-16bit-stereo music & sounds and more other...
GFX making story

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Well, as you understood, the base of FIRECROW is it's graphix. We used some very performant tools as : POV-RAY 3.0 freeware, some hand-retouch freewares and 3#S#u#i#o M#x #2 :). Of course all this tools are freeware or made by us. What about explosions - well they were make by hand, frame by frame... (really ?! - don't by silly ;). You can see our 3d models here.
Music...

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This part is the most contested of FIRECROW - yes, we have picked up the XM music of FIRECROW on the web without any permission of his author (we don't have their mail). We are really confused of this incident but we never think that it could be a very known musician. Music calls Unreal - by Purple Motion.