Tower Offense has been updated, just to round off some rough edges. You can download it from Mediafire.
Also, its code has been made public domain in form of a Mercurial repository. It is probably not the tidiest code ever, but if you are new to games development and/or XRhodes, you might find it helpful. (If you are also new to Mercurial, a great tutorial can be found here.)
To work your magic from the command line:
hg clone https://bitbucket.org/zyndor/tower-offense
Please note that actually building it will require XRhodes v0.86. Just a couple more days...
The work continues on XRhodes. Implemented an XR::IndexKeeper class that will help bookkeeping fixed allocation environments, such as XR::Emitter<>, which has also been rebuilt along with XR::Particle<>; the performance and design improvements are strong with this one. XR::IndexKeeper is not something entirely new; the resource manager in XRhodes' early version has utilised a similar mechanism - it is now available in a more generic form.
University-related and gamejammastic material sometimes takes over. And here is how it looks!=)
Firstly there is the prototype of Oh Brother, an arena shooter with an emotional/spiritual payload and a freshesque control scheme that will melt your mind. That is where I'm going to leave this one - that and a stress test screenshot:
Then there's the Plymouth Game Jam the 9th game, Tower Offense, that I have made in cooperation with Paul Hallett and Ben Bullock. Paul came up with the concept of a reverse tower defense game and did the graphics, Ben made some of the sounds. I'm quite happy with the results, and infuriatingly enough I've found myself pondering how to improve certain aspects of the game (infuriatingly, I says, as I have spent about 5 times as long on it as I have originally intended). On the upside, it came with several valuable learnings, which gone into a better XRhodes Project Template for NetBeans.
Screenshot:
...and to have a go for yourself: Download Tower Offense.