2015 |
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Glyphe
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Glyphe is EdzUp's first foray into Android development, its a simple game that is easy to learn but difficult to master. It is also free to download.
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2014-present |
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EdzUp Framework
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Our forth addition to the EdzUp Framework the first three being MS-DOS, CGA, and VGA/SVGA versions of the engines. This time we are
using OpenGL/OpenAL and C++ to make the engine the best it can be, with all our years of knowledge of all other engines and languages
we are making this version the best it can be. It will be a additional module for the Framework which will extend
the whole experience into the 21st century.
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2013 |
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Blokymo |
Blokymo is a simple game created by EdzUp its a block arranging game where you arrange blocks on a grid when the blocks make a group they
are removed. The entire project was written in BlitzMax and released on Windows, Linux and OSX.
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2012 |
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Death |
Death is EdzUp's first attempt to recreate an old game we created using C back in 1992 for MS-DOS and CGA graphics. This version was written
in Monkey-X from Blitz Research and was released as a HTML5 game.
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2011 |
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Leadwerks Engine 3 |
Leadwerks Engine 3 is a high performance, AAA grade engine written by Leadwerks. EdzUp helped port the engine
to mobile platforms, our part was completed in a few months.
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2010 |
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Tombstone
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Tombstone is a cross platform engine written by EdzUp so Graveyard Dogs could release games faster on iOS. On the iOS platform we originally
tried several methods before EdzUp wrote a OpenGL ES based engine. On Windows, Linux and OSX it uses standard OpenGL. This project was never
completed as Graveyard Dogs decided to take a different direction.
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2009 |
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iSmashem Galactic |
EdzUp provided programming support to Graveyard Dogs so we could release a game on iOS 3 for iPod 2nd generation. When the project was finished
it was released on the Apple AppStore, the project was written in ObjC and C++. To get this project complete EdzUp had to learn ObjC which was
done and the project took only six months from conception to release, this was the time from first getting a Mac to completing the project I had
never used one before or used XCode or ObjC.
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2007-2008 |
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EdzUp Network System |
EdzUp Network System was written in BlitzMax and was released free of charge to the BlitzMax community, the project was used in several projects.
We have received several messages from Blitzers telling us they are using it.
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2006 |
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Space |
Space was a exploration project and one of our forays into Delphi, it was a simple game which was only released to a small group.
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2005 |
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Escape 3 |
Escape was another of EdzUps forays into the Delphi programming language, it was a simple dungeon exploration game that is due for a new version.
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2003-2004 |
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Numerous prototypes |
Here at EdzUp we are always testing new ideas and technologies this is where things like the weird and wonderful games and utilities come from,
its also where being a indie company we can create at our leisure.
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2002 |
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Wizard Wars
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This version is ported from the Blitz3d version that was released on the CD, this time round its for the Blitz+ programming language which has
now been open sourced and made free by Blitz Research.
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2001 |
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Onslaught |
Onslaught was EdzUp's take on Gauntlet, the basic premise is each level of the game is a maze, this maze has generators dotted around it. When
the level is started monsters are spawned from the generators and move towards the player. To complete the level the player must destroy all the
generators and find the exit door to progress to the next level.
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2000 |
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Space combat/WarZone |
WarZone is a four player version of Julian Gollops Laser Squad game, this version had a hundred maps and a massive map to conquer. Eaxh completed
mission the characters got experience making them better for the next mission. This game was released by Idigicon under thier Kooldog label.
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1999 |
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Starflight 2000
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Starflight 2000 is a massive game with a procedurally generated universe for the player to do whatever they wanted in. You can be a pirate, trader,
bounty hunter or just a pilot its upto you. This game is being remade under the name Star Rogue. This game was written in Dark Basic Classic and
proved that any language could make amazing games if you have the commitment to the project.
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1998 |
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DRACOS |
D.R.A.C.O.S. which stands for Direct Replacement Auto Configurable Operating Shell was EdzUps take on a system that didnt need drivers or extra files,
there wasnt even a registry or anything like that. As a shell it looked a bit dated compared to Windows 98 but it configured itself without drivers,
if you changed the hardware the system detected the change and adjusted accordingly.
On the whole the entire project was programmed in C with inline assembly routines for CMOS access and hardware information data routines, on the whole
it was a good system and fitted on a single floppy disk :)
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EdzUp Memory Editor |
Hot on the heels of DRACOS was EdzUp Memory Editor, this tool was required to access some of the data and nothing like it existed at the time so it was created.
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1997 |
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EdzUp Video Player |
This was a simple video player to play a multitude of different video formats, it worked pretty well and was released as a free tool.
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EdzUpHex |
EdzUpHex is as it says a simple hex editor to allow the editing of any file so we can change bytes in the file without damaging the file in any way.
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1996 |
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EliteCH |
EliteCH was written as there was no savegame editor for Elite for the PC and as a challenge we wanted to see if one could be written, this project took us four
weeks. Most of the other time was making prototypes.
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1995 |
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TitanCH |
After finding my Mines Of Titan disk we wondered if a editor could be made for the game and TitanCH was born.
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1994 |
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Escape 2 |
Escape 2 was EdzUp foray into SVGA graphics this used the EdzUpEngine3 to render graphics straight to video ram, it was also one of the last games to support
Soundblaster sound from MS-DOS.
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1993 |
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Satellite Wars |
With Satellite Wars we wanted to make something in the same vein as Worms or Scorched Tanks, basically it was a simple power and angle affair. This project also
used EdzUpEngine2 to render CGA graphics.
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Wizard Wars |
Wizard Wars was EdzUps last program created for the Commodore Amiga platform written in Blitz Basic 2.1 it was released via floppy disk and Aminet. This project
has been recoded in Blitz Basic 2d and Blitz+ for PC.
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1992 |
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Death |
Death was written for EdzUps ideas department so they could test it on the IBM XT, it was written in EdzUpEngine2 and was a fun project to spend a while playing.
This project mainly was to see how much we could have on screen with the lowest denominator of PC the 4.77Mhz IBM XT.
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NewDir |
NewDir was written as a replacement for MS-DOS's DIR command, with the original command hidden directories were not shown. With NewDir they were displayed for
all to see, it could also display file information and attributes.
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1991 |
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Ants |
Ants was a mathematics simulation that was coded to test a idea that I found in PC Plus magazine. It was a simple notion that if each pixel on the screen had two
states either on or off, if an ant encountered a on state it turned right if it was off it turned left. After a while of doing this the ants made mathematical
pictures and then starting constructing eleborate images on screen. I created this one as a idea for my brother and he loved it, later adding options to it to
clear the screen, change colours etc.
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Hunter |
Hunter was a simple map exploration and hunting game, the aim was to find all the treasure and return home. This game was written in C using EdzUpEngine1.
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1990 |
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Escape |
Escape was the brainchild of Daryl Holmwood its a maze exploration game where you try to locate the stairs up to the next floor whilst trying to avoid random monster
encounters. This game allowed dozens of players to play if the server could support the connections, unfortunately the one that was used couldnt support the game and
crashed. EdzUp helped with this project.
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1989 |
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Diga |
Diga was written for the Commodore 64 and Vic20 computers basically its a simple game where you move around and dig away the dirt to reveal gems etc, all dug away areas
allow monsters to explore the new areas if they touch the player its game over.
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1988 |
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Space Fighter |
With Space Fighter it was battleships in space, you entered coordinates in to attack. If you hit a star was put in its place or a circle for a miss.
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1985 |
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Maze Explorer |
Here we have just a simple room by room maze exploration game, every room change the room was populated with monsters and treasure. To complete the game the player
had to reach the exit.
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1983 |
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Tunnel Run |
The second game listing released its a simple scrolling game where you had to stay in position.
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1981-1982 |
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Dungeon Crawl |
Dungeon Crawl was a early precursor to later dungeon exploration games and used rudimentry graphics of the zx81 to make a world for the player to explore. Not bad for
1kb of ram yes thats 1024 bytes.
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