No, I made this way back in 2012 or so using my own stuff.
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Glad you like Death Road!
As for Rumble... I could probably release it now with a few tweaks. The combat is solid and I probably won't do much else with it besides a few frame-timing refinements. However, the game overall is not where I want it to be, doesn't have the new features and modes that I wanted to add yet. And other enhancements to differentiate it further from EGGNOGG+. So until I get those in, I won't release it... though I may to an alpha build for playtesting combat.
I know, sorry... I have been focused on Death Road to Canada for quite a while. It's been launched on iOS recently though, and I still have work to do but will have more time for RUMBLE and other stuff later this spring/summer.
Well... bytebeat takes some experimentation. You just have to play around and figure out some cool tricks and sounds, and then modify what you have to tease out more of what you want. I'm not sure how else I can explain how to compose this way, heh. Just keep at it, and keep learning, basically!
I might be able to do it down the road. Some stuff I just can't make open source because it's my proprietary commercial code. But yeah the game itself is nothing fancy or secret, tech-wise.
I'm pretty oldschool by today's standards... I program in C, and use SDL2 for windowing and input and such, OpenGL for graphics. If you're a total beginner then something like Unity or Game Maker is a good choice.
Hey, glad you like EGGNOGG+. My new version, EGGNOGG Rumble, has lots of new combat elements... especially grappling moves and throws. It will still have the local multiplayer, as well as single player modes. Also I'd like to get a map editor into it. As for the release date, I'm not really sure yet as I am still quite busy with Death Road to Canada... so it will be some time next year, probably late winter or early spring.
Hey sorry I didn't reply earlier... I don't seem to be getting notifications for all the posts here.
EGGNOGG+ is programmed in C, using OpenGL for graphics, and SDL2 for cross-platform input, windowing, sound etc.
Not yet, I did a specific build quickly for Linux for Gamejolt, since I develop under Linux it was pretty much ready to go already... but I don't have time to put together everything I need for a beta release right yet, too close to Death Road launch (July 22) now.