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Recreational Time Out
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Topic: Recreational Time Out (Read 4421 times)
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SynapticFlatulence
Apprentice
Expertise 6
Posts: 135
Re: Recreational Time Out
«
Reply #15 on:
September 03, 2008, 07:38:10 pm »
Cho ren sha 68K is a independent shmup designed by one man for the sega genesis console at the end of its life cycle, it never saw cartridge form and was released years later as a port in d programming language.
Its quite good!! and no install, its a standalone so no registry garbage which is nice
Download here
http://www2.tky.3web.ne.jp/~yosshin/my_works/index.html
------------------------------------------------------------------------------------------------------------------------------------
Quote
Described as "Part Asteroids, Part Robotron and Part Paint Shop Pro" you are left wondering just what is in store when you start-up this sublime little shooter. From the instructions: "The aim of the game is to change the colour of the entire screen from black to white or white to black. This is achieved by shooting the alien blobs that colour the background when destroyed. There are 3 colours of blobs to shoot (red, green and blue) and the colour they leave behind changes the behaviour of any enemies that travel over it. A sort of "player controlled difficulty curve" where the more of the screen you colour, the more the enemies behaviour changes."
In reality what happens is the game starts with a nicely black screen (or white if you select that version, more later). Large "aliens" (coloured circles) float across the landscape. When you shoot them they leave a colour patch of nebula like gas on the background image and break into smaller shapes (ala Asteroids). These break down into yet smaller shapes when shot until they are tiny and die completely. When they get into the small stage they cause you problems! Collisions lose energy, when they go over certain colours in the background, they shoot at you and sometimes they just ram right into you for fun. The game starts out very quietly, the few circles there are posing little threat. Keep playing for just 5 minutes and you'll soon have a whole different matter on your hands as the screen is full of cycling colours, enemies and bullets. Oh the bullets! Various power-ups give you different waveforms on your bullets which swirl around you, rebounding off the edges of the screen and zapping the aliens in vibrant explosions.
One hint: although it's harder on the eyes to start with starting with a white background actually makes it easier to play in our opinion. Because the aim is then to turn the screen black and it's towards the very end of the level that you have the most manic things going on on-screen, so the clearer your display is the better
http://binaryzoo.com/games/mono/index.htm
[------------------------------------------------------------------------------------------------------------------------
\Endless Fire
http://www.odessadesign.co.uk/codespace/endless.htm
http://www.odessadesign.co.uk/codespace/images/end9.jpg
«
Last Edit: September 03, 2008, 07:50:38 pm by SynapticFlatulence
»
Logged
SynapticFlatulence
Apprentice
Expertise 6
Posts: 135
Re: Recreational Time Out
«
Reply #16 on:
September 03, 2008, 07:57:57 pm »
tHIS GUY IS A GENIOUS..
http://www18.big.or.jp/~hikoza/Prod/index.html
everything this guy makes sets the mark.
I HIGHLY recomend Warning Forever, it actually evolves and learns from your tactics and adjusts its own..
but feel free to explore his other works..
Logged
SynapticFlatulence
Apprentice
Expertise 6
Posts: 135
Re: Recreational Time Out
«
Reply #17 on:
September 03, 2008, 08:12:44 pm »
abstract genious and one of my faves
GUNROAR!
http://www.asahi-net.or.jp/%7Ecs8k-cyu/windows/gr_e.html
its river raid on lsd.. you ideally need a dual analog stick to play, but i play with just the keyboard and mouse.
dont forget to check out his other works as well.
http://www.asahi-net.or.jp/~cs8k-cyu/
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Re: Recreational Time Out
«
Reply #18 on:
September 03, 2008, 09:16:53 pm »
All RIGHT! You Rock! [Genius +]
Software Santa will list these 'Presents' later and give YOU the Credit!
(And I'll give you a Expertise Point [Genius +] for each present that gets listed, too!)
You get good Karma for sharing these cool games here, too.
I've got a whole box full saved up to dole out here, over time ... but these weren't in there!
(PS: did you try any of the above: Plane/Train/Racecar toys yet? Ri-Li and TORCS and Flight Gear should work on your computer and provide days worth of fun! "Crazyhorse' found out about TORCS and hasn't been seen since - he designs racecars and was amazed at how realistic the physics model was. Another one lost ... )
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Re: Recreational Time Out
«
Reply #19 on:
September 05, 2008, 02:52:42 pm »
Quote from: SynapticFlatulence on September 03, 2008, 07:38:10 pm
(Edit)
------------------------------------------------------------------------------------------------------------------------------------
Quote
Described as "Part Asteroids, Part Robotron and Part Paint Shop Pro" you are left wondering just what is in store when you start-up this sublime little shooter. From the instructions: "The aim of the game is to change the colour of the entire screen from black to white or white to black. This is achieved by shooting the alien blobs that colour the background when destroyed. There are 3 colours of blobs to shoot (red, green and blue) and the colour they leave behind changes the behaviour of any enemies that travel over it. A sort of "player controlled difficulty curve" where the more of the screen you colour, the more the enemies behaviour changes."
In reality what happens is the game starts with a nicely black screen (or white if you select that version, more later). Large "aliens" (coloured circles) float across the landscape. When you shoot them they leave a colour patch of nebula like gas on the background image and break into smaller shapes (ala Asteroids). These break down into yet smaller shapes when shot until they are tiny and die completely. When they get into the small stage they cause you problems! Collisions lose energy, when they go over certain colours in the background, they shoot at you and sometimes they just ram right into you for fun. The game starts out very quietly, the few circles there are posing little threat. Keep playing for just 5 minutes and you'll soon have a whole different matter on your hands as the screen is full of cycling colours, enemies and bullets. Oh the bullets! Various power-ups give you different waveforms on your bullets which swirl around you, rebounding off the edges of the screen and zapping the aliens in vibrant explosions.
One hint: although it's harder on the eyes to start with starting with a white background actually makes it easier to play in our opinion. Because the aim is then to turn the screen black and it's towards the very end of the level that you have the most manic things going on on-screen, so the clearer your display is the better
http://binaryzoo.com/games/mono/index.htm
------------------------------------------------------------------------------------------------------------------------
Mono
got posted over at Software Santa and Credit for it was given to YOU!
http://softwaresanta.com/smf/index.php/topic,1370.html
Thanks! [Genius +]
Now a little Something For Mac OS X users ...
JewelToy
is a simple game played against the clock (BeJeweled) for Mac X
A Software Santa PICK! One of the Most Addictive and Simple Games is "Jewel Toy" a Mac OS X version of Bejeweled.
JewelToy - a simple pastime for OS X
Quote
JewelToy is a simple game played against the clock ...
It was Easter and the kids were home so I thought I'd give my work on my other projects a break and do something else.
I knocked this up for fun and learned some important lessons about using custom subclasses of NSView and internationalization at the same time.
It took me about a week to go from idea to version 1.0.0, including some tricksy debugging and designing all the graphics for the game. I'm sure I couldn't have done this as quickly using anything other than Apple's Cocoa IDE.
Of course, it's then taken a year to add the polish that makes up version 1.3.0...
NEW!
OpenGL for Lightspeed!
JewelToy now uses OpenGL to power its graphics. This means that it will no longer slow down if you're browsing the web and listening to iTunes while you're playing. Users with older machines will see a marked increase in playability.
Custom Backgrounds
Now as well as using your own pictures as gems for JewelToy, you can set the backdrop for the game to any image on your hard drive. Simply check the 'Use custom backgrounds from folder:' box, and click the 'Select Folder' button to choose the folder from which to draw the background graphics.
http://softwaresanta.com/smf/index.php/topic,86.0.html
Here is a SWF "Flash" game like it, most of you can play, that will waste hours ...
http://softwaresanta.com/shsmf/index.php?action=arcade;sa=play;game=29
«
Last Edit: February 14, 2009, 09:47:07 pm by Sea Mac
»
Logged
SynapticFlatulence
Apprentice
Expertise 6
Posts: 135
Re: Recreational Time Out
«
Reply #20 on:
September 05, 2008, 03:42:34 pm »
Thanks! No I never did try any of your proggys, I tend to be pretty narrow in my game tastes. Shmups are my bag, and my treasure chest is also brimming with tons of independant/free shooters that I will sprinkle here from time to time.
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Re: Recreational Time Out
«
Reply #21 on:
September 05, 2008, 05:08:53 pm »
Shoot-'em-ups, Huh?
Yeah, they ARE Popular ... so many have been made!
I've got a Small selection of such Items (Cross-Platform, of Course: All y'all can Play!) Listed here:
http://softwaresanta.com/smf/index.php/board,40.0.html
Some have amazing graphics and are wicked fast fun ...
(Not ALL are Shooters - There are Colonization and Civilization clones aplenty in there too! I Like "
The Battle for Wesnoth
" the most: but it's a hexagrid D&D strategy game, with fantastic battleplay animations, as opposed to a FPS).
And there are maybe a few more like that, for Windows systems ONLY, listed here:
http://softwaresanta.com/smf/index.php/board,22.0.html
( Like "Soldier Front" maybe? )
I hope you find one, that you
don't know about
yet, and Like! No Worries: I haven't gotten around to posting all the ones in those 3 posts yet ...
I'll link back to this topic crediting you AND I'll [Genius +] as each one is added ...
Thanks! C. Mc.
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Ultimate Stunts is a remake of the famous DOS-game stunts: Mac X, Windows, Linux
«
Reply #22 on:
September 13, 2008, 01:25:38 am »
I found another COOL Toy Today!
http://softwaresanta.com/smf/index.php/topic,1400.html
Ultimate Stunts
is a remake of the famous DOS-game stunts. Mac X, Windows, Linux
Santa LOVES His Copy!
A Software Santa Pick!
This works on the Early 2008 Mac Pro!
Quote
Ultimate Stunts: Not just another racing game
Ultimate Stunts is a remake of the famous DOS-game stunts. Racing in Ultimate Stunts involves some really spectacular stunts, like loopings, corkscrews, bridges to jump over, etc., but the best thing is that you can design your own tracks!
The game Ultimate Stunts is not yet finished, but it already has some important improvements compared to the original game. Stunts was an old DOS game with simple CGA/EGA/VGA graphics, but Ultimate Stunts is a modern multiplatform application (it works on windows, Linux and several UNIX systems) with OpenGL graphics. It also has some new features, like 3D sound and (internet) multiplaying. And, while Stunts can nowadays be downloaded for free as abandonware (e.g. on the XTC site), Ultimate Stunts is completely free software!
News
Do you like this project, and do you want to track the developments? Then you might want to add the news page to your browser favorites. It contains news about new version releases, site changes, and all other kind of things.
It's free!
Full versions of UltimateStunts can be downloaded from the internet, without paying for it. And this is legal! There is even more: UltimateStunts is open source software. This means that the the "source code" of UltimateStunts is available for free. This is probably not very interesting for the average windows user, but other (open source) game developers will appreciate it. The GNU General Public License (GPL), published on the internet on the GNU site , gives you the right to freely redistribute UltimateStunts. It also allows you to make your own programs based upon the sourcecode of UltimateStunts. But, this developing is restricted to making other GPL-licensed programs. By using this kind of license, I want to make sure that nobody distributes UltimateStunts-based programs on a closed-source basis, because I didn't write this game to become closed-source. I want anybody to have the freedom to do anything (well, almost anything) with UltimateStunts, and with it's sourcecode.
PS. I assume that the text above doesn't conflict with the GPL. If you think it does, please contact me via the contact page of this site.
The following document describes what the completed game will look like. It doesn't guarantee ANYTHING about the current version of the game.
The game
The purpose of this project is to make a UNIX/Linux remake of the famous DOS-game "stunts".
"The old game"
The original DOS game (developed by Broderbund and Mindscape) can be downloaded on several abandonware sites, e.g the XTC site.
Stunts is a 3D racing game, with simple CGA/EGA/VGA graphics and no texture or smooth shading, but because of the spectacular stunts (loopings, bridges to jump over, etc.) it was really fun to play. One of the best aspects of this game is that it had a track editor. Because of the tile-based tracks, every gamer was able to make it's own tracks.
Similarities / differences
UltimateStunts will be a game very similar to Stunts:
* It is a 3D racing game
* It is possible (and relatively simple) to build your own tracks
* The tracks are built of large blocks, called 'tiles'
* It is possible to play it on relatively old computers
* The games share some VERY spectacular stunts
* You are free to drive where you want (but you'll get penalty time for it)
Some of the minor differences are:
* Platform independence: UltimateStunts is open source and it will use platform independent libraries if possible.
* 3D sound
* Better tracks: The track sizes (l*w*h) are variable, and multiple tiles can be placed on top of each other.
But there are also some major differences:
* Better graphics (based on openGL), with texture, smooth shading, reflection etc.
* Multiplayer: the original game allowed 1 human player and max. 1 computer opponent. UltimateStunts will be an IP-based network game, with a server and both human and AI clients
* An expanded set of tiles and tracks. actually, you can expand your own collection of tiles and tracks with packages.
Detailed specification
The game
The game will be a threedimensional racing game, in which creating your own tracks and doing stunts are esential parts of the gameplay. The physics will be quasi-realistic: gameplay is more important than realism. The goals that a player can have are beating opponents in a race, getting a high score, and creating tracks that are long, fast, funny or (almost) impossible to drive.
Multi-player
Players will be able to drive on their own (just to get in the highscore list), against computer opponents, against their friends in a split-screen session, or in a multiplayer session over a LAN or over the internet. Combinations will also be possible, for example to play against computer opponents over the internet.
Network
Whenever network communication is involved in a gaming session, a separate server program is started on one of the computers. It will be possible to start the server with a menu item in the client program, but it will also be possible to start it manually on a dedicated server computer. All client programs that are involved in the gaming session need to connect to the server. The server does not only give through all data, but it also acts as a referee. The game simulation will run on the server, and all local simulators need to synchronise with the server. The server also decides on which track the game is played, and which cars are allowed. All files should be available at the server, and if they are not available at one of the clients, that client will be able to download the missing files automatically.
Graphics
Ultimate Stunts will be able to provide high-quality 3D graphics, but it will become very flexible at this point. In order to provide a playable game even on platforms where no hardware acceleration is available, it will be possible to scale down the complexity of the graphics to a minimum. On the other hand, on high-end platforms, advanced technologies will be used.
The tracks
The tracks will consist of square tiles, just like in Stunts. The differences are:
* The sizes of an Ultimate Stunts track are not fixed. Tracks can be made that are extremely large. Limiting factors could be the size of integer values (data wil be transferred over the network as 32-bits integers; positions are multiplied with 1000 to get an accuracy of 1 mm), the accuracy of floating point values (some calculations are done in absolute coordinates), or the memory usage. Memory usage of large tracks will not be very large, because per tile only a few integers are stored, to define the tile model, the orientation and the height.
* In Stunts, for every location on the map, a landscape type and a tile type are defined. This does not make it possible to place tiles on top of each other, and it also places a limitation on height differences. In Ultimate Stunts, the track will be a threedimensional array of tiles. In a track with n layers, a maximum of n tiles can be placed on top of each other. For every place in this threedimensional grid, three values are defined: one refers to the tile model, one describes the rotation (0, 1, 2 or 3) of the tile, and the third one defines the height of the tile (measured in units of 1 tile). That last value makes it possible to create very large height differences with only a few layers.
* The tiles that can be used in Ultimate Stunts will not be limited to a fixed set. Instead, every tile is stored in its own file(s), and the track files will refer to these files.
The sizes of the tiles will be set to 40x40x12 meter, because these sizes are approximately equal to the tile-sizes in Stunts. Support for other tile sizes is not planned. Large tiles (like the wide corners in Stunts) are built up from smaller tiles.
The track editor
The track editor will be a user-friendly program for editing tracks. It will be possible to start the track editor from a menu item in the main program. Because tracks in Ultimate Stunts are more 3D than Stunts tracks, the editor will be more complex. It will be inspired by the rollercoaster editor of Rollercoaster Tycoon. The basic idea is to have a "cursor" at the end of a road. The user can select if the roads needs to turn right or left, if it needs to go up/down, if a stunt needs to be included etcetera. Then the tile editor should automatically apply the right changes to the track. Of course the track editor should also validate the track, and make it impossible to make invalid changes. The track editor should also have the possibility for importing original Stunts tracks.
Replays
Just like Stunts, Ultimate Stunts will have the possibility to create and view replays (but it will not be able to read original Stunts replays). Ultimate Stunts replays will contain every position and orientation for every moving object in the scene, for every frame. With the right conversion tools, this data can also be used in animation programs (like 3D Studio), for example for creating an intro video for Ultimate Stunts. In Ultimate Stunts it will also be possible to use a replay as a ghost player.
The stunts3dedit editor
When this project was started, there were no plans for a 3d editor, but as soon as complex tiles were needed, it was created to reduce the difficulty of writing tile definitions in text files. The 3d editor will be what it is now: a simple tool for very low-level polygon manipulation, with some high-level modifiers. A feature that becomes increasingly important is the possibility to import foreign file formats. The usage will be: create a model in an external editor, import it in stunts3dedit, do some fixes, and save it for use in Ultimate Stunts.
Requirements
UltimateStunts is very flexible in it's system requirements: it can be played on computers without hardware-acceleration, but it is possible to take full advantage of the 3D-technology in modern PC's.
The following things are required to get the windows binaries working:
* Windows 95,NT or higher (but Wine, the windows-emulator on Linux, will probably also work)
* openGL (or Mesa) installation (standard on most systems)
The following things are required on a typical UNIX-system:
* The X window system
* openGL (or Mesa)
* SDL (previous versions used glut)
* BSD networking library (always(?) available on BSD and Linux systems)
For compiling in windows, Cygwin can be used. You'll need the opengl and the w32api packages, SDL, and of course the usual compiling stuff.
To get a nice-looking game with a normal frame-rate, the following is recommended:
* Pentium 200MHz processor or higher (or something comparable on non-PC platforms)
* A videocard with hardware-acceleration supported by openGL
The following optional items are supported by UltimateStunts:
* Sound (by FMOD or openAL)
* Joysticks
The technology
The main developing platforms are Linux and Cygwin (= in windows), but I am trying to keep it portable with other unix-like environments, like MacOS/X. For graphics and input, a openGL/SDL combination is used. Networking is done by standard UNIX (BSD) network functions. The gaming communication will use UDP/IP. Sound is implemented both on FMOD and on openAL.
The project will provide a number of different programs. These include the following:
* The main UltimateStunts program, providing graphics, sound etc. This program also provides a nice gui.
* A server program
* An AI client
* A simple 3D editor, for modifying tiles and cars, and importing them from foreign file formats.
* A track editor
Currently, the kdevelop program is used for developing.
Network and simulation
The functionality of the various programs involved in a game-session will be very flexible, as the most optimal configuration will depend on the network parameters, like bandwidth. The following text describes future versions. It does NOT apply to the current version.
In a local game, when only one computer is involved in the game session, all things (including graphics, AI players and physics) are done by a single program. When more than one human player is involved, in a networked game, data will be distributed by the server program. The main physics simulation is done by the server program, but (depending on the connection bandwidth) some client programs might also calculate physics, to correct for the slow synchronisation with the server.
AI players can be started inside both the server and the UltimateStunts client. They can also be added using the separate AI-client program. Experts who want optimal performance, can use the server program to act also as a client. This way, the server program can log in on an internet-game over a slow connection, and act as a server to various players in a LAN. This enables the possibility to share a single client-server connection by several players.
Graphics
Because the graphics are tile-based, rendering can be done faster by disabling the default openGL z-buffering and just rendering the tiles in the right order. Besides that, the graphics features used will be very configurable. If z-buffering is disabled, texturing disabled, smooth shading disabled, background disabled, resolution set to 320x200 etc. etc., the game will look very similar to the original DOS-game, but it will run on any computer.
http://www.ultimatestunts.nl/
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Re: Recreational Time Out
«
Reply #23 on:
September 26, 2008, 10:53:43 am »
My Buddy "Al K. Lloyd" over in that 'other' forum just LOVED Mini-Putt type games and He's a Champ at them too.
Here is a set of TWO Really REALLY Cool Games Called
Neverball and Neverputt
And they are 2 fun Cross-Platform Skill/Arcade Games!
A Software Santa Pick!
Quote
Tilt the floor to roll a ball through an obstacle course before time runs out. Neverball is part puzzle game, part action game, and entirely a test of skill.
Also found here is Neverputt, a hot-seat multiplayer miniature golf game using the physics and graphics of Neverball.
Neverball and Neverputt are known to run under Linux, Win2K/XP, FreeBSD, and OSX. Hardware accelerated OpenGL is required. A 500MHz processor is recommended.
Community
Check out the Discussion Forum where players can talk about Neverball and Neverputt or get technical support. It's an excellent resource for Neverball players.
Expert Neverball players Shinobufan and Tuxmym have put together a Neverball Hall of Fame . This site catalogs their crazy runs and high scores. Take a look and witness some very impressive Neverball play. If you've got interesting replays of your own, be sure to send them in!
Status
The current version includes 75 Neverball levels and 62 Neverputt levels. Thanks to Pasi Kallinen for his contribution of 2 new complete putt courses!
Contributed levels are more than welcome. Players interested in trying their hand at level creation are encouraged to install GtkRadiant and read through the mapping documentation. Feel free to contact me for assistance and advice. All contributed levels of sufficent quality and finish will be included in the package hosted here, and all authors will be credited in-game.
Download
Source code is made available under the terms of the GNU General Public License. Building the source requires the developer's distributions of SDL, SDL_mixer, SDL_image, and SDL_ttf.
Windows users NOTE: The Windows binary packages include all necessary DLLs for SDL and its related libraries. However, some of the game binaries were build using Visual Studio 7.1, and may require MSVCR71.DLL. These packages do not provide this DLL. It maybe acquired by installing the .Net Framework, Office .Net, or Visual Studio .Net.
* neverball-1.4.0.tar.gz
Thanks to Luc Fabresse for this OS X binary package.
* neverball-1.4.0.dmg
This Windows binary packages may be unzipped and run in place.
* neverball-1.4.0.zip
Thanks to Tamas Szerb and Max Gilead for creating and hosting Debian packages, now apt-get-able in Debian sid.
Thanks to Tom Newsom for creating and hosting Slackware packages
Thanks to Jeremy Messenger for creating a FreeBSD port
FAQ
"My computer does not meet the stated minimum system requirements, and yet I insist on trying to play it anyway and blaming you, rlk, for writing a crappy game. WTF?"
The biggest performance killer is reflection. Turn that off in the Options screen. This feature requires a stencil buffer, which is poorly supported on some hardware. So in the event that the game doesn't even run, set reflection 0 in the neverballrc file.
Next, disable Shadow in the Options screen or set shadow 0 in the neverballrc file.
If your video board has less than 16MB of VRAM, set Textures to Low in the Options, or textures 2 in the neverballrc. This will eliminate texture thrashing.
You can also try setting Geometry to Low, but I'm sure you knew that already. It does reduce the onscreen polygon count somewhat, but not a lot. It's more of a placebo option. After clicking on it you can start composing a nasty email demanding support for this game that you didn't pay for.
"I HATE the new camera settings!"
As documented in the README file, the camera may be returned to its pre-1.2.6 configuration by editing the following values in your neverballrc file.
view_fov 50
view_dp 400
view_dc 0
view_dz 600
"The game takes control of my mouse. How can I make it let go so I can use another window?"
Press the spacebar to pause the game and toggle the pointer grab.
If I remember correctly Both Games come in the download package.
Happy Gaming!
1.0E4 Mark 538 Days
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
GL-117 is an action flight simulator for MOST Systems. Dogfights in 3D ...
«
Reply #24 on:
October 25, 2008, 12:14:37 am »
GL-117
is an action flight simulator for MOST Systems. Dogfights in 3D ...
There is a Mac OS X Version that works on the Mac Pro with Leopard! This thing is much harder to install for Windows because you have to hunt down 3 Libraries and put them in your system folder.
Santa LOVES His Copy!
A Software Santa Pick!
COOL!
Quote
The Game
GL-117 is an action flight simulator for Linux/Unix and MSWindows. (Now Macintosh OS X!) Enter the Eagle Squadron and succeed in several challanging missions leading though different landscapes. Five predefined levels of video quality and an amount of viewing ranges let you perfectly adjust the game to the performance of your system. Joystick, mouse, sound effects, music...
Windows
You might have to install GL, GLU, GLUT, and SDL, SDL_mixer.
Look into your system directory, that is
\WINDOWS\SYSTEM for Win9x/ME
\WINDOWS\SYSTEM32 for WinNT/2000/XP
You need the files opengl32.dll, glu32.dll, glut32.dll, and sdl.dll, sdl_mixer.dll there!
Linux
It is best to get a package for your system.
However, you will need the packages
GL, GLU, GLUT, and SDL, SDL_mixer
installed on your system.
Unix/Linux Compile
If you have to compile the sources, you will need
GL-devel, GLU-devel, GLUT-devel, SDL-devel, SDL_mixer
OR: mesa-devel, mesaglu-devel, mesaglut-devel, SDL-devel, SDL_mixer
as well.
To compile gl-117, just execute "./configure", "make" and "make install". Without root permissions, please use
"./configure --prefix=$HOME/gl-117". The file README gives further installation instructions.
Mac
Since version 0.8.2 GL-117 complies with all big endian requirements and some people have already managed to compile the game on MaxOSX using further libraries. I do not have MacOS, too bad...
http://softwaresanta.com/smf/index.php?topic=1494.html
«
Last Edit: December 25, 2008, 01:14:53 am by Sea Mac
»
Logged
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
FREE Video Game: Lugaru - for a few days only!
«
Reply #25 on:
December 25, 2008, 01:13:11 am »
This is one of the Bonus Presents Mac Giving Tree gave me. A $20 Value: Free For YOU!
I hunted the site down and THIS Game ... Lugaru ... Works on LINUX Or Mac OS X Or Windows - and you may snag it in the next few Days for FREE!
Quote
Lugaru is free for the holidays!
By Jeff on December 24th, 2008
Happy Holidays from Wolfire!
Thanks to the thousands of people who have joined the Overgrowth Facebook Page, we are giving away Lugaru for free for the next few days. David Rosen (the creator) has been selling this game here for $19.95 since it was launched, without exception. For the first time ever, for the holidays only, we are not just discounting it, we are giving it away for free.
All you have to do is go here,
http://www.wolfire.com/free-lugaru
and we will send you a free copy.
Here are a few words about Lugaru. It is a Mac, Windows, and Linux compatible game created by David Rosen (our fearless leader) while he was in high school over the course of a couple of summers. It is a pretty kick ass independent, physics-based fighting game and over the years, many fans have created mods for the game including entirely new campaigns that are much longer and arguably better. Also, the graphics have been updated in the form of a high resolution texture mod. You can find all of this on the Wolfire Forums after you’re done playing the original.
Grab it here:
http://www.wolfire.com/free-lugaru
! Keep in mind that this is a very limited time offer, as much as I’d like to spread David’s game forever.
As always, thanks for the support! We hope you enjoy your free copy of Lugaru!
"We are giving you a free copy of Lugaru (normally $19.95), the game that started it all! Just enter your name, email address, and what kind of computer you use, and we will generate a serial number for you and send it!"
And after you go snag this limited time freebie check out the hundreds of other free games and applications waiting (no time limit) for you at Software Santa
http://softwaresanta.com
Merry Christmas!
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JustAnotherRegularGuy
Cultivation Contributor
Hardhead
Expertise 100
Posts: 1401
Re: Recreational Time Out
«
Reply #26 on:
January 06, 2009, 02:13:03 am »
I found a very cool Windows, Linux, and Mac OS game called "Frets on Fire" that I enjoy very much. I am not usually into video or PC games but this one caught me off guard and I am having a hard time doing anything but play this game over the past few days.
It's a open source game similar to Guitar Hero and Rock Band. You pick up your keyboard like a guitar and play!
There are some great themes for it that make it almost identical to Guitar Hero and Rock band. Go get it!
http://geetarfreaks.webs.com/Software%20-%20ALARIAN%20MOD.html
Enjoy,
JARG
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Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
Re: Recreational Time Out
«
Reply #27 on:
January 09, 2009, 04:48:30 pm »
Yep!
Software Santa has had
Frets on Fire
listed in the Games section since Feb 23rd of 2007 - over 22 months now!
There are some SERIOUSLY Cool games waiting for you to discover them here:
http://softwaresanta.com/shsmf/index.php/topic,13.0.html
(Frets on Fire is also mentioned here.)
I'm glad you found it at last.
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mcweaver989
Apprentice
Expertise 5
Posts: 130
Re: Recreational Time Out
«
Reply #28 on:
January 09, 2009, 06:17:32 pm »
Sweet game, although because I only own a laptop, I may have to buy a keyboard just for this game!!!
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"A man who dares to waste one hour of time has not discovered the value of life." - Charles Darwin
Sea Mac
Moderator
Shaman
Expertise 154
Posts: 1686
ALIEN ARENA is a Free FPS Game for WINDOWS or LINUX
«
Reply #29 on:
February 15, 2009, 05:17:29 am »
ALIEN ARENA
is a Free FPS Game for WINDOWS Or LINUX!
Quote
Welcome to Alien Arena, the fastest paced, most demoniacally addictive slice of Alien Blasting FPS on the web!
Do you like fast paced deathmatch? How about rich, colorful, arcadelike atmospheres? How about...retro Sci Fi? Then you're going to love what Alien Arena 2008 has in store for you! This game combines some of the very best aspects of such games as Quake III and Unreal Tournament and wraps them up with a retro alien theme, while adding tons of original ideas to make the game quite unique.
Alien Arena is a fast paced, furious frag fest with arenas ranging from the small, to the massive. With a large built-in player base, it's never hard to find a good match going on, at any hour of the day. The community is friendly, as well as prolific. Dozens of maps, models, and various accessories have been created by community members to add on to the game experience.
What are you waiting for? Download the game now!
If you haven't got the game yet then click the Download Alien Arena link below - trust me, in no time at all you'll be in the arena and battling for your life against some of the meanest and most deadly shooters ever to do battle online. Have you got what it takes to emerge victorious from the Alien Arena?
System Requirements : OpenGL compatible graphics card , 128mb ram minimum/256mb+ recommended, 650mhz processor minimum/1.4ghz recommended. Runs on Windows (including Vista) and Linux.
(The official MacOS port has been delayed.)
Alien Arena Beginners Guide:
http://alienarena.co.uk/
Downloads:
http://icculus.org/alienarena/rpa/aquire.html
1.2E3 Mark 680 days downrange
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