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Friday, July 24, 2009

Enemy Territory Quake Wars nominated for Golden Joysticks

etqw Enemy Territory: Quake Wars (ET:QW) is a first-person shooter video game, and is the follow-up to Wolfenstein: Enemy Territory. However, it is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II. It is the second multiplayer-focused game in the Quake series (after Quake III Arena). Quake Wars features similar gameplay to Wolfenstein: Enemy Territory, but with the addition of controllable vehicles and aircraft as well as multiple AI deployables, asymmetric teams, much larger maps and the option of computer-controlled bots. Unlike the previous Enemy Territory game, Quake Wars is a commercial release rather than a free download.

Enemy Territory: Quake Wars was developed by Splash Damage for Windows using a modified version of id Software's id Tech 4 engine with MegaTexture rendering technology. It was released for the Xbox 360 and PlayStation 3 on May 27, 2008. On March 18, 2008, Aspyr Media released the title for Mac OS X.

Serving as the prequel to id Software’s legendary QUAKE II®, Enemy Territory™: QUAKE Wars is the ultimate online team and objective-based multiplayer experience. Set within the epic QUAKE® universe in the year 2065, the game pits the Allied troops of the Global Defense Force (GDF) against a new Axis of Evil – the barbaric and technologically advanced Strogg - during their initial invasion of Earth.

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Gamers choose to play as Human or Strogg in one of five unique character classes. Employing an arsenal of weapons, vehicles and deployable armaments, players engage in an action-packed test of skill and coordinated teamwork through a series of combat objectives. Persistent character growth and achievements reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.

In development at Splash Damage, co-creators of the award winning Wolfenstein: Enemy Territory, and in conjunction with id Software, Enemy Territory: QUAKE Wars employs id Software’s new MegaTexture™ graphics technology, delivering large outdoor battlefields of unrivaled detail. These life-like recreations of real-world environments are designed specifically for objective-based team combat and include realistic terrain, lighting, special effects and atmospheric conditions.

KEY FEATURES:

* Team-Based, Strategic Missions – Gameplay in Enemy Territory: QUAKE Wars is all about conquering and securing enemy territory, and pushing forward or holding your team’s front line. Players must work together using their vehicles, deployables, and character class abilities to complete objectives, defend valuable installations, or execute massive assaults. The gameplay is designed to allow players of every skill level to jump into a match and make a sizeable contribution to the overall mission. Every player’s choice of character class, along with their actions play a critical role throughout as they gain rank, upgrade skills and provide specialist abilities necessary for victory.

* Unique Teams and Character Classes – With “asymmetric gameplay,” the characters of both the GDF and the Strogg look, move, and behave uniquely. Bases, characters, vehicles and weapons demonstrate the different technologies and behavior of each side and require distinctive approaches to combat from each player. For example, a GDF Medic can heal and quickly revive injured or fallen soldiers on the field, while the Strogg Technician may use a GDF corpse as a “host” body for a waiting Strogg reinforcement. Similarly, the GDF Field Ops will deploy and call-in a laser-guided strategic strike missile, while the Strogg Opressor peppers a GDF convoy with his Plasma Mortar. Players can choose one of five character classes unique to each force, including the GDF’s Soldier, Field Ops, Engineer, Covert Ops and Medic, or the Strogg’s Aggressor, Opressor, Constructor, Infiltrator, and Technician.

* Weapons, Vehicles, Deployables – The weapons, vehicles and deployables in Enemy Territory: QUAKE Wars are much more than standard issue equipment. Each selection truly affects gameplay and is integral to a team’s success or failure. Set in the relative near future, the Human arsenal is based on ultramodern updates to today’s conventional Earth arsenal, while the Strogg utilize a more advanced technology suitable for conquering vastly different alien worlds.

The GDF use weapons, and vehicles such as machine guns, rocket launchers, armored personnel carriers, and hover-copters, among others. Conversely, the Strogg’s technology is built on the manipulation of energy and gravity and includes assets like the Hyper Blaster, Lightening Gun, a giant mech-walker, a hover tank, vertical take-off and landing Hornet, and more. Players will also utilize unique strategic assets like radar, auto targeting anti-personnel or vehicle turrets, artillery or strategic strike missiles – all of which are realistically deployed onto the battlefield when and where you choose.

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* Ground-Breaking Technology – Using id Software’s new MegaTexture™ rendering technology, Enemy Territory: QUAKE Wars renders large, highly detailed and un-tiled outdoor environments all the way to the horizon. Outdoor dynamic lighting allows for every battle to be fought during day or night, with accurate simulation of shadows, atmosphere, vegetation, and weather. Advanced real-time physics, and all new network code support large-scale military combat for up to 24 players through real-world locations, including deserts, glaciers, mountains, and countryside.

Game Chronicles takes a look at this stunning next-gen tactical shooter in our exclusive GCM interview with Splash Damage owner and lead designer, Paul ‘Locki’ Wedgwood.

Paul Wedgwood’s Major Past Projects:

* 2003 to present......Enemy Territory: QUAKE Wars (Lead Game Designer)
* 2002 to 2003..........Wolfenstein: Enemy Territory (Lead Game Designer)
* 2000 to 2002..........Q3F – www.q3f.com (Quake 3 Mod Team Project Leader)

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Thursday, July 16, 2009

AssaultCube is a fast paced first-person shooter based upon the Cube engine.

AssaultCube is a fast paced first-person shooter based upon the Cube engine. Although its main focus is online play, a single player mode exists which consists of computer-controlled bots.

AssaultCube is available, free of charge to download for Microsoft Windows, Linux and Mac OS X. While the Cube engine is free software, parts of the accompanying game media, such as the graphics, are released under other, non-free licenses.

AssaultCube, was started in July 2004 by a few members of the Cube community. The first official release was in November 2006. The plan was to create an entirely new game incorporating Cube's simplicity and movement style in a more realistic environment.

Screenshots of ex-Action Cube:

As of May 6, 2007, ActionCube has been renamed to AssaultCube due to a request from the developers of Action Quake.

Despite its simplistic graphics and gameplay, AssaultCube maintains a consistent player base of hundreds of players, with over 60 user-run servers online at any given time. AssaultCube also has several gaming clans, some of which participate in organized tournaments. The game's constant popularity is likely due to its creative but simple gameplay style, cross-platform nature, and low hardware requirements.

Although it is based on the Cube engine, AssaultCube's engine has been highly improved compared to the original Cube, and even incorporates features from Cube 2.

AssaultCube was designed to be more realistic and team-oriented than Cube while keeping Cube's distinctive fast-paced gameplay. In comparison to other games, AssaultCube is slower than Quake but faster than Counter-Strike.[8] There are two different teams in AssaultCube, called the Cubers Liberations Army (CLA) and the Rabid Viper Special Forces (RVSF).

AssaultCube retains a movement bug from the original Cube engine that allows players to utilize straferunning to move at a faster speed. This was left intentionally unfixed by the developers because it was considered an enjoyable feature of Cube, similar to bunny hopping in Quake.[9]

Another rather unrealistic feature of the game is the potential for using the recoil of the weapons (which pushes one backwards) to reach and perform moves that were previously impossible. This was also included intentionally, allowing players to achieve faster movement and jump higher.This feature was inherited from Cube, though it was absent in the original release of AssaultCube.

AssaultCube's weapons are all fictional and fill the basic niches of a modern first-person shooter: the assault rifle, sub-machine gun, sniper rifle, pistol, knife, and shotgun.

AssaultCube has twelve different gamemodes excluding bot game modes and the ingame level editor:

* Deathmatch and Team Deathmatch
* One Shot One Kill and Team One Shot One Kill (Sniper rifle only)
* Last Swiss Standing (Knives and grenades only)
* Survivor and Team Survivor (Teams fight until opposing team is eliminated)
* Pistol Frenzy (Pistols, knives, and grenades only)
* Capture The Flag
* Keep The Flag and Team Keep The Flag (Find the flag and keep it as long as you can)
* Hunt The Flag (Known as VIP in other games)

AssaultCube retains a very easy to use ingame mapping feature from the original Cube game, resulting in a variety of custom maps. Several maps from other games have been remade for the Cube engine by players. However, no remade maps are included in the official release.

Hot Links
Fight!
Start up the game, join one of the public servers and team up with some players. Have fun..

Regularly visit this site if you are interested in leagues and cups. See the panels at the right for an overview of the organised games and AC clans. Meet other players on IRC #AssaultCube Quakenet for fun wars.

AssaultCube Players Hall Of Fame

Event
Winner

ESL Capture The Flag League Season I

w00p Clan: Drakas, Majikal, tenshi

AssaultCube v1.0 Release Cup

w00p Clan: Drakas, Majikal, tenshi

ESL Capture The Flag Opening Cup
Die.n00b Team
Dendard, Doog, Harps, Rowdizzle

AssaultCube v0.93 Release Cup
A&D NADE BAIT Team
A&D_Shadow, A&D_Ranting, stef

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Tuesday, July 14, 2009

Alien Arena some of the very best aspects of such games as Quake III and Unreal Tournament.

Alien Arena 2009 alienarena_logo 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.

You've seen the screenshots, the videos, now it is time to face the alien invasion head on, armed to the hilt with disruptors, beamguns, and vaporizors. The amount of improvements to the game engine are staggering.

The game comes alive with the full implementation of GLSL per-pixel lighting on all surfaces, OpenAL audio system, and new gameplay features. Optimization was as always, another aspect that we've addressed. No longer does one have to be leary of cranking the settings up, the game plays remarkably faster with the switch to GLSL for per-pixel operations. Alien Arena has transformed into a lean, clean, fragging machine, with stunning visual effects that are usually reserved for commercial titles. This isn't your daddy's Alien Arena - it's not even last year's model, with a host of new and improved maps, sounds and music.

Screenshots of Alien Arena 2009 released

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16 screenshots of the upcoming release of Alien Arena 2009 have been released! The engine has received some very signifigant advances, and there is a wealth of new content and arenas for players to battle in. It has been said that the bar has been raised for FOSS games, and Alien Arena 2009 is looking to pull up a stool and order a double shot of Bourbon! We are projecting a release in June, so keep your eyes and ears out for the invasion

Some of the new features in this release:

* GLSL per-pixel lighting on meshes(now all surfaces).
* OpenAL 1.1
* Ogg-Vorbis support.
* GLSL post process framebuffer effects.
* New scoreboards.
* New HUD.
* Stereo music files.
* Seven new maps.
* Two new player characters.
* Voice taunt system.
* Doppler sound effects.
Alien Arena 2008 is a free, stand-alone deathmatch game based on source code released by id Software. Begun by COR Entertainment in 2004, the game combines a 1950s-era sci-fi atmosphere with gameplay similar to the Quake, Doom, and Unreal Tournament series. Alien Arena focuses mainly on online multiplayer action, although it does contain single-player campaigns against bots.

This game is the followup to the critically acclaimed Alien Arena 2007, and features nearly all new game media, gameplay improvements, and a client that has been signifigantly upgraded for improved visual effects as well as major optimizations that greatly improve the fluidity and performance.

Alien Arena 2009 also offers a change to it's overall theme, moving towards a slightler darker, more serious tone, while still retaining a good bit of it's retro style, creating an interesting marriage between classic and modern sci-fi. This resulted in completely new player models, many new weapon models and textures, and seventeen, yes, seventeen new levels! The transformation is nothing short of remarkable.

There are major improvements in weapon effects, per-pixel lighting, texture resolution, and resource usage, as well as the addition of a cross platform server browser, FUSE. Weapons have been tweaked for better balance, and movement has been enhanced with the addition of dodging abilities. Alien Arena 2008 will run on Windows and Linux, and the OSX/Mac port will be released in one week.

Alien Arena has been released for Microsoft Windows, Linux and FreeBSD. The game has been free to play since its inception, and there are currently no plans to change it to a pay-to-play format. However, as of October 15, 2008, the latest SVN builds now feature in-game advertising, in the main menu and in some maps. While the game's content is proprietary, the CRX engine is open source.

The game is powered by the id Tech 2-based CRX game engine, which has been heavily rewritten to include support for such features as 32-bit high-resolution textures, 3D models used as architecture in maps, GLSL effects, parallax mapping, rotating particles, server-side antilag code, shaders (GLSL and rscript), textured particles, stain maps, reflective water with refractive shaders, Reflective surfaces on entities and on the first-person perspective of some weapons, semi-true reflective surfaces for computers unable to handle full reflection, light bloom, real-time shadows, overbright bits, real-time vertex lighting, normal mapping, and other modern graphical effects, all of which can be turned on or off in the menu.

The game engine still uses the id Tech 2 BSP format, as well as the id Tech 2 md2 model format. Texture formats supported are:

* .wal files (architecture only.) Can be animated.
* .tga files (both architecture and models.) For a model skin, if files are available in TGA and JPEG format, the game engine will default to TGA.
* .jpg files (both architecture and models.)

Most of the console commands for this game are identical in Quake II.

Gameplay

There are 60 standard maps to choose from, 5 playable characters, and 9 weapons with alternate fires, and a grappling hook. The game features an internal server browser for finding other players online, and the external Code Red Galaxy program performs the same function without having to launch the game, akin to The All-Seeing Eye. It also serves as an IRC client for chat between players.

Alien Arena features several game modes:

* Standard Deathmatch, similar in style to Quake III Arena and Unreal Tournament
* Team Deathmatch
* All Out Assault, normal Deathmatch with vehicles added
* Capture the flag
* Deathball, similar to Unreal Tournament's Bombing Run
* Team Core Assault, a team-based game mode where each team tries to turn off all three of the other team's power nodes and then destroy that team's spider node
* Cattle Prod, a variant that requires players to herd robotic cattle through goals to earn points for their team.

There are also several powerups, all of which expire after a short amount of time.

* Double damage.
* Sproing, a powerup that allows players to jump several times higher than they would normally be able to do.
* Haste, a powerup that allows players to jump forward and dodge at high velocity.
* Invulnerability, a powerup that makes players impervious to damage. This powerup is rarely placed in maps.
* Invisibility, a powerup which applies a glass shader to the player. The effectiveness of this powerup depends largely on the lighting of the map. This is the only powerup in the entire game which cannot be placed in maps (as there is no model for it.)

There are twelve game mutators which can alter the game to play differently. Multiple mutators can be enabled in any combination.

* Excessive, a mutator which causes players to spawn by default with every weapon and full ammo, 300 combined health and armor (which will regenerate back to full,) and very weapon has been made more powerful, either in rate of fire or damage. Player speed is enabled by default when this mutator is enabled.
* Joust, which allows players to continue to jump indefinitely while still in midair, until they reach the top of the map.
* Instagib.
* Rocket Arena, where the player spawns with a rocket launcher and infinite ammo, and all other weapons are disabled.
* Vampire, where one can gain health by damaging someone else.
* Regeneration, where health regenerates slowly until it reaches 100.
* Low Gravity.
* Quick weapons, where one can switch between weapons faster.
* Antilag, which is done in server-side code.
* Anti-camp: if a player stays in the same place for a minimum amount of time (set by the server administrator,) that player begins to get damaged.
* Player speed, where players can move faster.
* Class-based, where robot, human, and alien models each have different abilities.

All modes can be played online against other players or offline against bots. The same can be said for all mutators except for Antilag, which is only playable online.

The bots can be customized using an external program included with the installation of the game.

A rewards system has been added to the most recent version of the game, where points are awarded to a player for certain actions (such as midair shots, gibbing an enemy, and killing sprees.) When a threshold amount of points (set by the server administrator) has been reached, one of three powerups can be chosen: haste, invisibility, or sproing. After the powerup has expired, the player must start accumulating points again.

The game uses modified Quake II physics. Most Quake II trickjumps, such as strafejumping, will work in Alien Arena, as well as dodging. However, due to Alien Arena's modified weapon balance, weapon jumps behave differently than in Quake II. In addition to the rocket launcher, the blaster, disruptor, and beamgun have all been made usable for weapon jumps. Since the blaster is one of the starting weapons, Alien Arena gives players the ability to perform weapon jumps as soon as they spawn. The beamgun is also useful for plasma climbing, a type of trickjump that was introduced in Quake III.

History

As of October 18, 2008, the latest version of the game is version 7.20, the third major release in the Alien Arena 2008 series. This version added a number of graphical effects, such as extensive GLSL support and Parallax mapping, as well as adding a rewards system to the game.

Version 7.10 was the latest version as of June 6, 2008. This update was originally planned as a minor patch to take the game from version 7.00 to 7.01, but was bumped up to a major revision consisting of five revamped maps, two brand new maps, major renderer changes, new gameplay features, and important bugfixes. The developers described it as "what may just well be the most significant milestone in the long history of this game".

Although it had been in development since 2003, Alien Arena was first released as a beta in August 2004, with the title CodeRED: Alien Arena. Two single-player, campaign-style games, CodeRED: Battle for Earth and CodeRED: Martian Chronicles, were released during 2003.Following these games, Alien Arena received greater development focus. The final upgrade to the two single-player games was made available on February 18, 2005.The "CodeRED" title continued to be used until Alien Arena 2006 was released in November of 2005, promoted as a "sequel" to the old CodeRED version. Alien Arena 2007 (CRX version 6.00) was released in September 2006, and Alien Arena 2008 (CRX version 7.00) appeared in March 2008.

Screenshots

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Monday, July 13, 2009

Basic X Window Games

3dchess3 The X Window System created a great oppor tunity for games in Linux/UNIX systems to become graphics-based rather than text-based, so that instead of having little character symbols representing robots and arrows, the games could actually show pictures of little robots and arrows.
A lot of entertaining games run in X. Unless otherwise noted, all of the X games described in this section are free. Also, the GNOME and KDE environments that come with most desktop Linux distributions (described in Chapter 3) each have a set of games associated with it.

GNOME Games
GNOME games consist of some old card games and a bunch of games that look suspiciously like ones you would find on Windows systems. If you are afraid of losing your favorite desktop diversion (such as Solitaire, FreeCell, and Minesweeper) when you leave Windows, have no fear. You can find many of them under GNOME games.

pouetchess

Description
AisleRiot (solitaire) Lets you select from among 28 different solitaire card games.
Chess
Gnuchess game in X. (Runs the xboard and gnuchess commands.)
Chromium Configuration Set options such as skill level, screen size, and sound for Chromium.
Chromium Deliver supplies to troops in battle in this action game.
FreeCell A popular solitaire card game.
Freeciv (Isometric tileset) In this strategy game, you try to lead your civilization to extinguish all others. (Uses Isometric tile set to represent cities, oceans, and other terrain.)
Freeciv Server (new game) Server program needed to play Freeciv.
Ataxx
Board game where you flip over circles to consume enemy pieces.
Lines
Match five colored balls in a row to score points.
Four-In-A-Row Drop balls to beat the game at making four in a row.
Nibbles
Steer a worm around the screen while avoiding walls.
Robots
Later version of Gnobots, which includes movable junk heaps.
Mines
Minesweeper clone. Click on safe spaces and avoid the bombs.
Stones
Move around a cave, collect diamonds, and avoid rocks.
Tetravex A clone of Tetravex from the GNOME project. Move blocks so that numbers on each side align.
Klotski
Move pieces around to allow one piece to escape.
Tali
Yahtzee clone. Roll dice to fill in categories.
Iagno
Flip black and white chips to maneuver past the opponent.
Maelstrom Navigate a spaceship through an asteroid field.
Mahjongg Classic Asian tile game.
Same GNOME Eliminate clusters of balls for high score.
PenguinPlanet Racer Steer a penguin as he races down a hill on his belly.

KDE Games
A bunch of games are available for the KDE desktop environment.

Games for the KDE Desktop

Arcade Games
Kasteroids Destroy asteroids in the classic arcade game.
Kbounce Add walls to block in bouncing balls.
KFoul Eggs Squish eggs in this Tetris-like game.
Klickety Click color groups to erase blocks in this adaptation of
Clickomania.
Kolf
Play a round of virtual golf.
Ksirtet Tetris clone. Try to fill in lines of blocks as they drop down.
KsmileTris Tetris with smiley faces.
KsnakeRace Race your snake around a maze.
KspaceDuel Fire at another spaceship as you spin around a planet.
Ktron Snake-style race game.

Board Games
Atlantik Play this Monopoly-like game against other players on the network.
KBackgammon Online version of backgammon.
Kbattleship Sink the opponent’s battleship in this online version of the board game.
KblackBox Find hidden balls by shooting rays.
Kenolaba Move game pieces to push opponents’ pieces off the board.
Kmahjongg Classic oriental stile game.
Kreversi Flip game pieces to outmaneuver the opponent.
Shisen-Sho Tile game similar to Mahjongg.
Kwin4 Drop colored pieces to get four pieces in a row.

Cardgames
Patience Choose from nine different solitaire card games.
Kpoker Video poker clone. Play five-card draw, choosing which cards to hold and which to throw.
Lieutenant Skat Play the card game Skat.
Megami Play four blackjack hands against a dealer.

Tactics and Strategy
KJumping Cube Click squares to increase numbers and take over adjacent squares.
Katomic Move pieces to create different chemical compounds.
Konquest Expand your interstellar empire in this multiplayer game.
Kolor Lines Move marbles to form five-in-a-row and score points.
Kmines Minesweeper clone. Click safe spaces and avoid the bombs.
Ksokoban The Japanese warehouse keeper game.
SameGame Erase game pieces to score points.
The games on the KDE menu range from amusing to quite challenging. If you are used to playing games in Windows, KMines and Patience will seem like old favorites. KAsteroids and KPoker are good for the mindless game category. For a mental challenge (it’s harder than it looks), try KSokoban. For a challenging
multiuser game on the GNOME menu, tr y Freeciv. And, of course, there is Chess (XBoard version of gnuchess).

Note
Boson (http://bosun.eu.org) is a fun, real-time strategy that runs on KDE desktops. Although the game is still in its early stages of development (0.10 release), it’s a good way to try out the capabilities of your gaming hardware in Linux. You can download it from http://boson.eu.org/download.php.
The following sections describe a couple of the more interesting games distributed
with, or available for, common Linux distributions.

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Sunday, July 12, 2009

In Pineapple you are a sherriff of a small village in the far west

In Pineapple you are a sherriff of a small village in the far west.

During a dark night of summer, the gang of reds, a bad group of crazy minded people, come to your town to kill every one.

You must kill them all before all citizens are killed.

Screenshots:




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Download:

+ pineapple-3.0-test1-linux-i386

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Friday, July 10, 2009

Paintown is a 2D fighting game in the same style as Double Dragon and TMNT

Paintown is a free beat´em´up game similar to final fight or double dragon.

Most of the characters are well known from other beat´em´ups and comics. There is a single player adventure mode and you can also play in versus mode against another player.
Changes in 3.2:

* Python scripting module added
* More options added to the menu
* Added player Wolverine
* Game takes screenshots while playing
* Network mode more reliable
* Players have score

Get the source
The engine lives at

$ svn co https://paintown.svn.sourceforge.net/svnroot/paintown/trunk

The data lives in a different folder

$ svn co https://paintown.svn.sourceforge.net/svnroot/paintown/data
Compile paintown
You can use cmake( www.cmake.org ) or scons( www.scons.org ) to compile paintown.
With cmake:
Make a temporary directory:
paintown $ md b

Cd into that directory and run 'cmakesetup ..'
paintown $ cd b
paintown/b $ cmakesetup ..
It should bring up a graphical configure thing that you can setup the build system. You might have to play with it to get it to find zlib and libpng. Once its configured run 'make'
paintown/b $ make
The executable should end up in paintown/b/bin/paintown.exe

With scons:
On linux/anything not windows
paintown $ scons
On windows you have to tell scons to use mingw or not. To use mingw add 'env=mingw'
paintown $ scons env=mingw
Or if you want to use visual studio or whatever
paintown $ scons


It might take some work to get paintown to compile with non-gcc compilers. You need the following libraries to compile paintown Run paintown
./paintown [-m] [-w] [-d data-directory]
Without -d some-directory paintown will assume the data directory is ./data. The -w option starts paintown in fullscreen mode. Without it paintown will start in windowed mode. The -m switch turns off music.

Level/Character editor Paintown comes with 2 seperate gui's for making levels and editing character animations.

Both live in editor.jar

To run the level editor type

paintown $ java -jar editor.jar

To run the animation editor type

paintown $ java -classpath editor.jar com.rafkind.paintown.animator.Animator

Both gui's should be sort of intuiative, try loading a pre-existing level or character if you have no idea what to do. I wrote a manual for the level editor a while ago, some widgets have changed since then but the overall idea is the same.

Level editor manual

Download

Source and data tar.gz



Screenshots.




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