| ★ wanayoo — archive 1999 http://missile.sourceforge.net/ | Nouvelle recherche | Portail wanayoo |
In a fit of bored like boredom I decided to write a port of the Atari game
Missile Command for Linux. I chose to do this because:
ob screenshots: one. two. three. four.
| Read the | README |
v0.99.7:
Download: source (56k)
binary (56k)
rpm (56k)
src rpm (60k)
Changes:
- I'm happy with missile frequency, number, and speed, so unless something major is uncovered, this should be the last release before v1.0.0
- Now also tries to read /etc/missilecommand.conf when tring to find the data directory. The format for this file is a single line with: Data=/the/data/dir (the same format as the ~/.missilecommandrc files).
- Error messages are little more verbose (and hopefully more helpful).
- Cities are (once again) redrawn every frame, so you can't knock bits out.
- Fully documented command line options.
- Added an icon (submissions of a better one welcome).
v0.99.6:
Download: source (48k)
Changes:
- The event queue is now flushed before the start of each wave, so that if you hit the buttons after the wave is over, you don't fire all your missiles at the start of the next.
- Added a --bigcursor option for those who find the default too hard to see.
- Now works in 8 bit colour mode.
- Cleaned up code a little more.
v0.99.5:
Download: source (44k)
Changes:
- Tweaked missile frequency, number, and speed.
- Fixed bug where you could destroy all the missiles by shooting the top of the screen.
- Bases now regenerate (every 20000 points).
- Lined up missiles and cities in end of wave splash screen.
- Added option to pause the game.
- Made error messages a little more helpful.
- Fixed bug in screen_shot which tried to free unallocted memory.
v0.99.4:
Download: source (44k)
Changes:
- Fixed bug with freeing memory not always allocated in reading/writing of rc file (this one was a show stopper for some people) (thanks Mattias Engdegard).
- Changed index/rindex calls to strchr/strrchr for POSIX compliance (thanks Mattias Engdegard).
- Cleaned out some chaff.
v0.99.3:
Download: source (44k)
Changes:
- Improvement in image blitting speed.
- Optimised circle drawing routine.
- Add cities gained at the start of the wave instead of the end (means you dont start a wave where in the previous everything died).
- Fixed bug where you had a 1/6 chance of having to wait until the next wave to get your brand spanking new city.
- Improved error messages for when game data is not found.
- Fixed bug when data dir == "." being set incorrectly
v0.99.2:
Download: source (44k)
Changes:
- No longer require SDL_ttf
- Tidied up colour stuff (internally)
- Changed "level" to "wave" everywhere =)
v0.99.1:
Download: source (76k)
Changes:
- Slowed down missiles (they now get 1.3p/s faster per wave instead of 2p/s).
- Decreased missile frequency.
- Some misc cosmetic changes.
v0.99.0:
Download: source (76k)
Changes:
- Initial release.
All files can also be ftp'd from ftp://missile.sourceforge.net/pub/missile
Before I make this game v1.0.0, I want to fiddle with the gameplay.
The target is to have the game very hard but not impossible by wave 100
(or maybe only 50). The other is that it shouldn't be too slow before
then.
BTW you can use the "I" key to skip levels, and "U" to restart a level.
You may also be interested in the project page at Source Forge. This has a bunch of information in one easy to reach place.
SDL >= v1.0.8 (actually any of the 1.0.x libs should work if you have them already)
| Download: | From the | SDL website | |
| Locally: | rpm runtime libs rpm development libs tgz source |
| Download: | From the | SDL website | |
| Locally: | rpm runtime libs rpm development libs tgz source |
The following is no longer needed for Missile Command v0.99.2 and above:
SDL_ttf >= 1.0.1 (which itself requires freetype)
| Download: | From the | SDL website | |
| Locally: | rpm runtime libs rpm development libs tgz source |
| Notes: | - All of the above libraries are licensed under the GNU LGPL. |
| - You only need the development libs if you're gunna compile Missile Command yourself (the only choice at present =). |
A nicer web page.
Tweak game play. 3 things to balance:
- missile speed (and how quickly it increases)
- number of missiles per wave
- missile frequency (or time between missiles)
Sound. Anyone got any suitable sound effects?
- start of level
- end of level
- sam fired
- incoming missile
- incoming smart bomb
- game over
- high score reached
- new city acquired
- bonus points for cities remaining ticker thing
- ditto for missiles
Performance? This *seems* ok... I'll keep tweaking however.
Occasional seg fault in DRAWPIXEL() in draw_line().
Anyone else had this? (Run "gdb missile core" to see where it segfaults)
Update: Somehow I'm occasionally creating a missile way out of bounds
(by stomping on memory somewhere perhaps?)
Antialiased blasts (and perhaps missile vapour trails).
New graphics (even though the current ones are far better than anything Michaelangelo* could do).
Maybe some more features (I have a couple ideas for some new nasties).
* The Ninja Turtle, not the painter.
Post your comments, suggestions complaints, and marriage proposals here.
Pressing enter will give you a newline, and html works in the board,
so be gentle.
Thanks
| Julian <weaver@earthcorp.com> | 12:58:12 PM PST on Monday, 20 March 2000 |
| ZephyrQ <zephyrq@worldnet.att.net> | 6:26:35 PM PST on Wednesday, 22 March 2000 |
| Zephyr Q <zephyrq@worldnet.att.net> | 6:27:54 PM PST on Wednesday, 22 March 2000 |
| Julian | 6:05:12 PM PST on Thursday, 23 March 2000 |
| demiurge <the_demiurge@rocketmail.com> | 10:17:29 PM PDT on Tuesday, 01 August 2000 |
Penguin Command - Very pretty Missile Command clone.
ICBM3D - Missile Command in 3D
Missile Command as a Java applet
A Missile Command clone written for gtk
A brand spanking new version of Missile Command (for windows only =\ )
The Linux Game Tome
Loki Entertainment Software
More -> SDL Games, SourceForge, Linux Links, Linux Start, Freshmeat (X), Freshmeat (console).
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Last Modified On: Fri Jul 28 20:37:45 2000 |