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README
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# # ##### ##### # #
# # # # ## ##
## ### # # # #
# # # # # #
# # ##### # # # V0.0.6
README/FAQ
Welcome to 'killeverythingthatmoves' (ketm) v0.0.6
What is ketm
============
It is just another arcade-like-2D-space-shooter.
Because its based on libSDL, it can be compiled for many different
plattforms. Tested Plattforms so far:
* Linux/i386
* Linux/PPC
* FreeBSD/i386
* NetBSD/i386
* BeOSx
* Win32
(If it doesn't compile on YOUR plattform, drop me a mail and we see
if we can port it...)
This is work in progress, so if you don't like this version, wait a bit and
check out a later version (see below where to get it).
Where can I get the latest version?
===================================
Direct you browser to http://www.badblocks.de/ketm
Status/Is it playable?
======================
A bit, but not much fun yet. (No real levels, just a testbed for the
enemy-formations). Anyway its stable and runs without throwing
coredumps around.
How to Play?
============
Start the game with ketm.
You can use some command-line options:
-h: get this help
-f: fullscreen mode
-j: enable joystick-support (preliminary)
-d: enable debug messages (forced in this alpha version)
-16: force 16 bit screen (default)
-24: force 24 bit screen
-32: force 32 bit screen
In the game you need only cursor-keys and space. With ESC you can abort
a game.
What is your primary development plattform?
===========================================
At the moment: Linux (SuSE 7.1)
Sometimes I work also on Win2K (with the cygwin environment) or FreeBSD 4.3
Are there Ports to other Plattforms?
====================================
Yes, e.g. BeOS. For more information take a look at the ketm homepage.
How to compile ketm on unix/linux systems?
==========================================
Just type make :)
You will need a recent version of the SimpleDirectMedia-Library (libSDL),
I use V1.2.0 but a recent 1.1 beta shout work also. If you don't have
libSDL on you system, you can get it at http://www.libsdl.org
If you using FreeBSD:
I'm not very familiar with FreeBSD, but if you get an error
message like "undefined reference to 'main`... you'd better use
the GNU-make (gmake) to compile ketm.
How to compile ketm on windows?
===============================
I use mingw32 to cross-compile the win32 version under linux.
Its also possible to compile it on the native plattform, but
the only compiler I tested is the cygwin-gcc port
(http://sources.redhat.com/cygwin).
Don't know if it compiles with VC++ or Borland C++.
Whats new since 0.0.1
=====================
* joystick support
* ingame-switching fullscreen/window
* hiscore-table
* new weapon for player: killray
* some bugfixes (details see Changelog)
Whats new since 0.0.2
=====================
* some bugfixes
* changed default bitdepth to 16
* removed option "-8", because it made the game look horrible
* added another framewait method to get the same gamespeed
on all machines (thanx to Benjamin Niemann for you suggestion)
* some new enemys
* a boss (not finished yet...)
* a new player sprite (thanks El Fabio)
* added a new bonusitem (increase speed)
* "visual-bonus-feedback" :)
Whats new since 0.0.3
=====================
* some new enemys (again thanks to Fabien for the sprites)
* some new weapons
* player extras (for now: homing missile and shield)
* and the obligatory bug fixes
Whats new since 0.0.4 (0.0.5 was not released to the public)
============================================================
* new background
* new screen format: 320x480
why? 1) portait mode looks better and
2) game is playable on slower machines (I think a
300Mhz Machine should do it. Not tested yet)
* again some new enemys
* level-information is in external, editable dat-files now.
* bugfixes, bugfixes and bugfixes
Thanks
======
* Fabien Devaux <fabinator31@email.com>
Great 3D-Artist, he did most of the sprites with
Blender (http://www.blender.nl)
* David Marshman <marshy@silvan.demon.co.uk>
He does a great job with porting ketm to BeOS and
(coming soon) MaxOS X
* DraX <drax@whiplash.stampede.org>
He wrote the configure-script
* and of course everyone who encouraged me to continue with ketm
Can I contribute to this project?
=================================
Yes, please.
If gimp, povray or blender are your best friends, then you can help me with the
sprites for enenmys and background-tiles for the (hopefully) coming-soon background map.
(take a look in TODO)
If you are a professional game player, play. Tell me what you like and
what you dislike. Tell me, if you've found a bug.
Why don't you split ketm into code and data tarball?
====================================================
I *will* do that. But at the moment the data part changes heavyly from
version to version. I will provide separate tarballs when the data
part (images/sound) has a bit more stabilized. (Say: Version 0.1.0)
License?
========
GNUish, See file "COPYING"
Who is responsible for this piece of crap?
==========================================
Walter Haslbeck <whaslbeck@web.de>