Version 1.0 is available at:
http://www.ogham.demon.co.uk/zips/digger100.tgz
Also some other games I've written:
http://www.ogham.demon.co.uk/zips/xix133.tgz (QIX lookalike)
http://www.ogham.demon.co.uk/zips/finalgun_111.tgz (3D shoot em down)
http://www.ogham.demon.co.uk/zips/peniten6_110.tgz (2D Asteroids lookalike)
Actually it requires g++ to compile, which I don't currently have
installed:
$ make
echo "#define BUILD_DATE \"`date +'%Y-%m-%d %T'`\"" > build_date.h
g++ -DSOUND -Wall -pedantic -g -O2 -c main.cc
make: g++: Command not found
make: *** [main.o] Error 127
$ gcc -DSOUND -Wall -pedantic -g -O2 -c main.cc
gcc: error trying to exec 'cc1plus': execvp: No such file or directory
$
Maybe I'll install g++ and try again later.
Elijah
------
tries to keep installed apps to a minimum on his netbook
Version 1.0.2 is available at:
http://www.ogham.demon.co.uk/zips/digger102.tgz
Also some other games I've written:
http://www.ogham.demon.co.uk/zips/xix133.tgz : QIX lookalike
http://www.ogham.demon.co.uk/zips/finalgun_111.tgz : 3D shoot em down
http://www.ogham.demon.co.uk/zips/peniten6_110.tgz : 2D Asteroids/Defender mix
The fact that I advertised it on a public newsgroup for public download means
its de facto free to distribute. I can't be bothered with pissing about with
the GPL or whatever. My email address is in the README , people can always
email for confirmation if they're worried. Just enjoy the game! :)
HTH.
> The fact that I advertised it on a public newsgroup for public download
> means its de facto free to distribute.
The license only means something if and when the author specifies it. I
don't believe that implied licenses exist, let alone hold any judicial
water.
Regarding your game, I'm downloading it right now. Thanks for taking the
time to write it, and thanks for releasing it in such terms. Kudos!
Rui Maciel
Not under USA copyright law.
> I can't be bothered with pissing about with the GPL or whatever.
Up to you.
--
John Hasler
jha...@newsguy.com
Dancing Horse Hill
Elmwood, WI USA
I think you might want to look up the phrase "de facto". ;)
--
Grant Edwards grant.b.edwards Yow! -- I love KATRINKA
at because she drives a
gmail.com PONTIAC. We're going
away now. I fed the cat.
You know I'd really hoped for some feedback on the game rather than get
into an argument about some tedious legal stuff which I neither know nor
case much about but then this is usenet....
So, to keep all the pedants happy I've uploaded a new .tgz file with
a copy of GPL 2 and a note in the README. I hope that solves the issue.
Please redistribute as you see fit.
http://www.ogham.demon.co.uk/zips/digger102.tgz
Hello,
I tried to compile your game digger that you announced in the newsgroup
comp.os.linux.x
I guess I don't have the X development library installed or something,
because the compiler gives this error:
----------------------
user@comp:~/Downloads/digger$ make
g++ -DSOUND -Wall -pedantic -g -O2 -c main.cc
In file included from main.cc:10:
globals.h:17:33: error: X11/extensions/Xdbe.h: No such file or directory
In file included from main.cc:10:
globals.h:1481: error: ‘XdbeSwapInfo’ does not name a type
main.cc: In function ‘void Xinit()’:
main.cc:320: error: ‘XdbeBackground’ was not declared in this scope
main.cc:320: error: ‘XdbeAllocateBackBufferName’ was not declared in
this scope
main.cc:321: error: ‘swapinfo’ was not declared in this scope
main.cc: In function ‘void mainloop()’:
main.cc:627: error: ‘swapinfo’ was not declared in this scope
main.cc:627: error: ‘XdbeSwapBuffers’ was not declared in this scope
make: *** [main.o] Error 1
----------------------
So far, I've done these things on my Ubuntu 10.04 system:
1) downloaded the game .tgz
2) extracted the contents
3) checked the included VERSIONS, README and Makefile
4) noted that g++ isn't included by default and substituting with gcc
doesn't work
5) typed g++ to the terminal, got a recommendation for installable
packages and installed g++ with sudo apt-get install g++
6) ran make again with the above error. Noted that typing Xdbe.h or Xdbe
to the terminal doesn't recommend anything.
Cheers,
-Neva
> globals.h:17:33: error: X11/extensions/Xdbe.h: No such file or directory
sudo apt-get install libxext-dev
and try again.
I had to install g++ and two sets of X11 dev files to build this. I
don't remember which two off-hand. Ah dpkg.log tells me:
2011-04-21 18:47:11 install libstdc++6-4.3-dev <none> 4.3.3-5ubuntu4
2011-04-21 18:47:17 install g++-4.3 <none> 4.3.3-5ubuntu4
2011-04-21 18:47:25 install g++ <none> 4:4.3.3-1ubuntu1
2011-04-21 18:52:40 install x11proto-core-dev <none> 7.0.14-2
2011-04-21 18:55:31 install libxau-dev <none> 1:1.0.4-1
2011-04-21 18:55:34 install libxdmcp-dev <none> 1:1.0.2-3
2011-04-21 18:55:35 install x11proto-input-dev <none> 1.5.0-1ubuntu1
2011-04-21 18:55:39 install x11proto-kb-dev <none> 1.0.3-3ubuntu1
2011-04-21 18:55:39 install xtrans-dev <none> 1.2.3-1
2011-04-21 18:55:40 install libpthread-stubs0 <none> 0.1-2
2011-04-21 18:55:41 install libpthread-stubs0-dev <none> 0.1-2
2011-04-21 18:55:42 install libxcb1-dev <none> 1.1.93-0ubuntu3.1
2011-04-21 18:55:43 install libx11-dev <none> 2:1.1.99.2-1ubuntu2
2011-04-21 18:58:56 install x11proto-xext-dev <none> 7.0.4-1
2011-04-21 18:58:57 install libxext-dev <none> 2:1.0.99.1-0ubuntu3
The g++ install turned into three lines. The other two similiarly
expanded.
Elijah
------
found digger very hard to play
Thanks to Harald's tip, got digger compiled and running.
To summarize the install on ubuntu 10.04:
- extract the downloaded package
- sudo apt-get install g++ libxext-dev
- make
- ./digg
Comments about the game:
The graphics and sounds are nice, very reminescent of retro style.
Graphics seem to be vectors and thus scalable to many resolutions.
Sounds can be played only exclusively, as stated in the documentation.
Fortunately, the sound system doesn't lock up after ending the game, so
other pulseaudio apps can still be used.
The main character brings to mind a rotating diamond drill, which is
fitting for a digging game. Due to the slow movement, apparently digging
long tunnels with only one entrance seems to work as a strategy. Keeping
a stone closeby if swarmed by multiple enemies.
The gameplay is simple enough to make this a viable way to spend extra
minutes waiting for some download to finish.
How about a (rare) bonus item that would give multiple balls to throw at
the enemies? Or a bonus stage with a predug maze, where one could get 3
shots to throw the ball bouncing to one of possible corridors and hit
one of the targets at the end of the predug tunnels?
Another idea of a bonus item: double the size of the player, enabling
him to crush the smaller enemies but moving even slower?
Could the enemies use any of the same bonus items by chance and become
even more dangerous for a period? If all the bonus items are buried
inside the ground, this would mean that some enemies should be able to
dig around themselves.
-Neva
I'm surprised Ubunto doesn't come with the extension headers installed as
standard. They might be called extensions but most of them have been around
so long they're a de facto standard.
>found digger very hard to play
Its meant to be as difficult as a proper arcade game. I had thought of putting
a difficulty level option on the command line but didn't around to it. Perhaps
I'll do it in another release.
The graphics are drawn using the basic Xlib primitives rather than
sprites so scaling them is easy.
>The main character brings to mind a rotating diamond drill, which is
>fitting for a digging game. Due to the slow movement, apparently digging
>long tunnels with only one entrance seems to work as a strategy. Keeping
>a stone closeby if swarmed by multiple enemies.
Thats the idea :) But eventually the horizontal tunnel at the start reaches
all the way across the screen so you have to cross it and you can't use that
strategy any more!
>How about a (rare) bonus item that would give multiple balls to throw at
>the enemies?
Thats an idea.
>Or a bonus stage with a predug maze, where one could get 3
>shots to throw the ball bouncing to one of possible corridors and hit
>one of the targets at the end of the predug tunnels?
Predug maze - probably not. The original Mr Do arcade game had it but I'm
not a fan - I think it detracts from the gameplay.
>Another idea of a bonus item: double the size of the player, enabling
>him to crush the smaller enemies but moving even slower?
Also a good idea, I'll have to bare it in mind.
>Could the enemies use any of the same bonus items by chance and become
>even more dangerous for a period? If all the bonus items are buried
>inside the ground, this would mean that some enemies should be able to
>dig around themselves.
For technical reasons having the enemies dig tunnels as well as the player
would be tricky to implement. The code assumes only 1 unfinished tunnel
at any one time - allowing multiple unfinished tunnels would take a lot
of re-coding.
I'm on a small disk, so I started with a very barebones install and
have been adding packages as I need them. My system fits on a 16 gig
thumb drive, and /home uses have the space.
>> found digger very hard to play
> Its meant to be as difficult as a proper arcade game. I had thought of
Perhaps, but since DigDug is a favorite of mine, and I don't find that
game difficult (even in the arcade version), I think it just might be
my idiosyncrasies.
Elijah
------
Mr. Do is not a favorite