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Snow-Apple
Snow-Apple provides an icon pack for Gnome. more>>
Snow-Apple provides an icon pack for Gnome.
Mark Finlay fairly converted the nautilus 2.0.x theme called Snow-Apple, to an icon theme for gnome 2.2.x. thanks to him.
<<lessMark Finlay fairly converted the nautilus 2.0.x theme called Snow-Apple, to an icon theme for gnome 2.2.x. thanks to him.
Download (0.50MB)
Added: 2007-01-27 License: GPL (GNU General Public License) Price:
1010 downloads
Added: 2008-09-09 License: GPL Price: FREE
1 downloads
MacUltimate Leopard 2.2
MacUltimate Leopard is an icon pack that fits smooth with the great Mac4Lin Project. more>> <<less
Added: 2009-02-24 License: GPL Price: FREE
11 downloads
Xsnow 1.42
Xsnow is the X-windows application that will let it snow on the root, in between and on windows. more>>
Xsnow application is the X-windows application that will let it snow on the root, in between and on windows.
Santa and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
<<lessSanta and his reindeer will complete your festive-season feeling.
How to compile:
To build:
xmkmf
make depend
make
To run:
./xsnow
or:
./xsnow& (in the background)
To install (be root):
make install
make install.man
If xmkmf does not work and you cannot get a working Makefile that way then try compiling yourself, eh, xsnow this way:
cc -o xsnow snow.c -lXext -lX11 -lXpm -lm -lsocket -lnsl
gcc, SUN Solaris users without a C-compiler, but with gcc installed, try the following two commands. The first compiles Xsnow, the second links Xsnow.
gcc -c -O2 -I/usr/openwin/include -DSVR4 -DSYSV xsnow.c
gcc -o xsnow xsnow.o -O2 -L/usr/openwin/lib -lXext -lX11 -lXpm -lm -lsocket -lnsl
Note: Xsnow-1.41 needs the Xpm library. It is available from:
ftp://ftp.x.org/contrib/libraries/
The current Xpm version is xpm3.4k
Enhancements:
- All you KDE-users can now be even happier with a KDE-enabled Xsnow 1.42!
- The snow will magnificently wipe out your icons, but not to worry, theyre not really gone.
- By wiping with a window or something you can make them reappear.
- Car owners are used to this for years. Thanks to Robin Hogan who figured this out for xpenguin.
Download (0.055MB)
Added: 2006-04-13 License: Freeware Price:
1292 downloads
Added: 2008-03-01 License: GPL Price: FREE
14 downloads
Snow Path Formation Simulator 0.5.3
Snow Path Formation Simulator it graphically displays the formation of paths in the snow formed by people. more>>
Snow Path Formation Simulator is a program that models the process of people forming very distinct, and yet not always altogether logical looking, paths in the snow as they walk across open spaces.
The evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
<<lessThe evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
Download (0.10MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1646 downloads
Avant Window Navigator 0.1.1.1
Avant Window Navgator is a dock-like bar which sits at the bottom of the screen tracking open windows. more>>
Avant Window Navgator (Awn) is a dock-like bar which sits at the bottom of the screen (in all its composited-goodness) tracking open windows.
Awn uses libwnck to keep a track of open windows, and behaves exactly like a normal window-list:
- Clicking an icon switches to that window, clicking again will minimise the window
- Right-clicking will bring up a menu extactly like that of what you see on the window-list, allowing you to max, min, close, resize etc the window.
- Dragging something on top of an icon will activate that window.
- Visually (and quite attractively) responds to needs attention & urgent events
- Can show windows from the entire viewport, or just the visible viewport.
The bar can be customised extensivley:
Choose between two engines:
- Glass engine. All the gradients can be changed to your tastes.
- Pattern engine. Thats right, you can now have a leopard print bar to match your underpants :).
- The border & internal border colours can be changed.
- The glow (the background of an active window icon) can be changed, to be as simple or as lavish as you require.
- Choose between sharp or rounded corners.
- Choose the text & shadow colour of the window title text.
All preferences can be adjusted using the provided avant-preferences program, which provides a friendly interface to the gconf settings.
<<lessAwn uses libwnck to keep a track of open windows, and behaves exactly like a normal window-list:
- Clicking an icon switches to that window, clicking again will minimise the window
- Right-clicking will bring up a menu extactly like that of what you see on the window-list, allowing you to max, min, close, resize etc the window.
- Dragging something on top of an icon will activate that window.
- Visually (and quite attractively) responds to needs attention & urgent events
- Can show windows from the entire viewport, or just the visible viewport.
The bar can be customised extensivley:
Choose between two engines:
- Glass engine. All the gradients can be changed to your tastes.
- Pattern engine. Thats right, you can now have a leopard print bar to match your underpants :).
- The border & internal border colours can be changed.
- The glow (the background of an active window icon) can be changed, to be as simple or as lavish as you require.
- Choose between sharp or rounded corners.
- Choose the text & shadow colour of the window title text.
All preferences can be adjusted using the provided avant-preferences program, which provides a friendly interface to the gconf settings.
Download (0.49MB)
Added: 2007-01-29 License: GPL (GNU General Public License) Price:
1002 downloads
Glest 2.0
Glest is a project for making a free 3d real-time customizable strategy game. more>>
Glest is a project for making a free 3D real-time customizable strategy game.
Current version is fully playable, includes single player game against CPU controlled players, two factions with their corresponding tech trees, units, buildings and some maps.
Main features:
Customize every aspect of the game
- Custom units can be defined using XML files. Its posible to define its basic parameters (hp, mp, armor, sight, requirements and much more), its skills and commands and the 3d models associated with them.
- Custom upgrades can be defined. Its posibble to define how and what units they affect, its requirements and more.
- Custom factions can be defined by grouping a set of units and upgrades.
- Custom resources can be defined.
- Custom tech-trees can be defined by grouping a set of factions and resources.
- Custom tilesets can be defined. Its posible to define the surface textures, object 3d models (such as trees os rocks), ambient sounds and more.
- Maps can be edited with the glest map editor.
Graphics: OpenGL 1.3 graphics
- Heightmap terrain.
- Free camera movement (translation, rotation and zoom).
- Own 3d format that can be exported from 3dsmax using the g3d export plugin.
- Real-time shadows, projected or shadow mapped.
- Keyframe animated 3d models.
- Particle systems for rain, snow, fire and spells.
- Classical 3d effects: transparency, lighting, fog etc...
A.I.: ARTIFICIAL INTELIGENCY
- A* based pathfinding algorithm.
- Basic AI for computer controlled players.
Enhancements:
- New Magic units:Tower of Souls, Golem, Daemon giant, Drake rider
- New Tech units:Aerodrome, Air ballista, Rider, Ornithopter, Airship
- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Shared vision between allies
- New particle blending
- Players now start on the location indicated in the game settings menu
- Score system
- HTML documentation
- Increased projectile accuracy
- Optimized particle rendering
- Loads of balance changes
<<lessCurrent version is fully playable, includes single player game against CPU controlled players, two factions with their corresponding tech trees, units, buildings and some maps.
Main features:
Customize every aspect of the game
- Custom units can be defined using XML files. Its posible to define its basic parameters (hp, mp, armor, sight, requirements and much more), its skills and commands and the 3d models associated with them.
- Custom upgrades can be defined. Its posibble to define how and what units they affect, its requirements and more.
- Custom factions can be defined by grouping a set of units and upgrades.
- Custom resources can be defined.
- Custom tech-trees can be defined by grouping a set of factions and resources.
- Custom tilesets can be defined. Its posible to define the surface textures, object 3d models (such as trees os rocks), ambient sounds and more.
- Maps can be edited with the glest map editor.
Graphics: OpenGL 1.3 graphics
- Heightmap terrain.
- Free camera movement (translation, rotation and zoom).
- Own 3d format that can be exported from 3dsmax using the g3d export plugin.
- Real-time shadows, projected or shadow mapped.
- Keyframe animated 3d models.
- Particle systems for rain, snow, fire and spells.
- Classical 3d effects: transparency, lighting, fog etc...
A.I.: ARTIFICIAL INTELIGENCY
- A* based pathfinding algorithm.
- Basic AI for computer controlled players.
Enhancements:
- New Magic units:Tower of Souls, Golem, Daemon giant, Drake rider
- New Tech units:Aerodrome, Air ballista, Rider, Ornithopter, Airship
- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Shared vision between allies
- New particle blending
- Players now start on the location indicated in the game settings menu
- Score system
- HTML documentation
- Increased projectile accuracy
- Optimized particle rendering
- Loads of balance changes
Download (0.49MB)
Added: 2006-04-11 License: GPL (GNU General Public License) Price:
1751 downloads
blueMarine 0.9.RC1
blueMarine project is about an open source workflow for digital photography. more>>
blueMarine project is about an open source workflow for digital photography.
What does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
<<lessWhat does it mean?
Start thinking of an opensource application like Aperture or Lightroom that enables you to organize, develop, print and publish your photos. Pretty standard stuff nowadays. Opensource, at first sight, means that the application is free. Now think of an application written with the Java™ language: the application runs everywhere, Mac OS X, Linux, Windows. Now think of a community of people that adds code, plugins, crazy ideas, integrating some of the latest, cool technologies around, such as GPS positioning or geo-mapping.
Well, this is just the core concept of the blueMarine project.
Lets go on and lets think of the workflow. For the existing commercial applications the workflow starts just after shooting the photo and ends with a print on paper, the photo archived and maybe a web gallery published.
Just for a starter, we could do these things in innovative ways. For instance, trip reports could take advantage of GPS positioning data and Google Maps. Galleries could be presented in form of a virtual 3d gallery with walls and pictures hang on them.
Thinking of it twice, there are holes in workflows supported by current commercial applications. For instance, if you want to filter your images with a sophisticated noise reduction algorithm or if you want to create a bigger composite photo out of several shots, you likely have to use an external application. Some communities, such as amateur astrophotographers, need some very special processing that is usually performed by means of specific software. Wouldnt be better to have all of these facilities integrated in a single front end?
Now, lets broaden our workflow horizon. It can extend well beyond the print or the archival. For instance, an ornithologist usually manages field notes about the bird observed and photographed: directly binding them to photos and maybe GPS positioning data is much better than keeping a separate Excel sheet. It can also start much before shooting the photo. Think of trip planning: maybe you travel to nice places and spot interesting subjects, but not all the conditions are favorable: the weather, the light, the sun position, or the season (snow, blossomed flowers, foliage colors). Maybe you take some photos but at home you decide: hey, Im going to return there next Fall when the trees are reddish. Wouldnt be cool if a software application could allow you to easily manage all of these wanna-shoot-again photos, maybe providing assistance to guess which will be the sun position in a certain day and hour and integrating weather forecasts? And synthetising a trip program that can be uploaded on your palm gear?
Theres a further point with opensource photo workflow. Its related to the world of camera raw formats, that is the way professional DSLR cameras work. They provide you with the raw bits from the sensor that need to be extensively cooked, or developed, for getting a good image. This approach gives a tremendous amount of control to the photographers - too bad that most formats are proprietary and not documented. blueMarine supports the OpenRAW initiative and provide an opensource implementation of developing tools for camera raw formats from an ever increasing number of vendors.
Well, all of this and more is the aim of the blueMarine project.
Download (18.7MB)
Added: 2007-08-10 License: MIT/X Consortium License Price:
807 downloads
Tornado 1.3
Tornado project is a clone of the original C64 game. more>>
Tornado project is a clone of the original C64 game.
The goal of the game is to destroy the opponents house with certain weather phenomena: rain, snow, hail, lightning, and the tornado.
The game can be played together (two players), against the computer (or two computer players against each other) or over a TCP connection.
<<lessThe goal of the game is to destroy the opponents house with certain weather phenomena: rain, snow, hail, lightning, and the tornado.
The game can be played together (two players), against the computer (or two computer players against each other) or over a TCP connection.
Download (0.050MB)
Added: 2006-11-13 License: GPL (GNU General Public License) Price:
1076 downloads
PiX Bros 0.5
PiX Bros software is a game which mixes three arcade classics: Bubble Bobble, Snow Bros and Tumble Pop. more>>
PiX Bros software is a game which mixes three arcade classics: Bubble Bobble, Snow Bros and Tumble Pop.
Your objective in this game is to destroy every enemy with your characters abilities in order to demonstrate that your character is the best hero in the world.
Main features:
- 3 players at the same time, in the same computer
- 3 different characters
- 6 levels (this is just a demo..)
- 3 different enemies
- Save game
- 3 difficulty levels
<<lessYour objective in this game is to destroy every enemy with your characters abilities in order to demonstrate that your character is the best hero in the world.
Main features:
- 3 players at the same time, in the same computer
- 3 different characters
- 6 levels (this is just a demo..)
- 3 different enemies
- Save game
- 3 difficulty levels
Download (11.9MB)
Added: 2007-06-05 License: Freeware Price:
877 downloads
Carrera So-o 1.0
Carrera So-o is a simple yet challenging racing game to make time go by in boring moments. more>>
Carrera So-o is a simple yet challenging racing game to make time go by in boring moments.
Carrera So-o counts with 2 tracks to choose (grass and snow) with a simple objective... be the first to get to the finish line in order to win the game.
<<lessCarrera So-o counts with 2 tracks to choose (grass and snow) with a simple objective... be the first to get to the finish line in order to win the game.
Download (0.83MB)
Added: 2007-04-20 License: Freeware Price:
923 downloads
Debt Payoff Calculator 0.0
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income. more>>
Debt Payoff Calculator is a simple set of PHP (5) scripts that will allow users of a web site to enter their monthly income, monthly budget, and outstanding debts.
The system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
<<lessThe system can then generate a debt payoff report predicting how long it will take to pay off the debts.
The algorithm is:
1. Get total monthly income.
2. Get total monthly expenses.
3. Amount available for debt service is income - expenses;
4. Compute the "kicker" as %20 of Available, reduce available by this amount.
5. Compute the ratio of each debt to total debts.
6. Multiply Available by each ratio to get the potential payment.
7. For the smallest debt, add the kicker.
8. Test if any debts would be paid off
8a. If a debt could be paid off, make the payment, adjust the last debt pointer.
8b. Add any excess funds to the other potentials, using ratio2 which excludes the debt to be paid off.
8b. Repeat 8.
9. Make the remaining payments for debts not paid off.
Repeat 5-9 until all debts paid off.
Print the table of payments.
Enhancements:
- This release has been tested with Internet Explorer and Mozilla as clients.
Download (0.007MB)
Added: 2006-03-28 License: GPL (GNU General Public License) Price:
1309 downloads
flickr-karamba 0.1
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. more>>
Flickr-karamba will automatically download pictures from Flickr.com and show them on your Desktop. They are filtered with tags(you can search for serveral tags, sepperated by comma [beach, snow]).
In this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
<<lessIn this early version, you can only see public photos. Oh, and please be aware: python+flickr api=slooow performance...
Requires:
- Python Imaging Library
flickr-karamba uses flickr.py
And now enjoy my first superkaramba theme, and feel free to post bugs/comments.
Download (0.013MB)
Added: 2006-06-23 License: GPL (GNU General Public License) Price:
1220 downloads
Worminator 3.0R2.1
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
<<lessIn Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
Download (0.17MB)
Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
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