http://wordwarvi.sourceforge.net/
It's at the moment, linux, Mac OS X, and FreeBSD only. Uses portaudio, and gtk mostly, so it should be not too hard to port to Windows if somebody wants to attempt it.
It also supports the xbox 360 controller with working rumble effect on linux, so far as I know, the first game on linux to do so (though I might be wrong about that.)
A lot of people seem to like it so far.
You do need portaudio v. 19, not v. 18. It will compile without audio support, however, you are missing *a lot* if you do that.
Anybody who invents a language called C++ which ends up like *that* clearly does not know the difference between increment and excrement, and should not be taken seriously when they pontificate about these sorts of things. (Look how badly things turned out last time we took this guy seriously).
I drank deeply of the OO kOOlaid in 1988. Turbo Pascal turned me into an object oriented programmer. But like the guy in that Monty Python skit who accused the woman of having turned him into a newt in front of an incredulous mob, I got better.
C++ sucks, and there's no fixing it. Screw Stroustrup./A&M graduate, class of 1991.
Dammit! And I just completed the mods to my EMACs vs. vi video game which puts RMS's face in ascii art on the side of lisp-code-leaking blimp representing overinflated emacs processes.
I am totally not kidding:
http://wordwarvi.sourceforge.net/
Get the CVS version, for the RMS ascii art stuff:
cvs -d:pserver:anonymous@wordwarvi.cvs.sourceforge.net:/cvsroot/wordwarvi login
cvs -z3 -d:pserver:anonymous@wordwarvi.cvs.sourceforge.net:/cvsroot/wordwarvi co -P wordwarvi
The cvs commit that I'm not kidding about:
http://wordwarvi.cvs.sourceforge.net/wordwarvi/wordwarvi/wordwarvi.c?r1=1.78&r2=1.79
http://wordwarvi.sourceforge.net/ It's at the moment, linux, Mac OS X, and FreeBSD only. Uses portaudio, and gtk mostly, so it should be not too hard to port to Windows if somebody wants to attempt it. It also supports the xbox 360 controller with working rumble effect on linux, so far as I know, the first game on linux to do so (though I might be wrong about that.) A lot of people seem to like it so far. You do need portaudio v. 19, not v. 18. It will compile without audio support, however, you are missing *a lot* if you do that.
Anybody who invents a language called C++ which ends up like *that* clearly does not know the difference between increment and excrement, and should not be taken seriously when they pontificate about these sorts of things. (Look how badly things turned out last time we took this guy seriously). I drank deeply of the OO kOOlaid in 1988. Turbo Pascal turned me into an object oriented programmer. But like the guy in that Monty Python skit who accused the woman of having turned him into a newt in front of an incredulous mob, I got better. C++ sucks, and there's no fixing it. Screw Stroustrup. /A&M graduate, class of 1991.
For all your vi/Emacs flamewar needs, try http://wordwarvi.sourceforge.net/ Full disclosure, I'm the author of that game.
Dammit! And I just completed the mods to my EMACs vs. vi video game which puts RMS's face in ascii art on the side of lisp-code-leaking blimp representing overinflated emacs processes. I am totally not kidding: http://wordwarvi.sourceforge.net/ Get the CVS version, for the RMS ascii art stuff: cvs -d:pserver:anonymous@wordwarvi.cvs.sourceforge.net:/cvsroot/wordwarvi login cvs -z3 -d:pserver:anonymous@wordwarvi.cvs.sourceforge.net:/cvsroot/wordwarvi co -P wordwarvi The cvs commit that I'm not kidding about: http://wordwarvi.cvs.sourceforge.net/wordwarvi/wordwarvi/wordwarvi.c?r1=1.78&r2=1.79