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From: Bernhard T. <ber...@gm...> - 2008-02-08 19:59:29
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Hi all. I just released version 1.95 of moagg on Sourceforge. Important changes to version 1.94 are: * Added support for level recording and playback as ghost. * All tilesets, missions and levels are now distributed as files in the 'data' folder, giving the player the possibility to add own tiles, tilesets, levels or missions. ciao. |
From: Bernhard T. <ber...@gm...> - 2008-01-30 20:20:19
|
Hi all. I just released version 1.94 of moagg on Sourceforge. Important changes to version 1.93 are: * Added support for two difficulty levels: 'hard' (like in previous versions) and 'easy', where the ship is moving a bit slower. * Added simple language selection screen on game startup, if no language is stored in the preferences yet. * Added language selection to the menu Settings -> System. ciao. |
From: Bernhard T. <ber...@gm...> - 2008-01-27 19:16:46
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On Sunday 27 January 2008, Stefan Schweizer wrote: > Now that moagg is based on Java, you could try to release it as a > browser game as well. Usually it is not that difficult to turn an > existing application into an Applet. My thoughts go more into the direction of Java Web Start, which ought to=20 solve the "auto update" item on my todo list too. =46YI: Currently I'm working on ghost races, where your movements can be=20 recorded and played back when playing the level again... ciao. |
From: Stefan S. <ste...@gm...> - 2008-01-27 10:13:11
|
Hi moagg-devs, hi Slash. Now that moagg is based on Java, you could try to release it as a browser game as well. Usually it is not that difficult to turn an existing application into an Applet. Regards, Stefan |
From: Bernhard T. <ber...@gm...> - 2008-01-26 21:28:06
|
Hi all. I just released version 0.6.1-1 of the tiled-moagg-plugin on Sourceforge. As the name suggests, it is a plugin for tiled 0.6.1=20 (http://mapeditor.org/) that is capable of reading and writing moagg=20 maps. With this release, the first pure-Java alternative to moaggedit now=20 exists. ciao. |
From: Bernhard T. <ber...@gm...> - 2008-01-18 17:54:38
|
Hi all. I just released version 1.93 of moagg on Sourceforge. Important changes to version 1.92 are: * Show the high score table after finishing a level in case the player was able to make a new entry. * Pressing the home/end key in the level preview now brings you to the first/last level of a mission. * Added internationalization support to the game using Java resource bundles. Added property files for 'de' (german). * Added possibility to make screenshots during the game. The screenshots are stored as PNG image to the game directory. The key can be configured in Settings -> Control. ciao. |
From: Bernhard T. <ber...@gm...> - 2008-01-05 14:43:11
|
Hi all. I just released version 1.92 of moagg on Sourceforge. I consider this release as a big milestone, because it's the first release= =20 which is really playable now and ready for the end user. So please help spreading moagg around the world... :-) Important changes to version 1.91 are: * The screen resolution, fullscreen mode, in-game music and internal game engine timer are now configurable in the new system settings menu. To apply changes, a game restart is required though, except for turning on/off the music. * Added persistent high scores (in file <<<hiscores.dat>>>) for all levels and show them in the level preview. The rules for the new scoring concept are: - Every level has its own high score table. - You have an infinite amount of ships to solve each level. However, every ship you wreck will lower your ranking. - Collecting points (e.g. by destroying enemies or picking up bonus crates) will increase your ranking. - A stopwatch will measure the time you need to solve a level. The faster you are, the higher your ranking will be. The author's best score for each level is shipped with every new release of Moagg2. Can you beat these scores? ;-) * The status bar at the bottom of each level now shows the player's current score compared to the best score as well as the fuel and armor status of the ship. * Added two new tutorial levels. The first one demonstrates the new support for destroyable tiles. In the second one, a boss enemy has to be destroyed. Here's a list of changes in the level file format. Please refer to the moagg website for the most current state. * The 'bonus' node is deprecated and was removed due to the new scoring concept. * The 'fuel' attribute of the 'startposition' node now is a percentage value. For example: a value of '50' means that the ship will start with a half full fuel tank. * The 'fuel_cost' attribute of the 'platform' is deprecated and was removed due to the new scoring concept. * The 'amount' attribute of 'crate' nodes was renamed to 'fuel'. It's value now also is a percentage value. ciao. =2D-=20 "We can't schedule an orgy, it might be construed as fighting" =2D-Stanley Sutton |
From: Bernhard T. <ber...@gm...> - 2008-01-01 09:54:08
|
Hi all. Let's start the new year with a new moagg release. Important changes to version 1.90 are: * The ZIP package now contains a run.bat script so the game can be started on Windows. =09 * Added mission handicaps. For the level preview that means, you are now able to skip only levels which you already solved. * Turrets can now have a laser gun like tanks. The tutorial level tutorial06.xml was adapted to demonstrate this feature. * The gameControl interface was extended by the method setPopUpText(...). This allows level scripts to display pop-up messages during game flow. The tutorial level taxi.xml was adapted to demonstrate this feature. * Platforms can now be moved around in the playground via level scripting. A new tutorial level platforms.xml was added, demonstrating this feature. http://moagg.sourceforge.net/ http://moagg.sourceforge.net/download.html ciao. =2D-=20 People who think they know everything greatly annoy those of us who do. |
From: Bernhard T. <ber...@gm...> - 2007-12-26 20:42:20
|
Hi all. After a long time of silence, Moagg is born again. Although the game artwork is nearly the same as in the last version=20 (0.18), there are a lot of fundamental changes under the hood. The most important one is that "Moagg2" now is based on Java 1.5 instead=20 of SDL. =46eel free to check out the new website for more information. http://moagg.sourceforge.net/ http://moagg.sourceforge.net/download.html ciao. =2D-=20 Youth doesn't excuse everything. -- Dr. Janice Lester (in Kirk's body), "Turnabout Intruder", stardate 5928.5. |
From: Bernhard T. <ber...@gm...> - 2007-06-23 09:54:06
|
Hi all. Some months ago I started a port of moagg to Java based on the Golden-T=20 game engine (http://www.goldenstudios.or.id/products/GTGE/). It's still far away from being releaseable or even playable. If someone of= =20 you is curious about the new code base anyway, feel free to take a look=20 at the SVN repository at Sourceforge:=20 http://moagg.svn.sourceforge.net/svnroot/moagg ciao. =2D-=20 BOFH excuse #263: It's stuck in the Web. |
From: Bernhard T. <ber...@gm...> - 2005-04-17 10:54:31
|
I just released moagg-0.18 and uploaded the bz2 files to SourceForge. ChangeLog: * Magnets now can be activated, deactivated and toggled via a switch or via the appropriate events, like laser barriers. The tutorial level switches.xml was adapted to demonstrate this. * Fuel platforms now can define a fuel_cost property, which means that refueling the ship is not free anymore. * SAM batteries now can be destroyed by projectiles too (like turrets). * Now every decoration object supports the hide-property and can be shown via the show-event during game flow. * Added three new levels to mission1. * Fixed a bug, where the initial position of a turret projectile was calculated wrong, thus causing immediate collisions with the turret. ciao. =2D-=20 I can't complain, but sometimes I still do. -- Joe Walsh |
From: Bernhard T. <ber...@gm...> - 2005-03-01 07:25:21
|
On Monday 28 February 2005 22:29, Kevin Krammer wrote: > I just installed MOAGG two days ago and decided I'd try my hand at > some levels. I made three levels and I think they are semi-fun to > play (I ripped ideas from a lot of the samples). Just add the xml's > to a levels.idx file (I'm sure you know this) and enjoy. Well, thanks. :-) > I actually had a question on the forcefield level I made. Is there > any way to make it so you DONT have to get the crates in order? I > tried... > <pickup id=3D"10-12" platform=3D"1"> > <onpickup activate=3D"2"/> > </pickup> > ...but it would only work for the first one you picked up then it got > borked and wouldn't toggle the barrier anymore so I just made it so > you have to get them in order. It's quite simple: <pickup id=3D"10-12" platform=3D"1"> <onpickup activate=3D"2"/> <onpickup activate=3D"2"/> <onpickup activate=3D"2"/> </pickup> ciao. =2D-=20 He who loses, wins the race, And parallel lines meet in space. -- John Boyd, "Last Starship from Earth" |
From: Kevin K. <kev...@gm...> - 2005-02-28 21:29:55
|
---------- Forwarded Message ---------- Subject: MOAGG Level Contribution Date: Monday 28 February 2005 02:40 From: Will Poulsen <min...@gm...> To: kev...@gm... Kevin, I just installed MOAGG two days ago and decided I'd try my hand at some levels. I made three levels and I think they are semi-fun to play (I ripped ideas from a lot of the samples). Just add the xml's to a levels.idx file (I'm sure you know this) and enjoy. Feel free to distribute them or whatever with future versions if you think they're good enough. Don't worry about giving me credit, I just want to help the game grow. I actually had a question on the forcefield level I made. Is there any way to make it so you DONT have to get the crates in order? I tried... <pickup id="10-12" platform="1"> <onpickup activate="2"/> </pickup> ...but it would only work for the first one you picked up then it got borked and wouldn't toggle the barrier anymore so I just made it so you have to get them in order. Let me know, -Will ------------------------------------------------------- |
From: Bernhard T. <ber...@gm...> - 2005-02-06 09:37:38
|
I just released moagg-0.17 and uploaded the bz2 files to SourceForge. Release Notes: This release contains some minor updates, such as thorns and fuel platforms= =2E=20 In the background, I also started to implement a networking protocol. The=20 first step that ought to be finished in one of the next releases however=20 lies in the development of a game-recorder and -player. PS: Sorry, there's no statically linked binary in this release (yet),=20 because I have some troubles to build it on my Debian/sid machine... ChangeLog: * Platforms now can be declared as fuel platforms, where the ship's fuel will be refilled when landing on it. * Added previously missing support for brightness values of a map layer lying between 0x80 and 0xff (normal brightness - white). * Fixed Debian bug #284923 (compile errors with g++-4.0 at amd64). * Added a thorn decoration object, which will rise out of the walls. Added a new tutorial level to demonstrate them. ciao. =2D-=20 QOTD: "Lack of planning on your part doesn't consitute an emergency on my part." |
From: Bernhard T. <ber...@gm...> - 2004-12-14 13:57:38
|
I just released moaggedit-0.5 and uploaded a bz2 file to SourceForge. This release now supports version 2 of moagg's map file format. That means,= =20 each layer can now have variable alpha- and brightness-values as well as a= =20 flag, if the layer shall be handled as background in the game. Please note, that changing the alpha and brightness will currently not be=20 displayed correctly, although they are written correctly to the map file. ciao. =2D-=20 Don't get suckered in by the comments -- they can be terribly misleading. Debug only code. -- Dave Storer |
From: Bernhard T. <ber...@gm...> - 2004-11-14 18:04:20
|
I just released moagg-0.16 and uploaded the bz2 files to SourceForge. The only highlight in this release is the possibility to define a textual=20 level description, that will be shown in a pop-up window at the beginning=20 of the level. With this new feature, level designers are now able to create= =20 some kind of a storyline during the play-through of the levels. Currently, only the tutorials were provided with a short text, describing=20 the appearing enemies and the goals to reach for the level. ciao. =2D-=20 Wit, n.: The salt with which the American Humorist spoils his cookery ... by leaving it out. -- Ambrose Bierce, "The Devil's Dictionary" |
From: Bernhard T. <ber...@gm...> - 2004-10-31 19:27:23
|
I just released moagg-0.15 and uploaded the bz2 files to SourceForge. Note, that you will need the CVS version of moaggedit to be able to read an= d=20 write the map files, which were updated to a new format. A new release of=20 moaggedit will follow, as soon as some open issues are fixed. Some highlights of this release are: * Added support for the status-action in the event handlers of the objective nodes. Added a new tutorial level to demonstrate this feature. * All XML properties of the level files holding a comma-seperated list of object ids now can contain id-ranges (e.g. "10,15-18"). * Fuel crates can now have an optional 'amount' attribute to define the amount of fuel to add on pickup. * Added some levels to the "Neverending Winter" mission. * Added turret presets 'dome1', 'dome1b' and 'dome1c'. * Added some more tiles for the 'winter' tile set. * Moved the cloud graphics into a new 'clouds' tile set. The former sky background was moved to the 'colors' tile set. * Switched all maps to the new file format (version 2). * Fixed a bug in the "out of fuel" handling, where all remaining ships were destroyed too. * Added support for version 2 of the map file format. ciao. =2D-=20 In the war of wits, he's unarmed. |
From: Bernhard T. <ber...@gm...> - 2004-08-26 18:03:28
|
I just released moagg-0.14 and uploaded the bz2 files to SourceForge. Some highlights of this release are: * Added a switch decoration object, which can be used to toggle barriers, if hit by a missile, grenade or projectile. Added a new tutorial level to demonstrate switches. * Added a 'toggle' event handler. * Added an 'activate' and 'deactivate' event handler, which can be used to turn on/off laser barriers during the game flow. Added a new tutorial level to demonstrate this feature. * Added a 'danger' tile set. * Added event handling framework for the objective nodes. For example, it's possible to show crates only if a particular objective is reached. See doc/levels.tex for details. * Fixed the handling in the game control engine, if the player's ship is destroyed while unloading a crate. * Fixed a gamecontrol bug in frozen/janek02.xml, where one of the fuel crates got an id and was present in the <pickup> node. ciao. =2D-=20 Deprive a mirror of its silver and even the Czar won't see his face. |
From: <ban...@bl...> - 2004-08-23 08:30:52
|
Hi, i have created a rpm package of Moagg, for QiLinux (http://www.qilinux.it). You can download it from devel-contrib folder (ftp://ftp.qilinux.it/pub/QiLinux/devel-contrib/RPMS/i586/moagg-0.13-1qilnx.i586.rpm). Any comments are wellcome. Regards Mirko |
From: <ban...@bl...> - 2004-08-17 23:19:48
|
Thanks for your help, i get it working. I'm using QiLinux (www.qilinux.it) a new italian distro. Regards Mirko --- Bartosz Fenski aka fEnIo <fe...@o2... wrote: On Tue, Aug 10, 2004 at 10:13:11AM -0000, ban...@bl... wrote: > > $ paragui-config > > --libs > > > > -L/usr/lib -lparagui -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread > > -lSDL_image -lexpat -lfreetype -lz -lstdc++ > > As you can see this command adds -lSDL_image to the gcc flags. > > The simplest solution would be to just install libsdl-image1.2-dev from > your distribution. > > BTW what distribution do you use? > It seems that there is some problem with dependencies. > > Just install SDL_image and it should help. > > Alternatively you can remove any -lSDL_image occurencies from your > paragui-config script (should be somewhere in /usr/bin). > > regards > fEnIo > > -- > _ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEnIo > _|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska > (0 0) phone:+48602383548 | Slackware - the weakest link > ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001 > > > |
From: Bernhard T. <ber...@gm...> - 2004-08-10 11:03:33
|
=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Tuesday 10 August 2004 12:13, ban...@bl... wrote: > I'm stopped on this error, any idea? Just read my first reply, where I wrote: > > However, it seems that you don't have installed libSDL_image properly. > > Just install it, and the linking should work. PS: Please get yourself a "real" e-mail client, because even Outlook doesn't=20 create _such_ crappy line-wrappings. Thanks. ciao. =2D --=20 I have discovered the art of deceiving diplomats. I tell them the truth and they never believe me. -- Camillo Di Cavour =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.5 (GNU/Linux) iD8DBQFBGKt1RJyN/aMtTWwRAiWdAJ9VW6SRhs7y5iWpUvORN8CVImfxMQCfUehd xUVE655OWoCBRAVXGKAJcso=3D =3D01R6 =2D----END PGP SIGNATURE----- |
From: <ban...@bl...> - 2004-08-10 10:13:23
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I'm stopped on this error, any idea? Thanks Mirko P.S. $ sdl-config --libs -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread $ paragui-config --libs -L/usr/lib -lparagui -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lSDL_image -lexpat -lfreetype -lz -lstdc++ $ freetype-config --libs -lfreetype -lz --- Bernhard Trummer <ber...@gm... wrote: -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On Monday 09 August 2004 10:21, ban...@bl... wrote: > > g++ moagg/main.o > > libMoaggGui/lib/libMoaggGui.a libMoaggGame/lib/libMoaggGame.a > > libMoaggObjects/lib/libMoaggObjects.a libMoaggCore/lib/libMoaggCore.a > > libMoaggSound/lib/libMoaggSound.a -o moagg/moagg -L/usr/lib > > -Wl,-rpath,/usr/lib -lSDL -lpthread -lSDL_gfx -lSDL_mixer -lexpat > > -L/usr/lib -lparagui -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread > > -lSDL_image -lexpat -lfreetype -lz -lstdc++ > > > > /usr/bin/ld: cannot find -lSDL_image > > Hmm. moagg itself doesn't need libSDL_image. > I wonder where the -lSDL_image flag comes from. I only have to use this > library, when I create a static-linked binary of moagg... > > However, it seems that you don't have installed libSDL_image properly. > Just install it, and the linking should work. > > BTW, > can you send me the output of the following commands on your machine: > sdl-config --libs > paragui-config --libs > freetype-config --libs > > One of them probably adds a "-lSDL_image" to the linker flags... > > > Thanks and ciao. > > - -- > The streets were dark with something more than night. > -- Raymond Chandler > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.2.5 (GNU/Linux) > > iD8DBQFBFziZRJyN/aMtTWwRAtIRAJ9y3S5co8AaNyJH/MiZgQVZ6Q2NCACgkUI3 > 8W329LhcaIP2/KUbLhiERLM= > =QCCC > -----END PGP SIGNATURE----- > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > Moagg-devel mailing list > Moa...@li... > https://lists.sourceforge.net/lists/listinfo/moagg-devel > |
From: Bernhard T. <ber...@gm...> - 2004-08-09 08:41:06
|
=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Monday 09 August 2004 10:21, ban...@bl... wrote: > g++ moagg/main.o > libMoaggGui/lib/libMoaggGui.a libMoaggGame/lib/libMoaggGame.a > libMoaggObjects/lib/libMoaggObjects.a libMoaggCore/lib/libMoaggCore.a > libMoaggSound/lib/libMoaggSound.a -o moagg/moagg -L/usr/lib > -Wl,-rpath,/usr/lib -lSDL -lpthread -lSDL_gfx -lSDL_mixer -lexpat > -L/usr/lib -lparagui -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread > -lSDL_image -lexpat -lfreetype -lz -lstdc++ > > /usr/bin/ld: cannot find -lSDL_image Hmm. moagg itself doesn't need libSDL_image. I wonder where the -lSDL_image flag comes from. I only have to use this=20 library, when I create a static-linked binary of moagg... However, it seems that you don't have installed libSDL_image properly. Just install it, and the linking should work. BTW, can you send me the output of the following commands on your machine: sdl-config --libs paragui-config --libs freetype-config --libs One of them probably adds a "-lSDL_image" to the linker flags... Thanks and ciao. =2D --=20 The streets were dark with something more than night. -- Raymond Chandler =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.5 (GNU/Linux) iD8DBQFBFziZRJyN/aMtTWwRAtIRAJ9y3S5co8AaNyJH/MiZgQVZ6Q2NCACgkUI3 8W329LhcaIP2/KUbLhiERLM=3D =3DQCCC =2D----END PGP SIGNATURE----- |
From: <ban...@bl...> - 2004-08-09 08:21:21
|
Hi, i'm trying to create an RPM package of MOAGG, but i have a compilation problem. I run configure with --disable-paraguitest option. It generate this output: . . checking for cppunit-config... no configure: cppunit-config not present. The testsuite will not be built! checking for the sense of life... 42 configure: creating ./config.status config.status: creating Makefile.common config.status: creating Makefile config.status: creating config.h Now i have the Makefile, in compilation phase i have this error: g++ moagg/main.o libMoaggGui/lib/libMoaggGui.a libMoaggGame/lib/libMoaggGame.a libMoaggObjects/lib/libMoaggObjects.a libMoaggCore/lib/libMoaggCore.a libMoaggSound/lib/libMoaggSound.a -o moagg/moagg -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lSDL_gfx -lSDL_mixer -lexpat -L/usr/lib -lparagui -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lSDL_image -lexpat -lfreetype -lz -lstdc++ /usr/bin/ld: cannot find -lSDL_image collect2: ld returned 1 exit status make: *** [moagg/moagg] Error 1 Whi? What is it? Thanks Mirko |
From: Bernhard T. <ber...@gm...> - 2004-07-26 20:33:35
|
=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I just released moagg-0.13 and uploaded the bz2 files to SourceForge. Some highlights of this release are: * Added support for the DESTDIR variable in the Makefiles for a yet more flexible installation, mainly useful for package maintainers. * Added support for <destroy> objectives in the new game control engine. * Fixed Debian bug #260583 (compile errors with g++-3.4). * Refactoring of the game control engine. All objectives of a level now have to be described via XML nodes. The currently supported objectives are <land> and <pickup>, resembling the former race and rescue game mode. See doc/levels.tex for details. * Changed the XML-format of the level files: The <startposition> node now has to lie outside of the <gamecontrol> node. * Prevent turrets and mortars from shooting themselves. Added test cases to assure this for all four orientations. ciao. =2D --=20 Check me if I'm wrong, Sandy, but if I kill all the golfers... they're gonna lock me up and throw away the key! =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBBWqxRJyN/aMtTWwRAgq8AJ9HpcgAHa9bUcVDQkEBKvr2aTxhvQCgksKM 9ezxj1hvKisqpHML7d45F5k=3D =3DLBrQ =2D----END PGP SIGNATURE----- |