CubesMayhem
(Formerly FunBlobReturn)
A game made by Volatile Dove.
I ) Required configuration (estimation) :
- A computer 400 Mhz or better
- Windows (98 to Vista), or Linux with X11
- OpenGL support, for the graphic card and for the drivers (or DirectX8.1 support on Windows)
- 64 MB RAM, in addition of what is needed for the operating system
- Good graphic card (GeForce 4 or Radeon 9000 advised)
Tests on computers (benchmarks):
Processor | RAM (memory) | Graphic card | Operating system | Test (with default config if not specified) |
Atlon 3000+ | 512 MB | Radeon 9600 | Windows XP | The game works perfectly and loads quickly (OpenGL: 60<FPS<80 ; Direct3D: 170<FPS<200) |
Atlon 3000+ | 512 MB | Radeon 9600 | Linux Mandrake 10.0 | The game works nicely and loads quickly (60<FPS<90) |
Atlon 3000+ | 512 MB | Radeon 9600 | Microsoft Windows 98 SE emulated by Wine 20050419 on Linux Mandrake 10.0 | The game works nicely and loads quickly (OpenGL: 60<FPS<80 ; Direct3D doesn't work) |
~ 500 mhz | 128 MB | integrated graphic card | Windows | The game works nicely and loads quickly in windowed mode |
R4 CPU 1.80 Ghz | 256 MB | unknown | Windows 2000 (university server) | The game takes a long time for the initial loading because of the meshes, but works perfectly when loaded |
~ 2 Ghz | 256 MB | unknown | Linux Debian (university server) | The game works nicely and loads quickly |
R4 CPU 2.80 Ghz | 512 MB | unknown | Windows 2000 (university server) | Several minutes for the initial meshes loading and the game is very very slow in fullscreen mode (hum... weird). However the game works perfectly in windowed mode when loaded. |
II ) The game :
You must first unzip the zip file.
(a) Launch the game on Linux :
- Launch a terminal (for Mandrake 10.0, clik on Linux start menu, then on "System", then "Terminals", then "Konsole" or "XTerm")
- Access to the game folder (command "cd the-game-folder")
- Execute "./CubesMayhem.sh"
The game or the setup could not work if it is directly launched from a file explorer like Konqueror or Nautilus.
(a) Launch the game on Windows :
Double-clik on FBR_Windows.bat
(c) Configure the game / troubleshooting solutions :
To configure the game (or to try to make it work), launch FBR_Windows_Setup.bat on Windows or ./FBR_Linux_Setup.sh on Linux. It will allow you to choose the language, the game screen mode, the driver, etc ... If your computer have some difficulties (FPS too small), you can also try to change the file config.xml by config.xml.safemode.
If the game colors are not as nice as expected, set game 32 bits configuration (and change display properties on Windows to 32 bits if necessary).
(d) The game :
Press Return and you will be directly in the game.
The goal of the game is to reach the level end. To do this, use the distance indicator in the bottom of the screen (press F2 to have the 2D distance, or F3 to have 3D distance). The movement can be done by several techniques : with the direction keys, and PageUp/PageDown to look up/down. You can also use the keys O,K,L,M. The keys R,D,F,G allows you to do a lateral movement, and you can use the mouse (however the mouse support is not perfect). Use SHIFT or SPACE to jump.
The level is randomly generated, so the end of the level is not always accessible. If you think you are jammed, press on TABULATION key : you will be in a new level, but you will have lost a life. The same thing will arrive if you fall into the void.
If you pass one level, the setting changes, and you win a life.
To activate/unactivate sound, press B/N keys.
To change the focal distance, use mouse scroll.
III ) Game making / modify the game :
(a) Rights :
This game is under the GPL license.
(b) Modify the game source code :
It game has been made with Irrlicht and OpenAL (alut) for the sound.
You must install these libraries to compile the game.
The source code has been entirely made by me with Dev-C++ 4.9.9.0, then I have done a compilation on Linux.
Warning: The code is old and is really not a good example of source code (I don't code this way any more :p).The game is structured with the following modules :
- const.h :File giving the general constants of the program.
- object :Module to create a 3D object with a mesh and a texture. Useful for player module.
- player :Create and manage player character.
- settings :Manage game settings and the xml file.
- tableworld :Manage 3D world collision table.
- util :Manage utilitarian functions (which can be used for other applications). Cover the Irrlicht library. Is useful for all modules.
- soundbank :Manage sound.
- world :Create and manage 3D world, using player and tableworld modules.
- main.cpp :Main file. Define the event receiver, define the setup which allow user to change settings, and use world module.
(c) graphics and sounds
The following programs have been used for graphics and 3D :
Adobe PhotoShop 7.0, Terragen, 3dsMax, Paint 5.1, etc ...
Some graphics can have been partly taken from games than I made before, particularly FunBlobRevolution.
Sounds taken from http://www.koumis.com/soundfx.htm and modified with SoundForge.
IV ) History :
Version 2.0.1 :
The game is now GPL.
Version 2.0.0 :
- Game renamed CubeMayhem
- Game recompiled with Irrlicht 1.5 and Visual Studio
- Misc enhancements
- Now objective is visible from anywhere (through walls).
Version 1.6.3 :
Changed default config.
Version 1.6.2 :
Changed a small thing in the Linux scripts because it was crashing on a Fedora Core distrib.
Version 1.6.1 :
Full screen mode set again to default in config.xml (I forgot it in 1.6.0 version)
Version 1.6.0 :
- Default mode use Direct3D on Windows.
- Added sound. you can activate/unactivate it with P/M keys.
- Added time counter. Run setup to configure difficulty level.
- Added mouse scroll to change focal distance.
- Levels auto-configuration system. Switch "is_autoconfigure" to 0 in config.xml to unactivate it.
- The game takes less memory.
Version 1.5.1 :
- Compiled with Irrlicht 0.11.0.
- Added "chmod" in linux scripts.
Version 1.5.0 :
- Now some cubes move, when they are at a precise distance from the player.
- If you activate the "quake" mode, all the cubes seems to quake.
Version 1.4.1 :
Adding Irrlicht 0.8 in case the 0.10 would not work. There seems to be a problem on some computers on Linux with glXGetProcAddress.
Version 1.4.0 :
- Now, almost all mazes are solvable, thanks to a recursive algorithm.
- No more "jump" of a level.
- Added 1024x960 fullscreen mode.
Version 1.3.0 :
- The game has been compiled with Irrlicht 0.10.
- Better files arrangement.
Version 1.2+ :
Adding FunBlobReturnTryAgain scripts and libXxf86vm.so.1 file.
Version 1.2 :
The game is relaunched when you lose all your lifes.
Version 1.1 :
- Modifications on the game configuration system. The users can now easily configure the game.
- The game has been compiled with Irrlicht 0.8.
- The game can now use DirectX8 and DirectX9, and so can be really faster than before on Windows (launch the setup if you want to use DirectX instead of OpenGL).
- There are now some fade in / fade out when the player loses or wins.
V ) Current bugs and problems :
There is no bug detected. If you find one, send a mail to the e-mail adress that you will find on the web site (which address is at the top of this file).
If there is a problem, read upper the "launch the game" procedure and the "troubleshooting solutions".