This is the homepage of the game Orbituary. You can download the
latest version for MacOS X (1.0) here.And
for Windows (0.9 without sound) here.
Orbituary is now shareware, at a modest fee of $8. The game is
playable without registration, but only the first two levels are available.
Version
History
1.0
First non-beta version!
New graphics and animations.
Improved backgrounds.
Wall bug fixed.
Some game balance changes.
Several new powerups.
User-activatable powerups. AIs use powerups sensibly.
AI players perform better in CTF (they will try to return the flag).
Improved interface.
Several new maps
Full-screen mode.
New mode: Pinata.
Sound even in Windows version (still no text-to-speech)
Text-to-speech announcements replaced by mp3-based ones.
0.9
More look&feel changes, including a new title screen.
Improved particle system.
Four new powerups using this system.
Improved AI, should perform well in Air Hockey and Tag modes.
MacOS X & Windows only (Windows still lacks sound).
Windows version no longer uses Cygwin.
If anyone wants me to post a Linux (x86) build I will.
0.8
A few cosmetic changes:
Can select a sprite instead of a sphere as your avatar.
A new font.
Changed background color.
Worms-style awards for at the end of each level.
MacOS X only (runs as 0.7 under MacOS 9). Windows version soon!
0.7
Currently Mac-Only because I don't know how to do sound under windows
or linux.
AI now performs acceptably in Tag and Air Hockey
Fixed a crash bug in MacOS 9 when starting a deathmatch game
Fixed scoring in team deathmatch games
Added sound and text-to-speech
Added various particle effects
Fixed bug where players get stuck together or stuck on a wall.
Added rudimentary level editor
Added built-in help function
Thanks to iDevGames (www.idevgames.com) sound libraries for the
sounds used.
0.6
Much-needed improved AI implemented. Should perform acceptably in all
modes except Tag and Air Hockey.
Walls have been changed significantly. Now they are a line in any
angle, with any level of elasticity.
Walls may also be pinball flippers, which are controlled by the
player.
Added a new level: "Pinball Wizard"
Some other levels are changed by the new version of walls.
Changed the wall in "The Grinder" to a flipper.
0.5L
This was the linux version of 0.5.
0.5S
This was the solaris version of 0.5.
0.5
This version is quite a big update. A MacOS 9/X version is available
here. A Windows version is available here. Updates include:
Lots more powerups including "Growth Spurt", "Untouchable" and "Phase
Out"
Two new game modes "Endurance Match" and "Tag". To access these, use
the "Custom Game" button on the title screen and press up or down to
select game mode.
A leader board to show who's winning.
An options screen where it is possible to configure
all the powerups, set the overall powerup frequency, and the frequency
of each powerup.
Names, colours and key controls can also be set from the options
screen.
Settings from the options screen are saved in "prefs.def".
Fixed the glitch with getting trapped in bounce walls.
MacOS 9 and X versions in same application package (simply double
click and correct one will be automatically selected). Users of MacOS 8
may need to open up the package manually and will find the required files
in Contents:MacOSClassic:
Note: Settings in MacOS 9 version are seperate from settings in MacOS
X version.
Speed control fixed (all platforms).
Linux x86 and Solaris x86 versions coming soon!
Known bugs in 0.5:
The leader board sometime shows incorrect information.
Team Deathmatch doesn't always register when a team is dead.
0.2W
I can't guaruntee that this will work without Cygwin installed, but
here is a windows version of my game (for those who have been missing
out). It is a larger download because of all the dlls I had to put with
it. Download it here
0.2
This is the update that puts the MacOS X version at the same level
as the latest Linux version. Also adds saner default names for the
players (named by color instead of the names of some of my friends).
0.2L
This is another linux version (MacOS versions soon) with a few new
features. These include a title screen (finally), a level selection screen,
fixed map cycling and a new mode called "Air Hockey" (keyword for maps =
hockey). Also there is a new map "The Grinder". Download it here.
0.12C
This version is modified for MacOS 9. Only minor changes really,
but still... You can download it here.
L1
Basic linux port. Now available here. Not
as pretty as the Mac version, and certain features don't work, but it is
functional.
0.12
Added support for moving blocks. They are in a new premade level
"Appearances Decieve" and are available in user levels through the
keywords linmove, sinmove, orbiter, linmovecp, sinmovecp, orbitercp.
To use linmove or sinmove, enter:
linmove x1 y1 x2 y2 initialpos period where -1 < initialpos < 1
sinmove x1 y1 x2 y2 initialpos period where initialpos is any number
The mover moves between (x1,y1) and (x2,y2).
For an orbiter enter:
orbiter xc yc xs ys initialpos period
where (xc,yc) is the centre of the elipse and (xs,ys) are the
semi-axes.
To make a mover a checkpoint, use the form:
linmovecp x1 y1 x2 y2 initialpos period cpID
where cpID is the ID number of the checkpoint.
0.11
Names of players and levels now definable in the map file.
0.1: Initial release version
MacOS X Only
Reads external map file (GLGame.app/contents/resources/level.def)
Rudimentary bot support
Key configuration/player colors defined in map file (trying to do that
to player names as well)
Five game modes: Deathmatch, Team Deathmatch, Domination, Race, CTF
Basic framerate regulation
How To Play
The Basic Objective
The basic objective of a player in Orbituary is to knock the other players
off the screen while staying on the screen yourself. You control a
coloured ball, which has the mysterious ability to attatch itself to a
number of "blocks" which are floating in the arena. By attatching and
detatching with the correct timing, you can manovre your way around the
arena quickly and accurately.
Controls
The controls are quite simple as each player is assigned one key. From
left to right, default keys are:
Player 1 (Red) is assigned 'z'. Default name is "Red".
Player 3 (Pink) is assigned 'b', name is "Pink"
Player 5 (Green) is assigned 'm', name is "Green"
Player 6 (Aqua) is assigned '/', name is "Aqua"
Player 4 (Yellow) is assigned '0', name is "Yellow"
Player 2 (Purple) is assigned '.', name is "Purple"
Note that numeric key pad versions of keys are the same as normal
versions to orbituary. I recomend use of the numeric keypad for 0 and .
Up arrow and right arrow add one player to the game up to a maximum of
six players.
Down arrow and left arrow remove one player from the game down to a
minimum of two players.
AI Players
When a new player (including the initial 2) is added to a game, it
defaults to being an AI player. The AI is quite offensive, sometimes
suicidally so. It will explicitly try and attack players or achieve
objectives, and will generally harass whoever has the most points.
Title Screen Buttons
Arcade Mode
Disables powerups and map cycling and starts a deathmatch game with no
maximum score.
Custom Game
Enters the level select screen from which all levels & game types are
available, enables map cycling & powerups.
Quit
Exits the game
Level Editor (0.7-0.9 only)
Brings up the as-yet-unfinished level editor
Options
Brings up the options screen
Help(0.7+ only)
Brings up the online help.
Game Modes
Deathmatch
The 'normal' game type. Quite simply, this is a free-for-all in which the
winner takes all. Try to knock the other players' balls off the
screen. They will not come back until there is only one survivor, who will
earn a point. This cycle continues until a person has achieved enough
points to win.
Note that the winning players will start to move faster as they get more
points. This is both a handicap and a boon, as while they are more
difficult to control, they are also more agile. Also, for every 5 points
scored IN TOTAL, one of the blocks will dissapear, shrinking the
arena.
Team Deathmatch
Much the same as regular deathmatch, except that it is left vs right (in
terms of default key assignment)
Domination
This version of domination inherits much from the Unreal Tournament game
mode with the same name. Basically the two teams (same teams as team
deathmatch above) have to controll a number of control points scattered
through the map. To take a control point, simply attatch to it. Note that
control points are only ever red or purple. These are the colors of the
team leaders, and you are working as a team (or should be).
Also, if you die in domination, you respawn almost immediately.
Race
In this mode, the players are competing to travel around a track as fast
as possible. In order to progress, you have to touch the checkpoints in
order several times.
Respawining is the same as in domination, and bots are completely useless
in race. There are no teams.
Capture The Flag
The final game mode is very similar to the type of the same name commonly
appearing in first person shooting games. Basically, each team has a flag,
and you have to take the enemy's flag and return it to your flag. A flag
will return to its owners base if: the carrier is involved in a collision
with another player, the carrier falls off the map, or the carrier
succeeds (in which case his team gets a point).
Bots now make good CTF players, and play very offensively.
0.5 or later ONLY: Endurance Match
Basically your score continually increases. When you die, your score goes
to 0. Be the first person to achieve the target score by staying alive the
longest. Simple eh?
0.5 or later ONLY: Tag
One player is "it". If you collide with "it" or die, you become
"it". Whenever you are "it", you continually get penalty points. The first
person to get the target number of penalty points loses.
0.6 or later ONLY: Air Hockey
There is a white ball which starts in the centre of the map.
Players must try and hit it into the enemy flag to score points.
1.0 or later ONLY: Pinata
Hit the puck as many times as you can to get points. This is a free-for all game
type, there are no teams.
Editing
Feel free to make your own user maps. Although my map editor is pretty
rudimentary (so far), it is fairly simple to make your own maps by
directly editing level.def. To access level.def control-click (or
right-click if you have a 2+ button mouse) on the application and pick
"show package contents". Go into contents, then resources (MacOSClassic
for OS9 Users), and there should be a file called level.def. Open this file with textedit, Project
Builder or some other plain text editor (such as pico if you're a unix
head). You will see that the levels are contained in a single plain text
file, with comments denoted by lines starting with a # (as I copied a lot
of the file input code from the GLUT example rollercoaster and it's
rc.def).
The level.def file is quite well commented (comments follow a
#), so it should be no problem to follow them.
If you make any funky levels then send them to me and I might put them
in the main level.def if I agree with you about their funkiness.
Planned features include
A better interface at startup
Better menu screens
A better graphical level editor
Anything you want that I think is
good!
Call for help
Anyone who knows how to make windows simply and reliably do sound, I would
greatly appreciate it if they could tell me. If there is some simple way
to make windows do text-to-speech as well that would be even better, but
unlikely.
Screenshots
New screenshots coming soon.