Original by Maurices Nonnekes, a few tweaks (sound, i386 optimizations,
longer save menus) by me.
The client/server part probably still needs some work...
and it is definitely unaudited.
Packaging might be changed to account for docs...
In fact, I really need `common' package files and reference counting...
LinCity is a city/country simulation game. You are required to build
and maintain a city. You must feed, house, provide jobs and goods for
your residents. Etc.
--
The game of Zangband is a single player dungeon simulation. A player
may choose from a number of races, classes and magic realms when
creating a character (see charattr.txt [3]), and then "run" that
character over a period of days, weeks, even months. Deep down
inside, the real objective of the game is to increase your experience,
and certain other characteristics, and also to collect useful items,
to give you a decent chance against the great Serpent of Chaos, who
lurks somewhere in the depths of the dungeon.
The player will begin his adventure on the town level where he may
acquire supplies, weapons, armor, and magical devices by bartering
with various shop owners. After preparing for his adventure, the
player can descend into the dungeon where fantastic adventures await
his coming!
Flavors:
no_x11 - build without X11 support
WWW: http://www.zangband.org/
--
omega is a complex rogue-style game of dungeon exploration. Unlike
other such games, there are a number of ways to "win", depending
on various actions taken during play. The ways you can get your
name on the hiscore board include becoming the highest ranked head
of a guild, sect, college, etc., as well as gaining the most points
figured from possessions and experience. The game (via the oracle)
may impose some structure on your exploration, but you need not
follow all of the oracle's advice. There *is* a "total winner"
status, by the way.
omega offers a richness of playing detail that goes beyond a simple
game like rogue. However, the majority of gameplay is very similar
to rogue, hack, ultrarogue, larn, and other such games. The player
is represented by the highlighted "@" symbol, objects and terrain
features are represented by non-alphabetic symbols, monsters are
represented by the various upper and lower case letters, and other
humans are represented by a non-highlighted "@". It is recommended
that the novice read the man pages for rogue or some other such
game and perhaps play a few games before playing omega.
WWW: http://www.alcyone.com/max/projects/omega/
--
SDLRoids is essentially an Asteroids clone, but with a few extra
features, and some nice game physics. It is based of xhyperoid,
which is a UNIX port of the 16-bit Windows game Hyperoid. Major
changes from xhyperoid are that it's using SDL for sound and graphics,
has a couple of extra powerups and and that the shield behaves
differently.
The game can either run in windowed mode or in fullscreen mode. You
can (usually) switch between them during play by pressing Alt-Enter.
The play area (apart from the score/lives/etc. display) is square
and centred, just like in the the original Hyperoid did. This might
not might not change, bug for now that is how it works.
WWW: http://david.hedbor.org/projects/sdlroids/
Changes:
- When tuning text options at run time like the password the server
would crash. This has now been fixed.
- Clients now support the firewall patch.
For this the client has two new options: -clientPortStart and -clientPortEnd.
- A new server option -passwordFileName gives the path to a file which
only contains a definition for the server password. The advantage
of this is that you can set the file permissions so that others
cannot read its contents.
- Fix -blockFrictionVisible (didn't work)
- Ben Armstrong fixed a bug where ball ownership for all connected balls
would be reset whenever a player would leave.
--
The game is set in Moria and the goal is to kill off the balrog.
Apart from this, the game is almost completely based on Dungeons &
Dragons. The game is a true classic and every true gamer should
have played it.
It was originally written by Robert Alan Koeneke with some help
from Jimmy Wayne Todd. Further development of the game has almost
ceased, but The Pits of Angband, which is based on its code, is
still very much in development.
WWW: http://www-math.bgsu.edu/~grabine/moria.html
Brief Changelog:
- New map generator which generates much better maps (wildmap).
- Fixed problem with mouse if client stopped receiving frames.
- Added button to the welcome screen with which you can ping all
the servers and sort them correctly.
- Added -serverHost to the server to manually specify the hostname and
IP address of the server if the machine has more than one net interface.
- Various other fixes concerning other Operating Systems.
from maintainer
Submitted by Felix Kronlage <fkr@grummel.net>.
Moon-buggy is a simple character graphics game, where you drive some
kind of car across the moon's surface. Unfortunately there are
dangerous craters there. Fortunately your car can jump over them!
GtkBalls is a clone of the well-known game "Lines" using the
Gtk+ library. It is a logic game - the idea is to put five or
more balls of the same color in horizontal/vertical/diagonal
line in order to remove them.
HOMEPAGE= http://gtkballs.antex.ru/
Players move along in an artificial world and shoot each other using
various kinds of weapons, bullets, mines and bombs, rockets (smarts,
torpedos and nuclear), lasers; defend using cloaking devices, sensors,
transporters, autopilot etc.
XPilot's highlights include:
* True client/server based game; optimal speed for every player.
* Meta server with up to date information about servers hosting games
around the world.
* 'Real physics'; particles of explosions and sparks from your engines
all affect you if you're hit by them. This makes it possible to kill
someone by blowing them into a wall with engine thrust or shock waves
from explosions.
* Specialized editors for editing ship-shapes and maps.
* Adjustable gravity; adjustable by putting special attractors or
deflectors in the world, or by adjusting the global gravity in various
ways.
Some features are borrowed from classics like the Atari coin-ups
Asteriods and Gravitar, and the home-computer games Thrust (Commdore 64)
and Gravity Force (Commodore Amiga).
The main idea of the game is scoring points and having lots of fun.
Maintainer: Peter Valchev <pvalchev@toxiclinux.org>
interface. It currently supports 8 and 9-ball pool,
has cool settings like friction and collision drag.
The game has some minor problems and is going to improve,
with even more customizable features, adding network
support, making the engine more realistic.
MAINTAINER= Peter Valchev <pvalchev@toxiclinux.org>
Submitted by Peter Stromberg <home@wilfried.net>.
WMeyes is a pretty simple application: it sits in the
WindowMaker dock, and a pair of eyes track your cursor.
Actually, the program should work in all window managers,
but then you don't have a dock to sit it in, in which case
you might as well use xeyes.
changes by me:
- add HOMEPAGE
- ensure non-GTK version does not use GTK if it is detected, replace
CONFIGURE_ARGS option --disable-gtktest with --with-xaw
- if we depend on gettext we might as well use it
- sync PLIST
- remove unnecessary NO_INSTALL_MANPAGES option which is leftover from
when this
port used to use imake
- base on nethack 3.2.2, bump to 3.3.0 will have to wait (probably better
to port slash'em instead),
- use hackdata to avoid conflicts with nethack,
- proper packaging,
- x11/no x11 flavor,
- install recover,
- change manpages to differentiate from nethack,
- grab enough TERMINFO to handle color correctly (from nethack 3.3.0)
- 3.3.0.
- fixed packaging.
- moved common data to hackdata port, to avoid nasty collision with slash.
- compile and install recover.
- only install manpages that correspond to stuff we run.
- remove need for GMAKE.
- include configuration files, allow for X11/plain/qt flavor
(qt is not yet ready, it needs qt 2.0).
Colors work much better, even under console if TERM is set to pcvt25.