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ottomatic's Introduction

Welcome!

Check out my modernized ports of Pangea Software classics:

Nanosaur Bugdom Cro-Mag Rally
Otto Matic Mighty Mike
Bugdom 2 Nanosaur II: Hatchling Billy Frontier


Would you like to support the creation of these ports?
Buy Me a Coffee at ko-fi.com

Have fun! -Iliyas

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ottomatic's Issues

Info Bar Glow & Supernova Spark

In earlier versions of the game, the Supernova in the info bar had a moving spark between the antennae.
This spark seems to have gone missing at some point, as it is not in the current version of the game here, nor the latest iOS Pangea release.

I haven't seen this mentioned anywhere, but I'm quite fond of the spark, so if it can be restored to this version on GitHub, that would be great.

Version 2.0.1:

Version 4.0.1:

The spark can be seen moving here:
https://www.youtube.com/watch?v=n0A5z3xBuRc&t=114s

Also, thanks for the updated version!

Cheat codes and unlimited weapons inventory

In addition to the full rings of health, jump-jet, rocket fuel, and lives, I saw that the B-R-I cheat code now gives a full inventory of 99 ray gun ammunition and supernovas.

Do to the advent of this game being open-source, what would it take to modify the cheat code to give full ammunition of all weapons and items, including the growth potions?

In the mobile version, weapon ammunition did carry over between levels, so it was possible to use weapons that weren't supplied on the levels. Some weapons, such as the freeze gun, had no use in some of the levels, but it was still useful to have all the ammunition. Why ought the cheat code only give ray-guns and supernovas?

Flatpak version missing controller support

The Flatpak version of Otto Matic does not seem to detect my Xbox 360 controller, but the appimage version works as intended. Did not check other games, just this one.

Building the Otto 4.0.1 update on a new Ubuntu install

My computer had unfortunately failed, so had to completely reset it completely. I had followed the build instructions and downloaded all the prerequisites. It says now that configuing is incomplete, errors occurred. CMake is installed, but it says that it is the wrong tool? For the whole session, here is the entire output.

darrell@darrell-Lenovo-H430:~/OttoMatic$ cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
CMake Error: CMake was unable to find a build program corresponding to "Unix Makefiles".  CMAKE_MAKE_PROGRAM is not set.  You probably need to select a different build tool.
CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage
CMake Error: CMAKE_CXX_COMPILER not set, after EnableLanguage
-- Configuring incomplete, errors occurred!
See also "/home/darrell/OttoMatic/build/CMakeFiles/CMakeOutput.log".

Any way to change Windowed/Fullscreen resolutions via a menu option?

I was wondering if there was any way to change the resolution of the game via a menu option? I know that there is the "--fullscreen-resolution WIDTH HEIGH" command line option but, there's no option to change the resolution while in Windowed mode. Ideally, I'd love an option to have the game's resolution as 1280x960/2x scaled. Or, if that can't be done, maybe include a command line option for "--windowed-resolution WIDTH HEIGH" and also include 1280x960 as a valid option?

My main issue is that the UI just stretches and is pretty spaced apart while in Windowed or Fullscreen mode.
Ottomatic

Thanks!

Big Endian port

Hi Jorio !

Thanks a bunch for fixing it for Big Endian, it works ! Through, i see that in all the menus , and "help" phrases, everything is like too much blue. See on the video:

https://youtu.be/ZvhwfaYtiNE

But in others as you can see on video everything fine. Thanks a bunch !

Change license to Apache 2.0 with common clause?

I know Brian would also have to approve this, but asking you first

Creative Commons is not recommended for source code https://opensource.stackexchange.com/questions/9242/why-does-creative-commons-recommend-not-using-cc-by-licenses-for-software. I would consider looking into Apache 2.0 with common clause, like they did at https://redis.com/blog/redis-license-bsd-will-remain-bsd/

The textures, sounds, music, & models could even stay CC, it's common to have assets under a CC license.

The common clause & NC would still keep it out of debian and the official fedora repository, but this would stop using an art license for source code.

Saucer abductions from behind a gate

Thus update claimed that the saucers won't attempt to abduct the people if there is a closed gate between them. However it just happened in Level 4: Planet Knarr after the first teleported, clearly right behind the gate. How ought this be solved?
Screenshot from 2023-11-12 20-32-23
Screenshot from 2023-11-12 20-32-29

Building the game on Windows and MacOS

I am trying to follow the steps in the build instructions . Does the build script in in Mac OS assume you already have Xcode installed? It is not specific if Xcode is required for the game to be built from the command line. Linux does not require Xcode at all to compile the game just from the terminal; is it necessary for Mac OS?

How do I execute the commands for the build on Windows? Is it assumed to be pasted into Command Prompt? It seems to be the only equilivent of Terminal. When I paste git clone --recurse-submodules https://github.com/jorio/OttoMatic into Command Prompt, it just returns that git is not a recognized command. I know that Windows is not a UNIX based system, so the commands aren't all the same. What do I paste that code into? It isn't specific about how to carry out that step. Do I use Command Prompt?

Modify the game for the Steam Deck?

The Steam Deck has controller input. The remastered version of Otto Matic is integrated with controller support that works greatly. The Steam Deck however has lots of shoulder buttons and grip buttons that aren't used for anything in the game. How can the game be modified to take the input of those buttons for actions like the starting on any level dialog, or the full health cheat? How would you be able to find out what input codes those extra buttons have?
Screenshot from 2022-08-03 23-14-41

Downloading the Linux app?

Downloading and running the pre-compiled Linux build seems to just say "There is no application installed for "Appimage Application Bundle." Is this an archive image that needs to be extracted? Does this file assume that I already have some third-party stuff installed? This is a brand new install of Ubuntu. Screenshot from 2022-06-07 01-24-34

Create a random level option in the level menu?

I am new to this stuff, but what would it take to make a "Random" option in the level cheat menu? Just make it set LEVEL_NUM to a random integer between 1 and 10? It ought to be a simple and trivial thing to make.

Enemy despawning too frequent

Because the original PowerPC version of the game had a smaller render distance, enemy caps weren't hit much. In the original Intel version though, enemy caps were hit a lot, and this made the game a lot easier. Because in the source code I saw that the enemy caps are only there so the computers of the era could handle them, maybe they could be removed? I saw a comment saying these are to "keep from getting absurd", but it's possible to despawn at least 5 dinosaurs at once on Planet Sulak which is a little bit absurd. Also, there are enemy-specific caps, but those don't seem to be explained in the code either.

This new version is a little bit better than the original Intel one when it comes to enemy despawning, but I was still able to get 4 dinosaurs and several mantises to despawn on my first try by accident, and none of these will ever despawn on PowerPC, even running straight through the level without killing anything.

Functions keys not working for cheats

Hello.

I am trying to do the cheats that uses the functions keys and it does not seem to work. I tried to do F10+back tick for check point skipping its not working. I triend FN+F10+` , also not working.

I am using macbook pro 2015 intel

thanks for the port

Missing Pair of Teleporters Discovered in Original Aspyr Version; Possible Reimplementation?

Recently I acquired an iMac G4 and to my excitement I discovered it had Otto Matic 1.0 bundled with it, the original Aspyr-published version! But there was an even more exciting discovery that solved an issue I have had with Otto Matic when I played it as a kid.

Some background: When you start on Planet Knarr, you will happen upon a crunch door on the way toward the first zip line. There is one problem though: it is the smooth side, i.e. the side without the rivets, which cannot be activated with Otto's supernova. This crunch door guards a singular room with a Brain Alien and a powerup pod inside. Nothing special. The only way I have managed to get in was to somehow jump-jet on top of a Mutant Robot, then jump-jet from his head onto a crashed flying saucer, then jump-jet over the crunch door. It's a tedious, exploit-y process that reaps little-to-no reward, so I often just ignore it.

I have only ever played later versions of the game so the purpose of this room was always unknown to me. But when playing 1.0, I happened upon a remarkable discovery: in the very last area where your rocket is waiting, there is a teleporter off to the side. This teleporter is very odd, as there appears to be a zipline handle embedded in the ground inside the teleporter. I thought maybe it was just something Brian Greenstone accidentally left there and never got around to cleaning it up. So I decided to give it a Supernova to see if it would turn on, and it did! I walked through it and it brought me to that previously-inaccessible room at the beginning of the level. Interestingly, the Teleporter in this room had a zipline post in the middle. What's going on here? I tried to get screenshots, but Mac OS X 10.1 "Puma" wouldn't take screenshots during gameplay. Only when I got on the rocket and left did it finally do it, which left me with screenshots of the sky.

It seems that in a later version of the game Brian had removed the teleporters for unknown reasons. The darkened, shadowy area where the teleporter stood still remains, though. Is it possible to reimplement them? I've attached an edited version of the map from the strategy guide to show you where these teleporters were.

knarrmissingteleporters

Program crashes constantly

Hey there,

Everytime I try to play OttoMatic the program crashes after like 2 minutes. I can start to play but it does not take long and the program terminates itself.

The Terminal says:

~ % /Applications/Otto\ Matic.app/Contents/MacOS/OttoMatic
KillMacMouseAcceleration: IOHIDGetParameter returned unexpected actualSize! (Got 4)
RestoreMacMouseAcceleration: Acceleration value not tainted (57344).

I've got a macOS Big Sur, Version 11.1.

Thanks for help :)

Best Wishes
Manolme

Support for software rendering?

Running your build of Otto Matic on an old computer from 2003 with Windows XP reports that it isn't a 32-bit application.
untitled2
I had then tried the old Ideas From the Deep edition of Otto Matic, but it reports that it needs an OpenGL Driver to play.
untitled
untitled1
I do know that the original version of Bugdom can run in Sheepshaver entirely with the virtual machine CPU, as does Weekend Warrior and Nanosaur. How can a setting be made to allow software rendering? Can an app also be simply compiled in 32-bit?

Tractor enemy on Earth can get stuck out of bounds

The indestructible, one-of-a-kind tractor enemy on Planet Earth: Bentley Farm can sometimes pass through the non-breakable fence walls on the left of the area (opposite side of the destructible gate), preventing progression in the level unless the player either somehow gets the tractor back through the fence to break the correct gate on the other side or bypasses the gate entirely by clipping through a wall
2022-03-26 17-19-22-227 jkpie TRAVELLINGMEMES OttoMatic 1920x1080

Reason for viewDef.view.clearBackBuffer = false?

On 5/10 levels, viewDef.view.clearBackBuffer is set to false. I don't actually know how it works but causes this ugly artifact.

jungle

If I set to true artifacts disappear without any apparent downside, it just shows flat green color outside the cyclorama. Shouldn't true be the default? By the way, it also applies to Nanosaur 2, though it's impossible to see without going out of the map.

B+R+I cheat can't be triggered on low-end keyboards due to rollover

Hello @jorio, one of the first games that I played with my niece and nephew when I was in college. Thank you very much for updating this game. The Windows version works very well (using it in Windows 10 right now). The level cheat code (Pressing space +F10 to go to any level) works fine. However, the full health and power cheats (pressing I+F+D together) does not seem to work. I confirm that this used to work in the original Windows port bought out by Ideas from the deep (have a copy which I purchased long ago and installed it to checks this out). Would be great if this is fixed:).

Key bindings for weapon selection

Adding key bindings (num pad, custom hot key, etc.) for weapon selection.

Automatically using user's numpad to be bound to weapons -> 0 = fist, 1 = gun, etc.

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