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Tanks of Freedom

Tanks of Freedom

Tanks of Freedom II

This project is no longer being actively developed. Check out the sequel: Tanks of Freedom II

Indie Turn Based Strategy in Isometric Pixel Art

A classic turn-based strategy game with two armies fighting against each other. Challenge yourself in campaign against AI or hot-seat battle with a friend. Using the easy map editor you can create any imaginable scenario to play and share online for others to discover!

32 colour

Each 32x32 sprite was handcrafted in gorgeous, 32 colour pixel art. Original soundtrack was made on Access Virus C and Korg Electribe. Sound effects were made on real GameBoy hardware. The game is open-source and runs smoothly thanks to Godot Engine.

Gamepad Controls

Please note, that all controls listed are for the XBox 360 controller gamepad. If you are using a different gamepad, please check for the corresponding buttons.

Menus

  • DPad to navigate menu buttons
  • A to press button
  • usual B to back does not work in menus

In-game

  • left analog stick to move selector
  • A to select units/buildings, move, attack, claim buildings
  • B to toggle between game and Menu
  • X to buy unit from active building
  • Y to end turn
  • RB to select next unit with AP

Workshop

  • DPad to navigate buttons
  • A to press button
  • B to toggle between Workshop and Main Menu
  • left analog stick to move selector
  • X to place a tile under selector
  • Y to erase a tile under selector

Please note, that changing the map name with a gamepad is not possible at this time. A keyboard is still required.

Open Source Engine

Game is made using Godot Engine 2.1+. It will not work in 3.0+ and will not be ported anytime soon (if ever).

Download

Official builds:

  • Windows
  • Linux
  • OSX
  • Android (works on Blackberry, OUYA support currently not working)

Official pages:

Unofficial ports/repos:

Build from sources

To get the latest version of the game, you'll need to use the source code and Godot Engine.

  • download & install Godot Engine version 2.1.6 (3.0+ not supported)
  • download our sources
    • download master.zip and unzip
    • or clone the repository using git
  • open Godot and import our game
  • run :)

Follow this tutorial to learn how to export the game for each platform.

Server

For online funcionalities a ToF server is required. Sources can be found in a separate repository. https://github.com/P1X-in/Tanks-of-Freedom-Server

Media

Imgur Imgur

Credits

Alt text

P1X Team

code

gfx

music

sfx

engine

translations

Public game catalogs

Tanks of Freedom

The MIT License (MIT)

This license applies both to the code, and to all graphical assets within this repository.

Copyright (c) 2015 P1X

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Fonts

A Free font Courier Prime used in this project can be found here: http://www.quoteunquoteapps.com/courierprime/ This font is licensed under OFL license.

NotoSans font used in this project has been sourced from this repository: https://github.com/nowri/sample-noto It is licensed under Apache License 2.0

Music & SFX License

Original copyrights of all audio assets belong to QmYaan (Grand Beats) http://www.grandbeats.com/

All sfx and music assets in this repository are licensed under Creative Commons Attribution-ShareAlike 4.0 license (CC BY-SA 4.0).

Full text of the license provided by Creative Commons

tanks-of-freedom's People

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tanks-of-freedom's Issues

Idea: Buffs

For example a capturable hospital structure could:

  • heal infantry by 1hp per turn across the board, or
  • heal infantry within a 3-cell proximity 1hp per turn,
  • ...

The same could be done for vehicles (or there could be no distinction between human and machine, just a single structure/entity providing a proximity-based buff)

This could of course be done for damage and health/defense, etc.

If any of this is of interest to the team let me know, I'd like to spend some time implementing this if it is desired.

Do you guys have an IRC channel, Slack, etc?

Change tank IA behavior against helicopter

Currently, if the only opponent seen by a tank is an helicopter, it will go next to it, even if it can't attack it.

It would be better to change the ia behavior to make it avoir helicopter instead of running toward them

With the last version on f-droid 0.6.3

ToF not working on Android N

I have played this in the past, when I was still on Lollipop I think, and it worked fine and was one of my favourite pass times. However, now when I press campaign it shows me the main menu but without the background (so I press campaign, then start, then it takes me back to the main menu (with settings, demo, quit,...) but without the background). If you want, I can attach catlogs (in fact, I'll do that asap)

Three state fog of war

Clouds are now two state: transparent (some unit can see there) or opaque (no unit can see there).

They should be three state: transparent, opaque, and explored (terrain is visible).

When a unit visits some area, clouds over once seen tiles should never go to fully opaque. They should be 50% transparent, so the tile under is visible, but units should be hidden, because no unit can see what is happening on the tile. And also buildings should be rendered in neutral colors.

Small Resolution Support

Tanks of Freedom has a port on the Open Pandora (not sure if you were aware of it) which is a handheld Linux device. Its screen has a 800*480 pixels resolution and unfortunately in the recent versions of Tanks of Freedom, menu positioning as well as text boxes do not fit well anymore in the screen.

Could you do something to improve the situation for small screens? That would be great if you could consider this as you move on with the development.

Icon size may be too big

The ToF's icon is really big and needs a bit to get loaded on my launcher (KISS launcher). I reported the issue and looks like it's not a launcher issue, but this icon. So I've thought that no one's going to use a 1.024px ร— 1.024px icon on his device. So maybe it could use a thumb for this and keep this icon as full-sized-icon.png if you'd like to keep it for artwork (I personally would keep both: thumb and full sized logo).

I don't know if this is actually the icon used but that's my understanding. I'm sorry if I'm reporting this silly issue, I don't want to bother you at all.

Thanks for all your work! :)

keep open the game when multitask view

This is the third time it happens to me: I'm almost going to win the mission 9 (really difficult to me) and accidentally I push the multitasking view button, I select "Tanks of freedom" and I have to start over again.

What about factories/mines/offices?

This will help you in balance. Radio should be the second-order money source, sholdnt it?. When you add this, it will be common money producer. But if you add this, radio must lost some profit. Write me if you like my idea

tutorial typos

screenshot from 2015-11-19 04-01-06

How it should be:
"procedurally generated which means"
"made of three types"
"forest (tree)"

screenshot from 2015-11-19 04-08-31

"in the enemy direction if"
"move on mountains"
"forests and mountains"

screenshot from 2015-11-19 04-10-49

"and buy better ones"
"New units arrive"
"Every five turns CPU"
"to immediately gain +2 BTC"
"Remember that only ground units can capture"

Game is incompatible with Godot 1.1 beta

Not sure if you aiming for 1.1 or sticking with stable 1.0 for now (If so fell free to close this issue)

It's impossible to open up project in Godot 1.1
Here's an term output

OPENING: /home/teddy/Programy/godot/Tanks-of-Freedom (::home::teddy::Programy::godot::Tanks-of-Freedom)
CREATING RENDER THREAD
STARTING RENDER THREAD
DONE RENDER THREAD
checking: /home/teddy/Programy/godot/Tanks-of-Freedom/assets/sounds/fx/units/01.soldier/soldier_spawn.wav
md5: 62096f74d13b324fb15d9d01bed1fc0e
vs: 55fa1b90bb9bd943768bf08ff5480ed9
attempt set state: (current:1), (sources:res://scripts/map_controller.gd, res://scripts/game_logic.gd, res://scripts/ai_timer.gd, res://scripts/battle_stats.gd, res://scripts/sound_controller.gd, res://scripts/workshop_controller.gd, res://scripts/demo_timer.gd, res://scripts/ai/ai.gd, res://scripts/action_controller.gd, res://scripts/position_controller.gd, res://scripts/nearby_tiles_calculator.gd, res://scripts/movement_controller.gd, res://scripts/ai/a_star_pathfinding.gd, res://scripts/ai/cost_grid.gd, res://scripts/abstract_map.gd, res://scripts/abstract_field.gd)
FPS: 1

Menus too small at 5" 1080p

Try play the game on a 5" 1080p phone like Nexus 5. The menus are too small to read.

The map scales up well, so perhaps scaling could be applied to menus as well?

If you intend the game to be played on a larger screen like a tablet, that's fine, please just list a suggested minimum screen size.

32-bit binaries?

Will you guys ever provide 32bit binaries for Linux (and maybe other platforms)? If not how could make a stand-alone build in Godot? I'm currently only able to load the game files within it.

Add russian language

Thousands of russian people should translate to the english all game, maybe someone deleted game beacause of this. And how can u make a game about a country whose language do not added?

If it will be hard for you, I can help u

ai freezes

sometimes ai freezes. if auto follow is on it will follow some enemy unit every few seconds over and over again

AI turns take too long

Hi, it would be nice if the CPU turns were not as long as they are now. Sometimes it takes around half a minute even if all enemy units are hidden in fog of war and sometimes even longer when the battefield is visible. This is for Android. It's slightly better on a Linux box but it could still be faster.

Perhaps a settings gauge to set AI turn time speed?

-cM.

fog flaws

fog sprite looks bad and sometimes structures poke through it. also there should be "hard/black" and "soft/gray" fog for never-seen and not-currently-seen terrain respectively.

Translation updates

I'm opening this ticket with intention of informing all interested contributors about the need for new translations for upcoming releases.

If you are a contributor interested in providing language files, please follow this thread.

This thread is not meant for reporting issues with translations. If you encounter any bugs, glitches, missing or wrong translations, etc. please create new issue.

Deploy button

When creating new units, the deploy button doesnt work all the time / is hard to hit

Asset licenses?

Are your assets licensed the same way as your code, or differently?

Missing LICENSE?

First, the standard disclaimer: I am not a lawyer, and this does not constitute legal or financial advice.

Generally, IMHO, it is a good idea to use FSF or OSI Approved Licenses (which can be found here https://www.gnu.org/licenses/licenses.html and here http://opensource.org/licenses/category)

The Free Software Foundation has a useful guide for choosing a license: https://www.gnu.org/licenses/license-recommendations.html

I often reference the Software Freedom Law Center's Legal Primer for both practical and academic purposes (highly recommended): https://www.softwarefreedom.org/resources/2008/foss-primer.html#x1-60002.2

https://tldrlegal.com/ is quite a useful resource for comparing the various FOSS licenses out there once you have some context

To get ahold of actual lawyers/advisors who help FOSS projects, you can reach out to the FSF, SFLC, and OSI at:
[email protected]
[email protected]
[email protected]

Hope this helps, and happy hacking!

Game unreadable on small resolutions

This is how the level select menu looks like on a samsung i9100 smartphone display:
screenshot
The levels aren't readable at all. Also, some fonts are to small to read. It would be great if not just tablets were a target.

Can't buy new units on Android version

When trying to buy new unit, nothing happens.

This is a bug, where map/units register clicks through HUD. It is patched on PC, but it does not seem to work on Android, I'm yet to debug this.

As a workaround, make sure, that there is no unit/building under the buy unit button.

waves flaws

waves could look better and height changes should be more sinusoidal instead of seemingly random

Add russian language

Thousands of russian people should translate to the english all game, maybe someone deleted game beacause of this. And how can u make a game about a country whose language do not added?

If it will be hard for you, I can help u

Some bugs and issues

  1. River crossing looks like a dirt
  2. Fog do this work bad, part of hidden terrarian is viewing
  3. Helis are imbalanced, there must be anti air gun
  4. Dirty and "clear" roads are not compounding at turns
  5. ...and their compounding looks like ugly
  6. Cannot zoom at map editor
  7. Infantry are imbalanced, lay them walk through forests
  8. Add open multiplayer at the network
  9. When part of terr is at corner (map editor), there's no sea anymore
  10. Stupid bots are annoying, add "hard" and "inpossible" AI
  11. Buildings are also "see", so crouching tactics are not reqired
  12. Helis cannot fly trough the sea, so tactics at 11. are also not reqired beacause of this
  13. At the airport there're a plane at building, not a helicoper. Why?
  14. Im from Russia, and I feels "impolite" for other countries (joke) Please add more playes (like a USA and China)
    That is all, thanks that you read this!

Compiling for F-Droid

Hi there!

After having packaged Minilens (which is also a godot based game) for f-droid, an open-source app repository, I'd like to package tanks of freedom too. Can you tell me which git commits you built the app with? It would be best to have git tags for the different versions. Also, it would be great to have export.cfg values.

Greetings, est.

You completly stopped updating the game

Where is the promised major update? Include some advert in game to earn money. Then spend this money on the advertising of this game. There will be more players here. Add open and colsed-source tournaments, 20% leaving for yourself. I have written this beacause I trust u.

Clarifying assets licensing

Hi there :-)

I'm looking at packaging ToF for my Linux distro (Mageia) now that I have a package for Godot 2.0.

I'd like to see the assets licensing clarified before I can push it to the main Mageia repos as fully libre. For example the font in use is under the OFL, so it should be mentioned somewhere.
The link to Grand Beats' music and sfx in the README.md brings to a commercial platform to buy sfx (which does not imply that the ones you use aren't under a DFSG-free license, but it does not make it clear either ;-)).

Mentioning the licenses next to the authors in the README.md would already be a nice way to make it all clearer I guess.

Thanks in advance, and thanks for this awesome libre game! Godot rules ;-)

Missing tip

There is an error on one of the tips before each turn. Here is an image:
screen shot 2016-08-18 at 1 29 12 am

Translation in french

Hi guys,

Here I am to translate this amazing game in french! :) Just explain the way I have to follow and I will do it with pleasure (If it's not to difficult, I'm new in open source and programming world...) !

So sorry for my bad english, I'm surely not an english native speaker, but I'm able to give a very good translation in french^^

Add some map editor tools

  1. Zoom (it is realy annoying when you cant zoom at map editor)
  2. Avoid deleting tiles and replacement of them by other block you use now (on/off)
  3. Previeving how it looks like at real graphics (on/off)
  4. Fill map with not only grass tiles
  5. lines, sqares and circles of any tiles (like grass)

AI turn never ending

The screen says "CPU Turn" and the progress bar is stuck at the first segment. It's been more than 10 minutes and the animations are still playing, but the game makes no progress whatsoever.
Looking at the console output is seems to be looping on these errors:

ERROR: queue_delete: Condition ' !is_inside_tree() ' is true.
   At: scene/main/node.cpp:1747.
ERROR: remove_child: Condition ' idx==-1 ' is true.
   At: scene/main/node.cpp:729.
ERROR: remove_child: Condition ' idx==-1 ' is true.
   At: scene/main/node.cpp:729.
ERROR: add_child: Condition ' p_child->data.parent ' is true.
   At: scene/main/node.cpp:666.
ERROR: move_child: Condition ' p_child->data.parent!=this ' is true.
   At: scene/main/node.cpp:257.
ERROR: queue_delete: Condition ' !is_inside_tree() ' is true.
   At: scene/main/node.cpp:1747.

I'm playing the 3rd mission, if that can be useful.

schermata da 2015-10-02 13-04-02

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