I'm pretty sure I've installed the xf86-video-intel. Like I said, I'm using a netbook (Acer Aspire One D255, IIRC), which has an "Intel Corporation N10 Family Integrated Graphics Controller".
I get the feeling these two problems are related to my graphics card drivers. Gratuitous Space Battles gives me a dialog window that says "Could not set video mode". Super Meat Boy gives me the MojoShader compile failed error. Cave Story+ runs fine (didn't play long, but I'm sure it's fine). Jamestown was pretty slow (I'm being stubborn and trying to run games on a netbook.). Only ones I got to work in Linux have been Jamestown and Cave Story+. All things considered, that isn't bad at all.
#Introversion multiwinia sounds download code
none of the other stuff of other bundles that I tried (read: didn't try everything, but.) gave me problems either, and the packages in aur would help with that if I did.Įdit: Now that I look into it, 3/7 bundles so far include at least 2 source code releases and bundle 2 had one source code released too. Only needed to do the usual chmod +x on the super meat boy binary to make it executable, but that's par for the course on installing linux software. I ran nightfall and SMB and they worked out of the box for me. I see links for the sources on my bundle page a ways below all the binaries, and the message "Introversion is offering every Humble Introversion Bundle customer access to their source code for Darwinia + Multiwinia, DEFCON, and Uplink! ".įurther, I've had no problems running any of the games so far. I've had enough fighting the system to get humble games working and more importantly, they haven't open sourced any games for ages.Īges? They open sourced darwinia, multiwinia, uplink, AND defcon from the last bundle that *just* came out before this. The reality is though that even though Multiwinia sounds simple, it’s anything but and each game quickly becomes a complex adventure in multitasking thanks to the open environments which mean you’re constantly fighting on multiple fronts.I won't be getting this one. It sounds messy and unintelligent and given that your work forces are best controlled en masse and that they spawn continually without input, you’d be forgiven for thinking that. The basic set up for these games is always quite simple you start with a small powerbase where your Darwinian forces will constantly spawn at a set rate and from here you branch out to take other areas and spawn points, being careful not to spread yourself too thin. There’s a CTF variant, a deathmatch game, a king of the hill and assault phase – the standard gamut. There are a variety of different game modes, but most of these run the usual course and nearly all of them have the same basic set-up. This is more like Cannon Fodder deathmatch or real-time Worms, but much more exciting and more strangely touching. In fact, there’s not even any build queues and it’s here that Darwinia steps away from the traditions of most other RTS games – this is no C&C clone or Supreme Commander wannabe. There’s just the arena, the other team and nothing else. There’s no complex narrative to wrap your cerebrum around and no tinny dialogue or too-slow-scrolling text to plod your eyeballs across. That’s a good thing because…īecause the first thing to be padded out is the various game modes on offer here and the ability for the player to go up head to head against either the AI or human opponents in a well rounded selection of arenas. The first thing to be trimmed down for instance is the story – that’s pretty much totally gone out of the window and though there is a basic outline given to the game in the manual, it doesn’t actually affect the gameplay at all. You see, while it is in essence that, it’s managed to trim itself down in some places and pad itself out in others so that it’s actually something entirely different. Multiwinia is essentially what it sounds like – a multiplayer version of Introversion’s previous title, Darwinia, but to just palm the concept off as that wouldn’t exactly do the title justice.