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- GLBlocks (C) 1999-2000 Andreas Gustafsson
-
- [Introduction]-----------------------------------------------------------------
-
- GLBlocks is a simple puzzle/tetris-style game, where the object is to make the
- falling blocks disappear by placing thems so that four or more of the same
- color is next to eachother. GLBlocks uses OpenGL for 3D acceleration.
-
-
- [Installation notes]-----------------------------------------------------------
-
- Just unzip the game to a directory of your choice, then run GLBLocks.exe.
-
-
- [Playing the game]-------------------------------------------------------------
-
- Start the game by running GLBlocks.exe. Two different gametypes are available,
- swinging and static playfield. With swinging playfield you get yet another
- dimension of difficulty, the longer you play, the more the playfield will swing
- and rotate, making it harder to see where to place those pieces!
- Once the game starts you control the falling pieces of 2 by 2 blocks with the
- arrow keys.
- Left-arrow to move it left, right-arrow to move it right, up-arrow rotates
- the piece, and down-arrow makes it fall faster.
- Try placing the pieces so that blocks of the same color end up next to
- eachother. Once 4 or more of the same color are next to eachother, they will
- disappear, and blocks that are 'hanging in the air' will fall down.
- If a 'chain-reaction' is created, more points will be scored.
-
-
- [System requirements]----------------------------------------------------------
-
- GLBlocks uses OpenGL to draw all graphics, so you will need a rather fast
- system to play it, especially if you don't have a 3D accelerator with FULL
- OpenGL support. When the playfield starts to get filled, there can be more than
- 1000 polygons on screen, all rendered with realtime lighting.
- Software OpenGL is included in the later versions of Windows 95 and Windows 98.
- When you play using the software OpenGL renderer, and a slow computer
- (Pentium-class) you should try using the 'Low' detail option (under Audio/Video
- options). for best performance. If your system is really slow, you might want
- to stick with the 'static playfield' option, since the low framerate will be
- less apparent in this game mode. If you are using texturemapping with software
- OpenGL make sure to have 'Bilinear filtering' switched off in the options,
- since this can cause major slowdowns.
- The 'Medium' setting is suited for faster systems (Fast P2 or better), or
- slower systems with a decent 3D accelerator.
- Finally, the 'High' option is the one to choose if you have a fast system and a
- good 3D accelerator (like a TNT/TNT2).
- Ofcourse you can always try experimenting with differnt detail settings and
- resolutions until you find the one that's best for YOUR system.
-
- Minimum system:
- Pentium 166
- Windows 95/98 with OpenGL drivers installed.
-
- Recommended system:
- Pentium 200MMX or faster.
- Windows 95/98
- 3D accelerator with FULL OpenGL driver.
-
- The game has been tested on the following 3D chipsets:
-
- 3Dfx Voodoo 3 (there seem to be some problem when running 1024x768 or higher in
- fullscreen mode, try lower resolutions or windowed mode)
- Matrox G200
- NVidia TNT
- NVidia TNT2
- NVidia GeForce
- S3 Savage 2000
-
-
- [News/Changes]-----------------------------------------------------------------
-
- 1.5 : Added 'Antialias lines' option
- Disabled ALT-TAB when running fullscreen
- Fixed a bug with the fullscreen mode
- Fixed some other minor bugs
-
- 1.4 : (Only released to beta testers)
- Completely rewrote the frontend (again..)
- Added a proper highscorelist with several entries and names.
- Gamma correction now in the options.
- Fullscreen mode (still not 100%)
- Background picture.
- Color-cycling effect while paused.
- Fixed bug which made the game REALLY dark on TNT/TNT2 cards
-
- 1.3 : (Never released to the public)
- New keyboard input routine for slow computers, making it less likely that
- keystrokes will be missed.
- Some graphics were changed
- Other minor bugfixes
-
- 1.2 : Wrote a completely new frontend in Visual C++ to replace the old one
- (which was written in Visual Basic...).
- Added the possibility to use texturemapped blocks (but, since I'm no
- artist, the textures are really ugly!).
-
- 1.0 : Initial release.
-
-
-
- [Credits]----------------------------------------------------------------------
-
- All coding by Andreas Gustafsson.
- Background picture by Joe Parson (jp@pcgeek.net). Other pictures by him can be
- found at: www.indestruction.com/maxworld
- 'Game over'-sound by Kjell Andersson.
- The other sound effects and the charset were found on the net.
- Special thanks to Martin Rystrand for some coding tips.
- Also thanks to all the beta testers : Kjell Andersson, Kristina Johansson and
- all the people at 3DFiles messageboard who helped getting the game tested on
- many different 3D chipsets.
-
- [Contact info]-----------------------------------------------------------------
-
- Visit the GLBlocks www-page : http://www.lysator.liu.se/~sdw/glblocks/
- You can mail me at : sdw@lysator.liu.se
-
-
- [Legal info]-------------------------------------------------------------------
-
- This program is used at your own risk. The author takes no responsibility for
- any damages caused by it.
- You are free to distribute this game as long as no fee is charged and no files
- are modified/added/removed.
- If you want to put this game on a collection CD, magazine coverdisk etc. please
- contact me first.
-
- -------------------------------------------------------------------------------
-