## Gigalomania

Gigalomania is an open source 2D Real Time Strategy god game, available for all popular desktop and mobile platforms, on PCs, tablets and phones. The gameplay consists of researching and developing new technology with which to conquer your enemies, from rocks and sticks to nuclear weapons and spaceships. You can advance through ten different ages, from the stone age to the future. There are 28 different maps to play through.

This game is a work in progress. The gameplay is more or less complete, but the graphics need improving :) Please see below if you want to help out.

Gigalomania is available for: Windows, Mac OS X, Linux, AROS, MorphOS, AmigaOS 4, Nokia Symbian, Maemo, Meego, and Android.

Gigalomania Blog ~ Discussion Forums ~ Code Repository (Git)

Download

- For Windows, download the installer. If you get an error when trying to run, you may need to install the Visual C++ 2010 SP1 Redistributable.

- For OS X, download the OS X archive. For more details, see the Gigalomania Mac OS X port homepage. (Note that the latest OS X binary is version 0.24; version 0.25 should be available soon.)

- For Ubuntu/Debian, download the relevant binary installation from the Ubuntu packages page. Gigalomania is also available from the Ubuntu Software Centre (however it takes a few weeks for the latest version to appear, so please check out the packages page for the latest version). For other Linux distributions, you have to compile from the source (see below).

- For AROS x86, download the AROS archive. For other AROS platforms, you have to compile from the source. The AROS x86 archive is also available on The AROS Archives and Aminet.

- For MorphOS, you must currently compile from source (see below).

- For AmigaOS 4, you must currently compile from source (see below).

- For Nokia smartphones running Symbian, download from the Nokia Store.

- For Nokia smartphones running Maemo, this is coming soon to the Nokia Store. It is also available from maemo.org repositories.

- For Nokia smartphones running Meego, this is coming soon to the Nokia Store. (Note that the latest Meego binary is version 0.22.)

- For Android smartphones, download from Google Play.

- The source code is available, released under the GPL v2 or later. Please see the file gigalomania_source.txt (in the source archive) for details on how to compile.

- A full list of download files, including older versions, is at https://launchpad.net/gigalomania/+download.

Contents:

- Requirements
- Choosing windowed or fullscreen mode
- Quickstart
- Controls
- Game types
- Main menu
- Main game
- Armies
- Suspended animation
- Credits etc
- Contacting me (bugs etc)
- Help wanted!
- History
- Licences

Requirements

Gigalomania should work on any non-ancient Windows, Linux or OS X PC. Gigalomania is tested on Windows 7 (32 and 64 bit) and Ubuntu 10.10 64 bit, and with Intel GMA 3100 and ATI Radeon HD 6570 graphics. Older versions ran okay on Windows XP, and with NVIDIA (6100, 8600GT) graphics. (See the Mac OS X homepage for details on that version.)

For Nokia Symbian smartphones, this requires S60 5th edition (Symbian^1) or later (e.g., Nokia 5800) - the Ovi Store should let you know if it's compatible with your phone. For Maemo, this has been tested on the Nokia N900. For Meego, this has been tested on the Nokia N950.

For Android, this requires Android 2.3.3, and has been tested on the Samsung Galaxy Nexus. A resolution of at least 480x320 is recommended. This also requires installing the app Ministro, which you should be prompted to do when you first run Gigalomania (if it's not already installed). Ministro manages the required Qt libraries on Android. These will be downloaded if required when you first run Gigalomania. If you get an error message such as "Ministro can not satisfy your application dependencies", please ensure you have enough storage space (the libraries can take up to around 25MB).

If the game fails to run, or has problems, please try the following:

- For Windows, make sure you have installed the required libraries/DLLs (see Windows download, above).
- On Linux, try running from the command line (from Terminal window, type gigalomania) to see if that gives any informative error message.
- Ensure you have the latest drivers for your graphics card.
- On Android, on rare occasions Ministro may fail to download the required libraries due to network or server problems - please try again later to see if the problem still persists.
- Please contact me to report any problems.

On PC platforms, Gigalomania also supports using the graphics from Mega Lo Mania (from the Amiga version - should be in hard disk format, e.g., Whdload version) if you have that game. The "data/" folder should be copied into the main gigalomania/ folder, and then rename the "gfx/" folder to something else (e.g., "xgfx/"). It's up to you to legally obtain the game if you want this feature!

Choosing windowed or fullscreen mode

On non-mobile platforms, Gigalomania runs in windowed mode, in the largest window it can (up to 1280x960). On Windows and Linux, you can run "Gigalomania Fullscreen" to run in fullscreen mode. You can also force fullscreen mode on any platform by running from the commandline with the option: fullscreen

Mobile platforms always run in fullscreen mode. AmigaOS 4 is currently limited to 640x480, due to reported performance problems.

Quickstart

- Select game type "SINGLE ISLAND".
- Select a player (it doesn't really matter who).
- Click "PLAY ISLAND".
- A number (initially '0') will appear; move the mouse over it and increase the number by clicking the right mouse button (or on touchscreen platforms, touch the number, then use the arrows that appear to increase the number of people). This is to select how many people you want to play the island - the more people, the easier it is. In the full game, you have a fixed number of people to use across all the islands, but for this demo you can choose as many as you like. On the first age, try about 15-20 people to begin with, then adjust accordingly for future games if you want the game to be easier or harder. Later ages will require more people.
- Select one of the squares of the island shown in the top left. Each square (or "sector") has different elements in it, which affects what things you can make, and how quickly; some sectors may be better than others. When you click on a square, the game will start.
- Screen layout:
  - In the top left corner is a map of the island. The currently displayed sector is highlighted with a grid. Coloured boxes in a square represent sectors which are occupied by either you or the computer players. Smaller coloured boxes in the corner of a square represent armies that are present in that sector. To the right of the map are displayed the player shields. If any armies are in the current sector, then the number of soldiers in each army for each player will be displayed next to the shield. Above the shields is a picture of a arrow - clicking left or right button on this icon changes the speed of the game (or on touchscreen platforms, click this icon to cycle through the three rates of time).
  - In the main screen area is a depiction of the current sector. This may show buildings that are in the sector, along with armies.
  - To the left, below the map is the main control panel. Firstly, the name of the island and the age for the current sector is displayed. For sectors which you control (i.e., have a tower in), an interface is below that, giving you control over things which are done in this sector.
  - Most parts of the interface should have popup help text which explains what you can do by pressing which mouse buttons (though not on touchscreen platforms).
- In the main control panel to the left, click the lightbulb icon ("VIEW AND ALTER CURRENT DESIGN"). A new panel will appear, with three columns of icons. Select one on the right most column, e.g., the rock icon ("DESIGN A ROCK WEAPON"). Now some additional icons will appear just below the lightbulb, including an icon of a man, with the number "0" below him. Use the right mouse button to click on the man icon, and increase the number (or on touchscreen platforms, click on the man icon, then use the arrows that appear) - this is the number of people designing the weapon you have selected. The clock will start counting down.
- When the design is complete, you will be told "Ergonomically terrific" or "The design is completed" at the bottom of the screen. Click the lightbulb at the top of the main control panel, to return to the main interface ("RETURN TO SECTOR CONTROL"). Then click the shield icon ("VIEW ARMY WEAPON STOCKS AND ASSEMBLE ARMY") to go to the army screen.
- The icon for the weapon you designed will be displayed, with "OK" beneath it to indicate that you can make the weapon. Click and hold down the left mouse button to add people armed with this weapon to your army. The total number in your army is displayed beneath the shield icon to the lower right.
- The mouse cursor should now have changed to a shield icon. Move the mouse over the map at the top left. Click on the map square containing the enemy tower.
- The army will be deployed, and the map will switch to the new sector. Your people will attack the buildings there, and eventually destroy them. The AI may deploy soldiers to defend, depending on what weapons they have invented.
- To complete the island successfully, you must destroy all enemy towers and people.

A video of a playthrough for the first island is available on YouTube (shown on the Nokia N900).

Controls

The game can be entirely controlled with the mouse, though additional keys are: P - [un]pause game; Q - quit and return to start screen. There is also an option to enable a one mouse button interface, rather than requiring two mouse buttons - to enable, go to "Options" (from the screen where you select an Island to play), and click to change to "ONE MOUSE BUTTON UI". This allows playing on touchscreens, and may be preferable for some users (e.g., on touchpads). Note that this interface mode is always enabled for some platforms known to be touchscreen (Symbian, Maemo, Meego, Android).

Game types

When you first load the game, you can choose between two game types:

- Single Island: You can choose to play on any island of any age you like. Use "NEXT ISLAND" and "NEXT AGE" to select the island and age. You always have a large pool of people, from which you can play with as many as you like. Essentially this game style treats each Island as an individual game, with no scorekeeping between islands. (This is the only form of gameplay available in versions 0.13 and earlier.)
- All Islands: Here you must start on the first age. Each time you win and island, it is removed from the list, and you do not play it again; only when every island in an age is completed do you advance to the next age. Within each age, you may choose the order in which to play the islands by selecting "NEXT ISLAND". You only have a limited amount of people (determined by the difficulty level that you choose on the next screen), and receive an additional allocation each age. Be careful not to use them all up too soon! The options menu in the main screen also has options for saving and loading games.

You then choose which colour player you wish to be (this currently has no effect, other than the colour used to identify your units).

Main menu

Next you will be shown the main menu. To the top left will be shown an island to play, identified by the text to the left (e.g., "Alpha of the First Age").

There are ten ages in total: 10000BC, 2000BC, 1AD, 900AD, 1400AD, 1850AD, 1914AD, 1944AD, 1980AD, 2100AD. For each island you start in a particular age, and can advance up to three ages in the future (eg, if you start in 10000BC then you can advance until 900AD). Note that different sectors can be in different ages - the age is a measure of the current level of technology, rather than how much time has passed.

The main menu options are as follows:

- "Next Island" - cycle through the islands available to play in this age. In "All Islands" playing mode, once you have completed an island, it will no longer be available to play (unless you start a new game).
- "Next Age" (available in "Single Island" playing mode only) - Cycles through the ages to play.
- "Options" - displays a sub menu as follows:
  - "Continue" - return to the main menu.
  - "Sound On/Off" - whether sound is currently enabled - click to change this.
  - "One/Two Mouse Button UI" - in two mouse button mode, the left and right mouse buttons are required. In one mouse button mode, only the left mouse button is required (e.g., changing the number of people is done by left clicking, then clicking on the left/right arrows that appear). Useful for touchpads or touchscreens. (Symbian, Maemo, Meego, Android don't have this option, as they are always in one mouse button mode.)
  - "New Game" (available in "All Islands" playing mode only) - restarts the game.
  - "Load Game" (available in "All Islands" playing mode only) - loads a previously saved game.
  - "Save Game" (available in "All Islands" playing mode only) - saves the game. There are 10 available slots to save in.
- "Play Island" - start playing the currently displayed island.
- "Online Help" (Nokia Symbian and Android only) - launches the browser to this web page.
- "Quit" - exits the game (not available on Android, where applications never "quit").

Main game

See Quickstart, above, for a basic introduction for the game. This section now explains the game and interface in more depth.

The map of the island is shown in the top left. Click on a square to view that sector. You can also move armies by right clicking on a square with one of your armies, and then left clicking on the destination square (not available on touchscreen platforms).

When there are more than two players (including you), you can try forming an alliance by clicking on their player shield (sometimes you may be asked to join an alliance, too). There must always be at least two opposing sides (so an alliance with three players is only possible when there are four sides; if a player is wiped out, this may cause an alliance to break up).

To the left, below the map, is the main control panel which is displayed when viewing one of your sectors. The following icons are available. Many of these icons take you to a sub-menu when you click - to return to the main menu, click the icon that appears at the top of the sub-menu (just below the island map):

- Top row:
- Person icon - displays how many spare people in the tower - this doesn't include people put to work (see below), or armies in the current sector outside the tower. Spare people will, left to their own devices, gradually reproduce and grow your population.
- Shield icon - displays the health status of each building. When you are attacked by enemy armies, the health will go down, until each building is destroyed! If a building is destroyed, you lose all the men inside that building. If the tower is destroyed, you lose control of the sector! Once you have designed/manufactured shields (see below), you can use them to repair buildings - click on the shield (the mouse will change to a shield icon - on touchscreens, a shield icon will appear in the top right corner), then click on the building you wish to repair. Note that shields for 1400AD onwards require a factory to be manufactured first (see below).
- Defences icon - allows you to deploy defenders. Once you have designed/manufactured defensive weapons (see below), you may deploy them to the building turrets (if you haven't, this icon won't be available). Click on the desired defence weapon (the mouse will change to a shield icon - on touchscreens, a shield icon will appear in the top right corner), then click on a building turret to deploy. You can also return defenders back inside by not clicking on a defensive weapon (or clicking again to disable the deployment), and click on a turret that has a defender deployed. Note that defensive weapons for 1400AD onwards require a factory to be manufactured first (see below).
- Armies icon - allows you to deploy armies. One you have designed/manufactured offensive weapons (see below), you may deploy them. You can also deploy unarmed men, which are weaker, and can't attack buildings at all (but can help fight enemy armies). Click on the icons to add men to the army, then when ready, either click on a map square at the top left, or click in the main sector view (to the middle/right of the screen). Note that offensive weapons for 1400AD onwards require a factory to be manufactured first (see below). Also note that for offensive weapons for 1400AD onwards, more than one person may be required for each weapon you deploy.
- 2nd row:
- Blueprints icon - once you have designed any shields or weapons (see below), this will allow you to view your designs, and how much of each type of element it takes to build one. Elements must be gathered or mined (see below), and you only have a limited amout of each element in the sector. Viewing the blueprints of designs allows you to see how much you need to mine of each element. Once all the elements are used up, you can trash the design by clicking on the dustbin icon with both mouse buttons (or just a standard touch on touchscreen platforms). In some cases, it may be possible to design the invention again, with whatever remaining elements you have left.
- Design (lightbulb or potion) icon - this allows you to design shields, defensive weapons and offensive weapons. Each age has one shield, defensive weapon and offensive weapon associated with it. Click on what you want to design, then click on the person icon to change the number of designers. More designers will mean less time to design it, but leaves less people to do other things (including reproducing). Note that designs for 1914AD onwards require a Lab to be built first.
- Factory icon - designs for 1400AD onwards must be manufactured rather than being created automatically. Use the factory to do this: select which design to manufacture, then set the two numbers: the top is the number of factory workers, the number below is the number to manufacture. More factory workers make the job go quicker, but leaves less men for other tasks!
- 3rd row:
- Element icons - Elements are required to design and create shields, defensive weapons and offensive weapons. There are various types of elements. Gatherables are picked up automatically. From 2000BC onwards, you sector may have an open pit mine (marked by a large hole shown in the main sector view), which requires you to assign people to mine those elements. From 900AD onwards you can build a mine, which may show more elements that can be mined (again, you need to assign people to mine each element). Each sector has a different set (and amount) of elements, which affects which designs you can make. In later ages, you may find you need to mine elements before you can design anything (since designs only show if you have enough of the required elements).
- Bottom row:
- Building icons:
  - From 900AD you can build a mine, which allows the mining of additional elements (in later ages, you may need to build a mine before you can design anything).
  - From 1400AD you can build a factory, which allows manufacturing of shields, defensive weapons and offensive weapons for age 1400AD onwards (see above).
  - From 1850AD you can build a lab, which is required for designing shields, defensive weapons and offensive weapons for age 1914AD onwards.

Armies

Once you have deployed your army (see above), you can move them to another sector by right clicking on the main sector view (not on a building) (for touchscreen platforms, just tap normally) (the mouse icon will change to a shield - for touchscreen platforms, a shield will appear in the top right corner), then click on the square on the map view in the top left, where you want the army to move to. You can also move armies using only the map, by right clicking on a square to select an army in that square (non-touchscreen platforms only).

To return an army to a tower in one of your sectors, first move the army to that sector (if not there already). Then select the army by right clicking on the main sector view (or normal tap for touchscreen platforms), then left click on your tower (the main building with four turrets).

In later ages, you will find maps that have squares not connected (i.e., separated by sea) - in these cases, only air units can move between them. Air units are available in ages 1914AD, 1944AD and 2100AD.

The offensive weapon corresponding to 1980AD is a nuclear missile, which can be used to destroy any sector completely! This is deployed like a normal army, but such an army can only contain 1 nuclear missile, and nothing else.

The defensive weapon corresponding to 1980AD is a nuclear defence. This does not defend your sector, but if the sector is nuked, one of these will launch and nuke the sector from where the nuclear missile came from.

The defensive weapon corresponding to 2100AD is a laser. This defends both against conventional and nuclear attack.

As well as attacking your enemies, an army can build new towers in unclaimed sectors. When your army is in a sector with no other players, a clock will appear as they build a new tower. Once the tower is built, you have control of the sector just like your first sector. Note that sectors you control behave fairly independently - e.g., each sector has its own set of designs, elements and so on. Only people and offensive weapons can be transferred between sectors, by deploying armies.

Suspended animation

When a sector reaches 2100AD (possible in Age 7 onwards), it is possible to place some of your people in suspended animation, to "save" them. This has no real effect when playing in "Single Island" mode, but in "All Islands" mode, it contributes to your final score if you complete the game (finish all the islands).

Credits etc

- Mark Harman - Main programming, Symbian, Android and AROS ports.
- Fredrik Sörensson - Linux port, and switch to using SDL_image instead of FreeImage.
- Stephen Fish - Various graphics (the good graphics are done by Stephen, except for those files listed below; the rubbish graphics are placeholder graphics done by me;)
- Andreas Herzig - OS X port, and features.png graphic.
- Aapo Rantalainen - Maemo and Meego port.
- Thore Sittly ( TSittly AT gmx DOT de ) - MorphOS port.
- René Thol - AmigaOS 4 port.
- kas1e ( kas1e AT yandex DOT ru ) - AmigaOS 4 port.

Contacting me (bugs etc)

Please contact me at mark dot harman at ntlworld dot com .

If you are reporting a bug, if possible please send me:

- Any reported error messages.
- The "log.txt" file. This can be found:
  - For Windows, in %APPDATA%\Gigalomania.
  - For Linux, Maemo and Meego, in $HOME/.config/gigalomania (in Ubuntu, go to menu Places->Home Folder, then make sure View->Show Hidden Files is selected, then open the folder .config).
  - In OS X, in the "app" folder that the program is located
  - For Symbian it's located in the folder private/200353ef on the drive that you installed the game on. Seeing this folder is a bit tricky, as it's hidden when viewing on the phone. You can access by connecting your phone to a PC and selecting "mass storage" to view the drives (though this may only be possible if you've installed to an external SD card).
  - For Android, it's located in the folder net.sourceforge.gigalomania/. You can view with a file explorer app (such as ES File Explorer), or access by connecting your phone/tablet to a PC. If you can't see the folder, try rebooting your phone before connecting to your PC.
  The log file is overwritten each time you run the game, so you'll have to take a copy straight away - although note that the last-but-one game log will be available under "log_old.txt"; in the case of assertion failures, it will also be copied to "log_assertion_failure.txt".
- If under Linux and no log.txt file is generated, try running gigalomania from a Terminal window, and note if that gives any error messages.
- A description of what happened, and what steps you took that resulted in the bug.
- Does the bug happen every time?
- Any details of your system may also be helpful, e.g.: operating system and version, CPU, graphics card, Direct X version if relevant, make/model of smartphone/tablet if relevant.

Help wanted!

If you would like to contribute to Gigalomania, there are various ways you can help:

- Musicians - Some music would be nice to add to the game. Note that if you place an OGG music file "gamemusic.ogg" in the main folder, it will play during the game (at least for Windows/OS X/Linux). More sound effects would also be useful to have.
- Graphics artists - I have a graphics artist working on some images, though there's no reason why there couldn't be additional graphics sets for different styles, so feel free to contribute. Please contact me if you want info on the expected graphics formats, or things like additional data files (e.g., the POV Ray files for the building graphics).
- Porting - Feel free to port Gigalomania to other platforms - it should be easy to port to any OS that supports SDL or Qt. If you send me the files, I can integrate them into the main source. (Please check the Git repository on Sourceforge for the latest version to work with.)
- Tell people about it! - If you like the game, then please feel free to tell other people about it, on your blog/Twitter/website/etc :)
- Give me a nice rating :) (On Nokia/Android stores, or other hosting sites...)
- Videos - videos of the gameplay (e.g., on YouTube) would be useful to have, partly to help raise awareness, and also to act as gameplay tutorials.

Please note that for me to use any graphics/sounds etc, it must be supplied under a "Free"/Open Source compatible licence, e.g., CC BY-SA 3.0.

History

    Version 0.26 (2013/03/30) (Only released for AROS, AmigaOS 4 and Source code.)

    FIXED   Switched Windows to compile as a GUI rather than console application,
            to fix problem of crashing on exit when run from Visual Studio (doesn't
            seem to effect released binary).
    ADDED   Ports for MorphOS and AmigaOS 4.
    UPDATED When using Mega Lo Mania graphics, they are now smoothed for better
            appearance.
    UPDATED Reduced required stack size (log function no longer needs large static
            buffer, also eliminates risk of buffer overrun).

    Version 0.25 (2013/02/08)

    FIXED   Auto-slow sometimes activated when player wasn't being attacked.
    FIXED   Clicking on Player Select screen, but not on one of the choices, caused
            the mouse cursor to disappear.
    FIXED   One mouse button option got reset, if changed to a new island or age
            before playing.
    FIXED   Minor issue with one mouse button UI (sometimes incorrectly registered
            a click when changing to a new panel).
    FIXED   Back button on Android now works properly (i.e., to quit the game).
    ADDED   Sound now supported on Android. Android version now requires at least
            Android 2.3.3.
    ADDED   Display start date for each epoch when choosing island to play.
    ADDED   Confirm when selecting new game.
    ADDED   More help text.
    ADDED   Popup text now displayed when clicking on some icons, for touchscreen
            platforms.
    ADDED   Port for AROS (with binary for x86).
    ADDED   Re-added support for Mega Lo Mania data.
    UPDATED Improved graphics.
    UPDATED Updated player select screen.
    UPDATED Automatically pause game when window is deactivated (was already doing
            this for Symbian, but not other platforms; still not supported for
            Android).
    UPDATED Improved alignment/width of the health bars in the main viewing area.
    UPDATED Sound enabled setting now saved on Symbian and Android versions.
    UPDATED Now using high resolution graphics for Android.
    UPDATED Improved startup performance.

    Version 0.24 (2012/04/05)

    FIXED   Possible crash when loading save games.
    FIXED   Building health bars weren't reduced properly.
    FIXED   In element stocks screen, positioning of number of elements was
            sometimes slightly obscured by the element icon.
    ADDED   Ported to Android.
    UPDATED Boosted tower strength by 50% (not so easy to destroy, and lasts longer
            on average than other buildings).
    UPDATED Reduced effectiveness of shields (problem of taking ages to destroy
            sectors when AI can keep using shields).
    UPDATED People no longer killed if a building destroyed.
    UPDATED Your people and armies are automatically evacuated if the tower is
            destroyed.
    UPDATED Health bars shown for buildings in main screen view, including for enemy
            sectors.
    UPDATED Improvements for touchscreen UI.
    UPDATED Screenblanking disabled on Android/Symbian.

    Version 0.23 (2012/02/19)

    FIXED   Trash designs wasn't working in two mouse button mode (for Windows,
            OS X, Linux - Symbian, Maemo and Meego were unaffected).

    Version 0.22 (2012/02/10)

    FIXED   Fail rather than crashing if unable to find any maps for an age.
    FIXED   Don't reset music/sound on/off choice when switching to next age or
            island.
    FIXED   Wasn't updating control panel GUI properly when buildings were
            destroyed.
    FIXED   If a building is destroyed, people in that building are now lost.
    ADDED   Ported to Nokia smartphones running Symbian.
    ADDED   Ported to Nokia smartphones running Maemo (N900) and Meego (N950, N9).
    ADDED   Auto-slow: slows to slowest timerate automatically when one of your
            sectors is attacked.
    ADDED   Pause button on main screen, to allow pausing without pressing
            keyboard; click anywhere to unpause.
    ADDED   Quit button on main screen, to allow quitting without pressing
            keyboard.
    ADDED   Option to enable UI that works with only one mouse button (can also be
            enabled by default with the command line option "onemousebutton").
    ADDED   New command line option "mobile_ui", which enables the UI to work when
            no mouse pointer present; also enlarges the UI click regions, to make
            icons easier to click on a touchscreen.
    ADDED   Progress bar shown on start up.
    ADDED   In-game help text.
    ADDED   Option to disable sound.
    ADDED   Application icon for Windows, Linux, Maemo, Meego and Symbian.
    ADDED   Online Help link for Symbian version.
    UPDATED Improved documentation.
    UPDATED Requests for confirmation before quitting a game.
    UPDATED Significantly faster start up time.
    UPDATED Improved input model - mouse clicks and presses now properly
            distinguished.
    UPDATED Better support for various widescreen and mobile resolutions.
    UPDATED Expanded UI click region for text buttons.
    UPDATED Various changes to UI to work better on small touchscreens.
    UPDATED Improved lightbulb and lab icons.
    UPDATED Made lightbulb icon easier to see against background.
    UPDATED Reduced file sizes of some of the image files.
    UPDATED Linux version now installs to /opt.
    UPDATED Linux version now stores data in ~/.config/gigalomania instead of
            ~/.gigalomania.

    Version 0.21 (2011/11/16)

    FIXED   Game sometimes crashed when starting an island, when playing a second
            time or later.
    FIXED   Fixed makefile for GCC 4.6 (Ubuntu 11.10 Oneiric).
    UPDATED Game window is now centred when run in windowed mode.

    Version 0.20 (2011/10/31)

    FIXED   Assertion failure on startup if resolution less than 640x512 (the game
            will now work at this low resolution, though note the graphics won't
            look that great).
    UPDATED Changed height resolution from multiples of 256 to multiples of 240
            (more compatible with typical PC resolutions).
    UPDATED Smoother scaling, to improve graphics quality when run at lower
            resolutions (320x240 or 640x480).
    UPDATED Windows version now compiled with Visual Studio Express 2010 SP1.
    UPDATED Windows version now uses the Visual C++ runtime DLLs, instead of
            including them in the exe (generally safer, when using 3rd party DLLs).

    Version 0.19 (2011/07/30)

    FIXED   make clean on makefile was failing if executable file wasn't present.
    FIXED   Need gigalomania.vcxproj.filters for Visual Studio 2010.
    ADDED   Linux Ubuntu/Debian binaries now available for i386, x64 and lpia.
    UPDATED Linux version now stores save games and log file in user's home
            directory (in $HOME/.gigalomania/).
    UPDATED Linux version now looks in /usr/share/ for game files, if not located
            in the program folder.
    UPDATED Linux now supports make install, which installs the game properly,
            including adding a menu shortcut. Also supports make uninstall.
    UPDATED Source archive now includes debian/ folder.
    UPDATED Now using pre-compiled headers for Windows source.
    UPDATED Don't print debug sector info to stdout (unless compiled in debug
            mode).

    Version 0.18 (2011/07/19)

    FIXED   Problem with "building" GUI icon.
    FIXED   Clipping with font images.
    ADDED   Ported to OS X (by Andreas Herzig).
    UPDATED Updated GUI-click and explosion sound effects (getting rid of
            Creative Commons Sampling Plus 1.0 licensed files, due to being
            non-Free).
    UPDATED Factory smoke effect is now denser when something is being built.
    UPDATED Improved element graphics.
    UPDATED Improved graphic for open pit mine.
    UPDATED Switched from using FMOD to SDL_mixer for sound.
    UPDATED Fixes for OS X port.
    UPDATED Windows version now compiled with Visual Studio Express 2010.
    UPDATED Dropped support for original sound samples.

    Version 0.17 (2011/06/24)

    FIXED   Alt-tabbing out of full screen mode on Windows caused mouse cursor to
            be trapped in top left hand corner (this is an SDL bug when disabling
            SDL's cursor
            http://forums.libsdl.org/viewtopic.php?t=6023&sid=40770d3b145423f63e9f6688aa59f2b8
            - fixed with a workaround by using a blank SDL cursor instead).
    FIXED   Occasional missed mouse clicks (particularly on Linux).
    FIXED   "Move Army Here" popup for current sector wasn't being shown - except
            for nukes, when it was being shown when it shouldn't have been shown.
    ADDED   Rock scenery.
    UPDATED Improved tree graphics, and now with animation.
    UPDATED Improved building graphics.
    UPDATED Improved "wood", "rock" element graphics.
    UPDATED Minor improvements to other graphics.
    UPDATED Smoke effect for factory chimney.
    UPDATED Map square icon graphics now procedurally generated.
    UPDATED Improved land shading - also fixes issue for potential OS X port, since
            OS X can't load 8 bit PNG images properly(!)
    UPDATED Various other fixes/changes in preparation for OS X port.
    UPDATED Tweaked GUI so mouse clicks aren't so sluggish.
    UPDATED Improved CPU usage.
    UPDATED Additional help on FMOD Linux compilation - some installs may need an
            additional command.
    UPDATED Now including readme.html file in source archive.

    Version 0.16 (2011/03/22)

    FIXED   Linux source for FMOD include files, should look in fmodex/.
    UPDATED Improved gigalomania_source.txt to give better instructions for
            compiling on Linux.
    UPDATED Added "loading..." status to window title on startup.

    Version 0.15 (2011/01/24)

    FIXED   More fixes for repetitive mouse clicks.
    UPDATED Log file and save game files on Windows are now stored in
            %APPDATA%\Gigalomania.
    UPDATED Change some graphics from PNG to JPEG format (reduce file size of
            archive, and possibly help with loading times).
    UPDATED Windows version now distributed as MSI installer file.

    Version 0.14 (2010/10/19)

    FIXED   Help popup text when selecting a sector to nuke.
    FIXED   AI was sometimes abandoning a sector, even when a lab or mine could
            still be built.
    FIXED   Improved some mouse click behaviours so clicks don't immediately
            re-register.
    FIXED   Choosing a starting sector should be done with only left mouse button,
            not right mouse button.
    ADDED   New game mode, allows playing the islands an epoch at a time, keeping
            track of how many men you have, and giving a score if you complete all
            islands/epochs. Option to save/load games in this mode.
    ADDED   Sound effects.
    CHANGED Clicking on an element image now switches the GUI to showing the
            element stocks.
    CHANGED Pressing Escape or clicking close window when playing the main game
            quits the island rather than exiting the game altogether.
    CHANGED Warn that you can't nuke a sector with player you're allied to.
    CHANDED Updated documentation.

    Version 0.13 (2010/08/24)

    FIXED   Bug/assertion failure when an AI you were allied with asked another AI
            for an alliance.
    FIXED   Bug in placement of popup text windows.
    FIXED   Problem where clicking to accept or decline an alliance could also
            change the currently viewed sector.
    FIXED   Problem where AI would ask for an alliance, but then cancel request
            (in some cases, immediately).
    FIXED   GUI no longer returns to the main sector control screen, when an AI
            asks for an alliance, or the player accepts or declines an alliance.
    FIXED   Displaying "person" image twice, instead of image for item being
            manufactured, in Factory screen.
    ADDED   New graphics - note that some of these are still "placeholder"
            graphics.
    ADDED   Linux version now scales window size in windowed mode, choosing 2x or
            4x resolution depending on desktop resolution (previously only the
            Windows version did this).
    ADDED   Source archive now contains gigalomania_fullscreen.sh, to run in
            fullscreen mode in Linux.
    CHANGED Last island now plays as an ordinary island starting in epoch 2100AD.
    CHANGED Made some changes to the user interface.
    CHANGED Improved startup performance (avoid loading "slabs" image file multiple
            times).
    CHANGED Now compiled using SDL 1.2.14 (now needs at least 1.2.10 for Linux).

    Version 0.12 (2010/08/17)

    FIXED   Source archive now also contains the "islands" folder (so that Linux
            users don't have to download the Windows binary archive anymore).
    CHANGED Another fix to source code for 64 bit.
    CHANGED Now compiled with Visual Studio Express 2008.

    Version 0.11 (2010/01/17)

    CHANGED Switched to using original set of islands.
    CHANGED Don't quit if fail to initialise sound, instead carry on without sound.
    CHANGED Warn if any sound samples fail to load.
    CHANGED Now using FMOD version 4 (needed for 64 bit support).
    CHANGED Fixes to source code for Linux and 64 bit.

    Version 0.10 (2009/09/09)

    ADDED   Display error message if failed to start up.
    CHANGED Error logging for when failing to load images.

    Version 0.9 (2009/08/16)

    FIXED   Crash when Red team agrees to ally with you (problem with displayed
            text!).
    FIXED   Bug to do with alliances, sometimes not being cleared properly from
            previous game.
    FIXED   Fixed problems with compiling on Linux (hopefully...).
    ADDED   Computer players now ask you for an alliance.
    ADDED   Help popup text on the numbers next to player shields, to indicate the
            user can click to show details of armies.
    ADDED   "Quitter" sound samples now played.
    CHANGED Grab larger sizes for some icons (no functional change, but needed in
            preparation for new graphics files).
    CHANGED Enabled _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES for Windows.

    Version 0.8 (2008/10/21)

    FIXED   Shields couldn't be manufactured (via factory); if this was done by the
            player or AI player, the game would crash on exit.
    FIXED   Game would crash if main music file was available, but sound samples
            weren't available.
    FIXED   Prevent popups from going off the bottom of the screen.
    FIXED   Sometimes included island .map files that were invalid.
    FIXED   Fixed assertion check when checking if Island/icon images are
            consistent.
    FIXED   Wasn't freeing sound samples upon exit.
    ADDED   Speech sound effects are now printed as text on screen.
    ADDED   Make assertion failures print filename/line number in log file.
    ADDED   More checks for island .map files.
    CHANGED Design/Lab icon now only appears if new inventions can be designed.
    CHANGED Make AI keep alliances for longer.
    CHANGED Improved debug logging.

    Version 0.7 (2008/10/05)

    FIXED   Assertion failure if trying to move an army whilst having an assembled
            army.
    FIXED   Don't allow player to nuke their own sectors.
    FIXED   Make island "0hm" come last in the island ordering.
    FIXED   Bug with speeds of ammunition.
    FIXED   Source wouldn't compile under Visual Studio.
    FIXED   Possible problems with compiling source under Linux.
    FIXED   Fail rather than crashing, if an image fails to load.
    FIXED   Number of deaths and number of men remaining calculations didn't take
            into account army units that require more than one man each.
    FIXED   Show correct mouse pointer colour if not playing Red.
    FIXED   If a "shutdown" sector is nuked, the trees should be burnt.
    ADDED   In windowed mode, attempt to run in 4x resolution (1280x1024) if there
            is enough desktop space to do so. If not, open in 2x resolution
            (640x512) as before.
    ADDED   Alliances mostly done - you can make alliances, and the AIs will make
            alliances with each other, but they won't ask you for one.
    ADDED   Can switch to showing details of armies in sector by clicking on the
            numbers by player shields.
    ADDED   Display "OK" when more shields/defences/weapons can be immediately built
            (without needing to be manufactured).
    ADDED   Only change mouse pointer icon for deploying shields and defences if
            one can be deployed (i.e., there are some spare, or one can immediately
            be created without being manufactured).
    ADDED   Plays introduction music.
    CHANGED Maximum stored gatherable elements from 25 to 22 - avoids running out
            of elements straight away if there are only 25 of that element in the
            sector.
    CHANGED Air units fly over a wider area, so they don't suddenly appear out of
            nowhere on-screen.
    CHANGED Now compiled with Visual Studio 2005 Express.
    CHANGED Switched to using STL vectors.

    Version 0.6 (2007/02/27)

    ADDED   All islands now implemented.
    CHANGED Island data now read in from external data files.

    Version 0.5 (2006/09/30)

    FIXED   Crash when clicking on newly built "tower" buildings.
    FIXED   Prefer "ergonomically terrific" designs when designing an invention.
    FIXED   Laser colours for Oberon and Caesar were wrong way round.
    FIXED   "2001AD" year should be written in futuristic shiny blue font.
    FIXED   Minor bug when AI was allocating number of men for various tasks.
    FIXED   Bugs when determining if AI should move to a new sector.
    ADDED   Source code ported to Linux by Fredrik Sörensson.
    ADDED   A load more islands - some epochs now have all three islands
            implemented; the rest have two.
    CHANGED AI makes more effort to look for new sectors.
    CHANGED "Gatherable" elements are gathered at a faster rate.
    CHANGED Now using SDL_image instead of FreeImage.

    Version 0.4 (2006/03/12)

    ADDED   You can now play islands in all Epochs, 1 to 10.
    ADDED   Choose which player you want to be.
    ADDED   More than one opponent (no alliances yet, though).
    ADDED   Nuclear Missiles, Flying Saucers, Nuclear Defences and Lasers.
    ADDED   Can now set factory to make things continually (ie, an "infinite"
            production run).
    ADDED   Can control number of factory workers and builders from the main
            interface.
    ADDED   Win/Lose/Quit screen, complete with some game statistics.
    CHANGED Improved AI.
    CHANGED Improved combat algorithm.
    CHANGED Attacker strength of individual units are no longer multiplied by the
            number of men per unit.
    CHANGED Made defenders stronger.
    CHANGED Towers no longer have a "maximum" population.
    FIXED   User could move soldiers into enemy fortresses!
    FIXED   Computer player would unnecessarily stop mining, when under attack from
            only unarmed men.
    FIXED   Bloody sword icon (to indicate retreating an army) sometimes incorrectly
            shown or not shown.
    FIXED   Corrected times to manufacture items.
    FIXED   User could assign number of designers when nothing was being researched.
    FIXED   Assertion failure if user tried to change number of units being
            manufactured, when nothing was being manufactured.
    FIXED   Fixed a bug when determining tech level advances, and also improved the
            algorithm.
    FIXED   Island "Bazooka" should be green, not white.

    Version 0.3 (2005/01/20)

    ADDED   You can now play islands in Epochs 4 and 5.
    ADDED   The Lab is now implemented.
    ADDED   Biplanes and Jets.
    CHANGED No population growth if spare population is 500 or more.
    CHANGED Maximum population of 999 is based on the spare population, not the
            total population.
    CHANGED Slowed mining rate.
    FIXED   Bug in Version 0.2 where the computer player had 0 men in Epoch 1.
    FIXED   Incorrect graphics shown for cannon ammo when shooting up or down.

    Version 0.2 (2004/11/30)

    ADDED   You can now play islands in Epochs 2 and 3 (The Lab is not yet
            implemented, but it doesn't really matter for Epoch 3).
    ADDED   Different island colours, and drawing of coastlines.
    FIXED   Sometimes the number of "spare" men would drop below 0.
    FIXED   The number of "spare" men could always be reduced to 0; changed to a
            minimum of 1, as in the original.
    FIXED   Assertion failure if more than 1,000 soldiers in a sector (for now you
            can have an unlimited number, but I realise the original had a limit of
            250).

    Version 0.1 (2004/11/15)

    First public release.

Licences

Gigalomania is released under the GPL v2 or later, except the following files:

- bomb.wav - from Bomb-SoundBible.com-891110113.wav, by Mike Koenig, under Creative Commons Attribution 3.0 Unported (CC BY 3.0).
- pain1.wav - from http://opengameart.org/content/11-male-human-paindeath-sounds, by Michel Baradari, under CC BY 3.0.
- misc_menu_3.wav - from http://opengameart.org/content/gui-sound-effects, by Lokif, under CC0.
- woodbrk.wav - modified from FreeCiv, under the GPL.
- attacker_walking_0_*.png, attacker_walking_1_*.png, attacker_walking_2_*.png, attacker_walking_3_*.png, attacker_walking_10_*.png, "Crossbow" defender, 10000BC, 2000BC, 1AD, 900AD, 1400AD, 1944AD, 2100AD and unarmed people icons - from http://opengameart.org/content/lpc-medieval-fantasy-character-sprites, by wulax, under CC BY-SA 3.0 or later, or the GPL v3 or later.
- attacker_walking_4.png, attacker_walking_5.png, "Factory" icon, "Stick", "Spear", "Shortbow", "Cauldron of Oil", "Crossbow", "Rifle", "Machine Gun", "Rocket" defenders, 1850AD, 1914AD, 1980AD people icons - from FreeCiv, under the GPL.
- Spaceship - from http://opengameart.org/content/spaceship, by yd, under CC0.
- deadtree1_00.png - modified from http://opengameart.org/content/widelands-dead-trees, taken from Widelands, under the GPL v2.
- tree*_*.png and "wood" element icon - modified from http://opengameart.org/content/widelands-trees-greenland, taken from Widelands, under the GPL v2.
- rock*.png, log0.png and "rock" element icon - modified from http://opengameart.org/content/isometric-64x64-outside-tileset, by Yar, under CC BY 3.0.
- "tower" icon - from http://opengameart.org/content/old-stone-buildings, by blarumyrran AT gmail DOT com, under CC0.
- "lightbulb" icon - modified from Crystal_Clear_app_ktip.png - from http://commons.wikimedia.org/wiki/File:Crystal_Clear_app_ktip.png, by Everaldo Coelho and YellowIcon under the LGPL.
- "lab" icon - modified from Potion_icon.jpg - from http://commons.wikimedia.org/wiki/File:Potion_icon.jpg, by Tanemori, under CC BY 2.1 Japan.
- "bone" element icon - modified from femur.png - from http://opengameart.org/content/pixel-art-femur, by bart, under CC0.
- "gold", "silver", "red gem" element icons - modified from http://opengameart.org/content/loot, by sunburn, under CC BY 3.0.
- "bricks" element icon - modified from http://opengameart.org/content/16x16-tiles, by Ogrebane, under CC0.
- "moon", "leaves", "fire", "green gem" element icons - modified from http://opengameart.org/content/skill-item-and-spell-icons, by Paulius Jurgelevičius, under CC0.
- "star" element icon - modified from http://opengameart.org/content/star , by Écrivain, under CC0.
- "alien" element icon - modified from http://opengameart.org/content/faces-0, by Paulius Jurgelevičius, under CC0.
- "Mine" icon - from http://opengameart.org/content/tools-icons, by MrBeast, under the GPL v2 or later, LGPL v2.1 or later, or CC BY 3.0 or later.
- "Rock" weapon icon, "Slate" element icon - from http://opengameart.org/content/rocks, by Écrivain, under CC0.
- "Sword", "Pike", "Longbow" weapon icons - from http://opengameart.org/content/weapons-icons, by elerya, under CC BY 3.0 or later.
- "Trebuchet", "Cannon" weapon icons - from FreeCiv, under GPL v2 or later.
- "Biplanes" weapon icon - from http://commons.wikimedia.org/wiki/File:Biplane_landing.png, by Dr. Wessmann, under CC BY-SA 2.0.
- "Jet" weapon icon - from http://opengameart.org/content/fighter-planes-ww2-theme, by Nick, under CC BY 3.0 or later.
- "Nuke" weapon icon - from http://commons.wikimedia.org/wiki/File:Castle_Romeo.jpg, public domain.
- "Stick", "Spear" defence icons - from http://opengameart.org/content/weapon-icons-32x32px-painterly, by Scrittl, under the GPL v3 or later, or CC BY 3.0 or later.
- "Shortbow" defence icon - from http://opengameart.org/content/osare-weapon-icons, by Blarumyrran, under CC0.
- "Crossbow" defence icon - from http://opengameart.org/content/low-poly-crossbow, by Lamoot, under CC BY 3.0 or later.
- "Rifle" weapon icon - from http://www.flickr.com/photos/36224933@N07/3347657196, by Antique Military Rifles, under CC BY-SA 2.0.
- "Machine gun" defence icon - from http://commons.wikimedia.org/wiki/File:Machine_gun_Type_96_1.jpg, public domain.
- "Rocket" defence icon - from http://commons.wikimedia.org/wiki/File:Bazookasmithsonian.jpg, by Carl Malamud, under CC BY 2.0.
- "Bloody sword" icon - from http://opengameart.org/content/flare-item-variation-60x60-only, by Mumu, under CC0.
- "Flag" icons - from http://commons.wikimedia.org/wiki/File:Animated-Flag-Denmark.gif, by Dave Johnston, public domain.
- "Tick" icon - from http://opengameart.org/content/gui-items, by Scribe, under CC BY 3.0 or later.
- "Trash" icon - from http://commons.wikimedia.org/wiki/File:Gnome-edit-delete.svg, by GNOME icon artists, under the GPL v2 or later.
- The rendered building graphics use texture maps from:
  - Tileable5.png, Tileable9.png, Tileable10.png - from http://opengameart.org/content/117-stone-wall-tilable-textures-in-8-themes, by p0ss, under the GPL 2.
  - "Fence Panel" - from http://www.lovetextures.com under CC BY 2.0.
  - 2010-09-04_11-56-46.jpg, 2010-09-04_08-32-36.jpg - from http://opengameart.org/content/45-high-res-ground-texture-photos, by bart, under CC BY 3.0.
  - bricks2.jpg - from http://opengameart.org/content/brick-texture, by Bart K, under the GPL v2, GPL v3, and CC BY-SA 3.0.
  - brick_seier.jpg - from http://www.flickr.com/photos/seier/4340689010/ by "seier+seier" under CC BY 2.0.
  - Shingle.png - from http://opengameart.org/content/dims-enviromental-and-architectural-textures, by Dim, under CC BY 3.0.
- starfield.jpg - from http://opengameart.org/content/solar-system, by ac3raven, under CC BY-SA 3.0.
- sunrise.jpg - from http://en.wikipedia.org/wiki/File:Florida_Sunrise_099.JPG, public domain.
- SDL, SDL_image and SDL_mixer, all under the LGPL.

In short, this means you are free to distribute the archive as a whole, including commercial redistribution. If distributing the binary archive on another website, you should make the source archive available for download too. If distributing the binary archive on a physical medium (CD etc), it's sufficient to distribute the source archive too on the same medium (see the GPL for other possible ways to satisfy the licence). If you wish to modify or create derivative works, please pay attention to the individual licences.

If you are viewing the readme that came with Gigalomania, see here for the online version.

Gigalomania on Freshmeat.

Gigalomania on Launchpad.

Gigalomania on Sourceforge.

More software.