Osgg

From Libregamewiki
Jump to: navigation, search

osgg is a Side-scroller/arcade lunar-lander-like game. It is written by Jimmy Christensen and licensed under the GPLv3.[1][2] The latest version of the game is 0.9 released on January 01st, 2009. It is written in the C++ programming language using the SDL library.

Gameplay[edit]

The objective in osgg is to fly your spaceship to several destinations in each level, taking care not to collide with the level or to run out of fuel. The gameplay is very hard and unforgiving and the game is designed for the people who like twitch-action games, where precise movement and cordination is the main objective.

Features[edit]

  • LevelEditor: The game features an in-game level editor, allowing the player to edit existing levels, or create new ones.
  • Many levels: There are several levels included in the game, which get harder and harder.
  • Demo-Playback: The possibility to record and play back demos of the player's victories, and the game comes with pre-recorded solutions of each level.
  • Enemies: Passive hovering enemies that block the player's way, the player has to shoot some of them down to complete the levels.
  • Gui Launcher: The SVN version of the game has a qt4 based graphical launcher that allows the player to start the game without knowing all the command-line arguments.

Controls[edit]

F10: Toggle sound on/off F11: Toggle fullscreen on/off F12: Take screenshot (saves in current dir, screenshot_XX.tga) t: start new game s: toggle between editor and game ESC: Exit (or, if creating a polygon, cancel creation) Mousewheel up/down: zoom in / out

In game controls: t: start new game from starting level. Arrow up : Thrust Arrow Left/Right: Rotate ship Space: Shoot laser p: save (for the duration of the game) current position o: restore (undefined behaviour if used before a game is saved)

Editor controls: Left Mouse Button: Add/Edit/Drag Right Mouse Button: Move around the board 0: Adding: Polygons 1: Collision detection on from the next verticy (default on) 2: Collision detection off from the next verticy (remember to put it on again when wanted) 3: Landing platform (this can only be used to create entities, not to make part of the level a platform) 4: Next verticy is white 5: Grey 6: Invisible (transperant) 7: Red 8: Green 9: Blue q: Adding: The ship (Player start position) w: Adding: Bases e: Adding: enemies d: Write the first polygon to verts.txt ("export that polygon for use as a entity") m: Adding: Mission waypoints. n: Use the added mission waypoints. (Press after defining waypoints, overrides existing) g: save map to whichever level file. t: start new game from starting level del: remove polygon or entity

Version history[edit]

References[edit]

External links[edit]