diff --git a/Makefile.am b/Makefile.am index 2a4bd24..8514ab8 100644 --- a/Makefile.am +++ b/Makefile.am @@ -6,6 +6,5 @@ SUBDIRS = src misc dist_doc_DATA = README.txt COPYING LICENSES -nobase_dist_doc_DATA = docs/* nobase_pkgdata_DATA = data/* gfx/* music/* sound/* diff --git a/README.txt b/README.txt index bfbe0fe..2d8d0bc 100644 --- a/README.txt +++ b/README.txt @@ -6,9 +6,7 @@ information. This file is offered as-is, without any warranty. ======================================================================== -Thank you for downloading Project: Starfighter! This readme is just a -basic overview of the game and instructions for building; for -instructions on how to play the game, see docs/index.html. +Thank you for downloading Project: Starfighter! Project: Starfighter is a space shoot 'em up game originally developed by Parallel Realities in 2002, and released in 2003. You assume the role @@ -162,3 +160,23 @@ the game. If you choose not to use the "make install" command, you can find the "starfighter" binary in the "src" directory. + +------------------------------------------------------------------------ + +PLAYING THE GAME + +The basic controls are the arrow keys, Ctrl, Space, Shift, and Escape. +Other keys on they keyboard can also be used in case of keyjamming or if +you simply prefer other controls; alternative keys include the keypad, +ZXC, ASD, <>?, and 123. A gamepad or joystick can also be used. + +The basic objective of Project: Starfighter is simply to complete all +missions. Exactly what entails completing a mission varies and is +explained in-game. + +In the system overview screen, various sections can be accessed by +clicking the icons on the bottom of the screen. You can also use the +keyboard or a gamepad if you prefer. + +Other than that, have fun, and good luck! + diff --git a/docs/COPYING b/docs/COPYING deleted file mode 100644 index 94a9ed0..0000000 --- a/docs/COPYING +++ /dev/null @@ -1,674 +0,0 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. By contrast, -the GNU General Public License is intended to guarantee your freedom to -share and change all versions of a program--to make sure it remains free -software for all its users. 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If your program is a subroutine library, you -may consider it more useful to permit linking proprietary applications with -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. diff --git a/docs/Makefile.am b/docs/Makefile.am deleted file mode 100644 index 9f17e71..0000000 --- a/docs/Makefile.am +++ /dev/null @@ -1,18 +0,0 @@ -# This file has been dedicated to the public domain, to the extent -# possible under applicable law, via CC0. See -# http://creativecommons.org/publicdomain/zero/1.0/ for more -# information. This file is offered as-is, without any warranty. - -nobase_dist_doc_DATA = \ - arrowNorthEast.png \ - COPYING \ - dollar.png \ - heart.png \ - index.html \ - plasmaAmmo.png \ - plasmaDamage.png \ - plasmaRate.png \ - rocket.png \ - rocketAmmo.png \ - sflogo.png \ - superCharge.png diff --git a/docs/arrowNorthEast.png b/docs/arrowNorthEast.png deleted file mode 100644 index 8792678..0000000 Binary files a/docs/arrowNorthEast.png and /dev/null differ diff --git a/docs/dollar.png b/docs/dollar.png deleted file mode 100644 index 4babf17..0000000 Binary files a/docs/dollar.png and /dev/null differ diff --git a/docs/heart.png b/docs/heart.png deleted file mode 100644 index d733778..0000000 Binary files a/docs/heart.png and /dev/null differ diff --git a/docs/index.html b/docs/index.html deleted file mode 100644 index 97e7209..0000000 --- a/docs/index.html +++ /dev/null @@ -1,355 +0,0 @@ - - - - - Starfighter gameplay manual - - - - -
- Starfighter - -

Gameplay Manual

-
- -

License

- -

Copyright © 2003 Parallel Realities
- Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
- Copyright © 2015-2019 Julie Marchant

- -

Project: Starfighter is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.

- -

Project: Starfighter is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

- -

You should have received a copy of the GNU General Public License along with Project: Starfighter. If not, see http://www.gnu.org/licenses/.

- -

Artistic components of the game are covered by various other libre licenses, such as CC BY or CC BY-SA. See LICENSES for more information.

- -

Introduction

- -

Project: Starfighter is an old school 2D shoot 'em up. In the - game you take on the role of a rebel pilot called Chris, who is - attempting to overthrow a military corporation called Weapco. - Weapco has seized control of the known universe and currently - rules it with an iron fist. Chris can no longer stand back and - watch as millions of people suffer and die. He steals an - experimental craft known as "Firefly" and begins his mission to - fight his way to Sol, freeing key systems along the way. The game - opens with Chris attempting to escape a Weapco patrol that has - intercepted him.

- -

Controls

- -

Menus

- -
    -
  • Arrow Keys - Highlight option
  • -
  • Control / Enter - Select menu option
  • -
- -

Intermission Screen

- -
    -
  • Mouse or Arrow Keys - Move cursor
  • -
  • Left Mouse Button or Control / Enter - Selected option
  • -
  • Right Mouse Button or Space - Toggle planet orbit On / Off
  • -
- -

In Game

- -
    -
  • Arrow Keys - Control Firefly
  • -
  • Ctrl - Fire primary weapon
  • -
  • Space - Fire secondary weapon
  • -
  • Shift - Toggle Primary Weapon Concentrate / Spread (see Weaponry)
  • -
  • P - Pause / Unpause
  • -
  • Escape - Flee (not possible until all primary missions completed)
  • -
  • Escape while paused - Quit to title screen
  • -
- -

Note - Keys cannot be changed, but some alternative keys can also be used (use alternative keys if ghosting occurs):

-
    -
  • Arrow keys - keypad numbers "8", "2", "5", "4", and "6"
  • -
  • Ctrl - Enter, "Z", "Y", "C", "A", "D", "F", "/", ",", "1", "3", Home, End, or keypad number "0"
  • -
  • Space - "X", "S", ".", "2", PageUp, PageDown, or keypad number "1"
  • -
  • Shift - Alt or keypad numbers "7" and "9"
  • -
  • Escape - "Q", Backspace, or Delete
  • -
- -

Joystick and Gamepad support

- -
    -
  • Stick or Hat - Control Firefly
  • -
  • Face buttons - Fire weapons / Select menu option
  • -
  • Select/Back (button 9) or right shoulder - Toggle Primary Weapon Concentrate / Spread
  • -
  • Start (button 10) - Pause / Unpause
  • -
  • Left Shoulder - Flee (not possible until all primary missions completed)
  • -
  • Left Shoulder while paused - Quit to title screen
  • -
- -

Loading and Saving Games

- -

Games can be loaded from the title screen.

- -

Games can be saved on the Intermission screen. Move the cursor to the Save Game - icon and select it. You will see a list of five game slots that - can be used to save a game to. Click one of these and then click - the "Save" button to save the game.

- -

The current game is also automatically saved to the Autosave slot.

- -

Getting Missions

- -

In each System, the player can overview missions by going to the - Missions section of the Intermission screen. Here allies will inform - you of tasks that need to be performed and what planet these - tasks apply to. Once the player has decided which task they will - perform, they must go to the corresponding planet in the system - (see Moving Around for more details). Once stationed at the - planet click "Start Mission" to proceed to the mission briefing - screen. The "Start Mission" icon will not be shown if the mission - of the planet has been completed.

- -

Mission Briefing

- -

Before the beginning of each mission you will be presented - with a mission briefing screen. This will outline the mission's - primary and (if any) secondary objectives. It will also inform - you of mission restrictions, such as time limits. Once you have - read this, press ctrl or space to continue

- -

Completing Missions

- -

Each mission in the game has one or more objectives tied to - it. These objectives are either Primary or Secondary objectives. - In order to complete the mission, the player must complete all - the primary mission objectives. For example, when the game begins - Chris is fleeing a WEAPCO patrol. The primary objective for this - mission is to destroy all the enemy fighters. Once this is - achieved the Firefly will leave the sector and the mission will - be marked as a success.

- -

One thing to note is that some missions will have both Primary - and Secondary objectives. In this case, the Firefly does not - leave the sector if all primary mission objectives are complete - and secondary objectives remain. The player may then attempt to - complete remaining secondary objectives or press Escape to leave - the sector. Secondary objectives are optional.

- -

During the mission you will see messages appearing at the - bottom of the screen. These messages can be related to items that - you pick up, as well as mission related information.

- -
    -
  • White messages are standard for picking up items such as cash and power ups.
  • -
  • Green messages signify successful completion of mission objectives.
  • -
  • Light Blue messages give further details about Primary mission requirements.
  • -
  • Red messages indicate mission failures, warnings and wing mate ejections.
  • -
  • Yellow messages give further details about Secondary mission requirements.
  • -
- -

Moving Around Systems

- -

To play a mission in Starfighter you must be stationed at the - relevant planet. To get to the planet you require, you will need - to select a planet to - travel to by clicking on it with the mouse. "Destination", - followed by the planet's name will appear in the bottom right - hand corner of the screen. A new icon labelled "Go To - Destination" will also appear. Clicking this icon will make the - player travel to the destination planet.

- -

Travelling to new planets is represented at the bottom of the - screen by the two planets (the one being travelled from and the - one being travelled to). A red bar will fill up as the journey - progresses. The speed the bar fills up will vary occurring to how - far away the planets are from one another. At any point during - this time the planet can be intercepted (see Interceptions). Once - the red bar has filled up completely the journey will be - completed and you will be stationed that the new planet.

- -

Interceptions

- -

Interceptions can take place whilst travelling between two - planets within a system. When the player is intercepted they will - go directly into a mission-like scenario. The objective of this - interception is to clear all attacking forces. Once this is done, - the player will be free to leave.

- -

Interceptions also serve other purposes - Sometimes the WEAPCO - patrol may have slave transports with them. One of the objectives - of a later system is to rescue a certain amount of slaves. This - is only possible during interceptions.

- -

One important thing to remember is that any damage the player - receives during an interception will NOT be repaired until they - have reached the destination planet. Therefore if the player is - heavily damaged during one interception that damage will still be - present if they are attacked again. This can make interceptions - very dangerous.

- -

Weaponry and Upgrades

- -

During the course of the game you will receive money. Money is - gained from picking up cash spheres and from the shield bonus at - the end of each mission.

- -

Money can be used to upgrade the Firefly and purchase - additional ammunition for weapons. Items can be purchased from a - shop on the Intermission screen.

- -
-
Temporary Upgrades
- -
- Temporary upgrades are used to boost the Firefly's ability to - be powered up. For example, at the start of the game the - Firefly can only be powered up to fire two plasma bolts are - once. By purchasing an upgrade for the Firefly, you can allow - for power ups to enable you to fire more - plasma bolts at once. Note that this only affects power ups and - these will still be ammunition limited. To upgrade your default - weapon, you will need permanent power ups (see below). -
- -
Permanent Upgrades
- -
- These power ups are more expensive than temporary upgrades, but - are permanent. Whereas a temporary upgrade requires you to make - use of power ups on an ammunition limited base, permanent power - ups are not limited. This is highly useful when facing heavily - shielded and tough opponents, with no means of getting plasma - ammo or transports in sight! When you power up your permanent - weapon, your powered up weapon level will also be automatically - upgraded if it is less powerful than your new current power up - level. -
- -
Secondary Weapons
- -
- As well as primary weapons and temporary upgrades, the Firefly - is also capable of using a secondary weapon. At the start of - the game this is a rocket launcher. Like the other weapons in - the game this can be upgraded by purchasing a new weapon from - the shop. At the start of the game, a Double Rocket Launcher - and Micro Rocket Launcher are available for purchase. Secondary - weapons are used in the same way the rocket launcher is used - (Space to fire). However the Laser Cannon and Charge Cannon - work differently.Neither the Charge Cannon or the Laser Cannon - are ammunition limited (unlike the other rocket based weapons). - The Charge Cannon works by the player holding down the Space - bar and releasing it. A meter at the bottom of the screen shows - how much charge has been built up. The Laser Cannon works by - the player holding down the Space bar to fire a stream of laser - fire. It is prone to overheating and must be allowed to cool - after usage. -
-
- -

Certain weapons and upgrades will not be available to you - until later in the game.

- -

Item Spheres

- -

When an enemy craft is destroyed they will sometimes release - ammo and cash spheres. Certain enemy craft will release power up - spheres that can give your weapon a temporary boost. The - following are spheres that can be picked up during missions:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CashCash - Provides you with cash.
Plasma AmmoPlasma Ammo - Increases your current plasma ammo.
Rocket AmmoRocket Ammo - Increases your current rocket ammo.
Shield SphereShield Sphere - Replenishes your shield reserves.
Plasma PowerPlasma Power - Boosts your plasma power.
Plasma OutputPlasma Ouput - Boosts the amount of plasma shots you can fire.
Plasma CoolorPlasma Cooler - Increases your plasma firing rate.
Super ChargeSuper Charge - Five way spread, massive power and cooling (rare).
- -

Cut Scenes

- -

During the course of the game mini cut scenes will be shown - after certain missions. These scenes serve to extend the plot of - the game and provide the player with gameplay tips. If you wish - to skip a cut scene press Escape. It is advised that you only - skip cut scenes if you have already seen them.

- -

Ending the Game

- -

The game is over when the Firefly's shield units are reduced - to 0 (zero), or a Primary Mission objective is failed. At this - point, you will see the Game Over screen. To continue, press Ctrl - or Space. You will then be taken back to the title screen. In - certain missions the game will end if Sid Wilson is killed.

- -

About

- -

Parallel Realities started off writing games on the Amiga - using AMOS and then, later, Blitz Basic 2. Games written included - the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron - was awarded Amiga Format's contributor prize of the month in the - summer of 1999. Project: Starfighter originally started life on - the Amiga but was never completed. Development began again for - Linux in 2002 with this being our first C program. The game - matured quickly from the initial ideas and this is the finished - product. We do hope you enjoy playing it.

- -

Project: Starfighter
- Copyright © 2003 Parallel Realities
- Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and - others
- Copyright © 2015-2019 Julie Marchant

- -

Created using the SDL - library.

- -

http://starfighter.nongnu.org

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