More of my Free games: Erebus RPG ~ Conquests

## Gigalomania

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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.

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

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 Studio 2017 x86 Redistributable. .

- For Linux, you can compile from the source code, released under the GPL v2 or later. Please see the file gigalomania_source.txt (in the source archive) for details on how to compile. There are also packages for Maemo smartphones and Open Pandora.

- For OS X, download the OS X archive. Note that the OS X version is only available as an older version (0.26), though you can compile from source to get the latest version. For more details, see the Gigalomania Mac OS X port homepage.

- For Android smartphones/tablets, download from Google Play. For devices without access to Google Play, you can install the Android APK.

- 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 AmigaOS 4, download from OS4 Depot.

- For MorphOS, you must compile from source.

- For Nokia smartphones running Symbian, download from Opera Mobile (note that the latest Symbian version is 0.25; Symbian is no longer supported on newer versions). Note the download count only shows those since migrating to Opera in 2015; the number of Symbian downloads on Nokia Store was over 30,000!

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

Contents:

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

Requirements

Gigalomania should work on any non-ancient Windows, Linux or OS X PC. Touchscreens/tablets are also supported, this is tested on Windows 10. (See the Mac OS X homepage for details on that version.)

For Android, this requires Android 4.0. A resolution of at least 800x480 is recommended.

For Nokia Symbian smartphones, this requires S60 5th edition (Symbian^1) or later (e.g., Nokia 5800). For Maemo, this has been tested on the Nokia N900. For Meego, this has been tested on the Nokia N950.

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 (including the Pandora), 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.
- 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!

Quickstart

Gigalomania has built in tutorials - simply select "Tutorial" from the initial menu, select a player, then pick a tutorial (it's recommended to do them in order!). However if you would rather read a guide, here is one for the first island:

- Select game type "SINGLE ISLAND".
- Select a player.
- 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 a touchscreen, 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 a touchscreen, 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 pure touchscreen platforms like Android).
- 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 a touchscreen, 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.

You can also view some videos:

- Complete playthrough of every island (v0.25, Windows).
- Playthrough of the first island (v0.22, Nokia N900).

Controls

The game can be entirely controlled with the mouse or touchscreen, though additional keys are: P - [un]pause game; Escape - quit. 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 may be preferable for some users (e.g., on touchpads). (Touchscreen-only platforms like Android don't have this option.)

Game types

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

- Tutorial: Leads you through an interactive tutorial to introduce you to the game (note this option isn't available if using graphics from Mega Lo Mania).
- 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. Each player has their own special skill:

- Red People - Your unarmed men will be stronger.
- Yellow People - Other players will be more likely to agree to form an alliance with you.
- Green People - You can build new towers more quickly.
- Blue People - Your buildings will be stronger against attack, and take longer to destroy.

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, 1950AD, 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.
  - "Music On/Off" - whether in-game music is enabled - click to change this.
  - "Sound On/Off" - whether sound effects are 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. (Note that using a touchscreen on Windows will always utilise the one mouse button method or showing left/right arrows, whatever this option is; and pure touchscreen platforms like Android don't have this option.)
  - "Disallow/Allow Nukes" - whether to play with nuclear weapons. If disallowed, then nuclear weapons and defences are not available (this means that the age 1980 has no weapon or defence associated with it).
  - "New Game" - restarts the game and returns to main menu.
  - "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" (Windows, Android and Symbian only) - launches the browser to this web page.
- "Quit" - exits the game (not available on Android, instead use the back button).

Main game

See Quickstart, above, or play the tutorials 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 research centre 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 research centre, which is required for designing shields, defensive weapons and offensive weapons for age 1914AD onwards.

During a battle, pressing Quit gives you the options:

- Quit to desktop - this will exit the game altogether immediately, but the state will be saved. When you next run Gigalomania, it will automatically resume (on Android, this option isn't available, instead just press the Home button to immediately exit; the state will also be saved automatically if you force-quit the app or the device is rebooted).
- Exit battle - this will end the current battle and take you back to the main menu.

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, 1950AD 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).

Choosing windowed or fullscreen mode

Gigalomania runs in fullscreen mode by default on most platforms, but you can in windowed mode by running from the command line with the argument "windowed". E.g., on Windows, run with:

    gigalomania.exe windowed

On Windows you can also doubleclick on gigalomania_windowed.bat to run in windowed mode.

On platforms where Gigalomania runs in windowed mode by default, use the command line option "fullscreen" to force fullscreen mode.

Credits etc

- Aapo Rantalainen - Maemo and Meego port.
- Andreas Herzig - OS X port, and features.png graphic.
- Fredrik Sörensson - Linux port, and switch to using SDL_image instead of FreeImage.
- kas1e ( kas1e AT yandex DOT ru ) - AmigaOS 4 port.
- Macrofeet - Additional graphics: Biplane, jet, player Avatars
- Mark Harman - Main programming, and ports for Windows, Linux, Android, Symbian, AROS.
- René Thol - AmigaOS 4 port.
- Rob Hunter - Speech samples, and additional programming.
- Sebastien Chev - Open Pandora port.
- Sindre Froyn - Music
- Stephen Fish - Various graphics.
- Thore Sittly ( TSittly AT gmx DOT de ) - MorphOS port.

Also see Licences for contributions we've taken from 3rd parties.

Contacting me (bugs etc)

Please contact me at mark DOT harman DOT apps AT gmail 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 (including the Pandora), 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 Android, it's located in the folder Android/data/​net.sourceforge.gigalomania/files/. 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.
  - 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).
  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".
- 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 more music would be nice to add to the game (maybe different music for different ages). More sound effects would also be useful to have.
- Graphics artists - Whilst most of the "placeholder" graphics have now been removed, there's still plenty of room for improvement, so please let me know.
- Porting - Feel free to port Gigalomania to other platforms - it should be easy to port to any OS that supports SDL. 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.)
- Packaging - For Linux I distributed as source, feel free to help out by being a package maintainer for Gigalomania for a particular Linux distribution.
- 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 Google Play for Android, 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 3.0.

History

Version 1.0.1 (2018/10/20) FIXED Problems with permissions for save games on Android. FIXED Crash when resuming game from saved state when viewing a design. FIXED Call SDL_DestroyRenderer and SDL_DestroyWindow, rather than just relying on SDL_Quit (problems on AmigaOS and AROS with SDL 2). UPDATED If playing with nukes disabled, more sectors can now instead build spaceships. UPDATED On Android, show a toast to say if save game is successful or not. UPDATED Now compiled with SDL 2.0.8, SDL_image 2.0.3, SDL_mixer 2.0.2 on Windows and Android. UPDATED Now targetting Android 8.1. Version 1.0 (2018/01/10) FIXED Shields couldn't be deployed if clicking on turrets. FIXED Compiling on OS X fixed. FIXED In "All Islands" game mode, player now prevented from using all their people leaving none for other islands in that sector. Must keep at least one person per uncompleted island spare. FIXED Windows-specific stuff for Qt PRO file. ADDED Additional background graphics. ADDED Intel x86 devices now supported on Android. ADDED Linux now supports DATADIR #define to specify an alternative data location. UPDATED Buildings only damaged if no defending army or turret defenders present; turret defenders only killed if no defending army present. UPDATED Improvements for Windows touchscreens (mouse pointer or popups no longer show). UPDATED Popup now displayed for deploying shields to buildings. UPDATED Improved look of left/right arrows (for touchscreen/one mouse button mode). UPDATED Improved look of lightbulb icon. UPDATED Replaced some third party assets to better satisfy Debian Free licence requirements. UPDATED Improved alignment of "number of miners" shown on the elements panel. UPDATED Windows version now compiled with Visual Studio Community Edition 2017. UPDATED Windows XP no longer supported. UPDATED Now compiled with SDL 2.0.5, SDL_image 2.0.1, SDL_mixer 2.0.1 on Windows and Android. UPDATED Now using SDL 2 for OS X. UPDATED Now targetting Android 8.0; minimum Android version is now 4.0. UPDATED Now using Android Studio instead of Eclipse for Android. UPDATED Online help now moved to http://gigalomania.sourceforge.net/ . Version 0.28 (2015/09/22) FIXED Game hanged on some Android devices when screen was locked and unlocked. FIXED AI no longer sends soldiers to build a tower in a sector occupied by an ally (which would result in a loop of continually recalling and sending out the army). FIXED AI no longer keeps mining an element when nothing new could be designed anyway (the sector is deemed "used up"). FIXED Soldier walking speed not in sync with animation. FIXED Improved click/touch locations of building turrets for defenders. FIXED Factory smoke no longer too heavy when factory first built. FIXED Smoke effects now change speed with the game time rate. FIXED Gigalomania window was tiny in Windows 10's task view. ADDED New tutorial mode. ADDED New graphics for player avatars (thanks to Macrofeet). ADDED Animation for nuclear defence firing. ADDED Exhaust effect for jets. ADDED Explosions when laser destroys a nuke. ADDED More music (thanks to Sindre Froyn). ADDED Support for compiling with Qt Creator. ADDED Option to quit to desktop during a battle, automatically saving the state. The game will automatically resume. ADDED New "Select all" option for deploying armies. UPDATED Improved combat logic - was giving too much weight to army size, so lots of unarmed men would have an undue advantage. UPDATED Slowed growth rate (so simply waiting until your population grows is now a less useful strategy). UPDATED Population growth rate now slows from 250-500, rather than stopping abruptly. UPDATED Nuclear weapons now cost 7.5 elements instead of 5.5. UPDATED Spaceships now require 8 soldiers rather than 10. UPDATED Improved AI logic when looking for sectors to build new towers: pick more randomly, but prefer sectors that already have the AI's soldiers. UPDATED AI now prefers waiting for population to grow a bit more when abandoning a "used up" sector, to avoid leaving weapons behind. UPDATED Lowered the minimum required attack strength needed by the AI for later ages. UPDATED There are now four difficulty levels. UPDATED Tweaked some of the elements in islands for better play. UPDATED Current game state now saved on Android (when app is shutdown by Android, or device restarts). UPDATED Pressing escape or return now closes or accept the confirmations (e.g., for quitting). UPDATED New game option now goes back to initial screen; new game option also available for "Single Island" game type. UPDATED Improved nuclear weapons graphics. UPDATED Improved laser graphics. UPDATED Improved biplanes and jets graphics (thanks to Macrofeet). UPDATED Improved cannon graphics. UPDATED Improved elements graphics. UPDATED Improved graphics for construction icons. UPDATED Improved background graphics "clutter". UPDATED Skulls/bones background graphics when a sector is nuked. UPDATED Improved on-screen health bars for buildings. UPDATED Improved coastlines for maps. UPDATED Improved flag pole graphics and positioning. UPDATED Improved buildings for 1950AD. UPDATED More subtle player colours. UPDATED Sharpened some of the blurry age/people icons. UPDATED Improved tower/army map icons. UPDATED Improved font. UPDATED Now using DPI specific icons for Android. UPDATED Adjusted placement of element stocks to prevent it being obscured by element icon in some cases. UPDATED Now displays futuristic person icon for 2100AD, instead of that of 1980AD. UPDATED Preference and log files on Android now deleted upon uninstall. UPDATED Now compiled with SDL 2.0.3 on Windows, 2.0.4 on Android. UPDATED Debian packaging info dropped from main source archive. UPDATED PPAs for Linux binaries now deprecated (please compile from source). Version 0.27 (2014/07/14) FIXED Crash when trying to shutdown the sector, if not all buildings have been built. FIXED If moving army in another sector directly to the player's tower, if retreating, some soldiers should be killed. FIXED If moving army in another sector directly to the player's tower, land soldiers should not be able to cross sea. FIXED Layout of shield and defences meant that the 4th shield or defence couldn't easily be selected to deploy if you also had men in the sector. FIXED Problem with accuracy of game time, could vary slightly depending on frame rate due to rounding problem. FIXED Animation of soldiers walking wasn't quite right. FIXED Animation now speeds up when on faster time rate. FIXED User account paths with unicode characters now supported on Windows. FIXED Crash on Linux if unable to create data folder in user space. FIXED If game is already paused, the game going to background shouldn't unpause it. FIXED Quitting game now works when screen is fading in. FIXED Don't display "nuke sector" popup text for sectors already nuked. ADDED Each player now has a special skill. ADDED In-game music. ADDED Speech samples! (Thanks to Rob Hunter.) ADDED Sound effects for biplanes, bombers and spaceships. ADDED Explosion animations for bombs from biplanes, bombers and spaceships. ADDED Full support for Windows 8 touchscreens/tablets. ADDED New option "Disallow Nukes" - play without nukes or nuclear defences if you prefer! ADDED New button to return to choosing island screen, after clicking to play an island. ADDED Online help link for Windows (links to this webpage). UPDATED Now using SDL 2: window can be resized in windowed mode; faster startup due to not having to prescale graphics; no longer have to change PC's resolution when running in fullscreen mode. UPDATED Now using SDL 2 for Android instead of Qt: no longer requires Ministro app; now properly scales to fullscreen (and takes full advantage of devices with FullHD displays or higher); now supports using device's volume keys to change volume. UPDATED Now runs fullscreen by default on most platforms (use "windowed" command line argument to run in windowed mode). UPDATED Improved graphics: unarmed man, caveman, bombs, and minor changes to some of the defenders. UPDATED Faster startup time. UPDATED Max frame rate of 62.5fps now allowed (rather than 40fps). UPDATED Options (sound/music and one mouse button mode) now saved. UPDATED Message displayed when game paused; mouse pointer no longer frozen when paused. UPDATED Pressing quit (Escape or close button) on game win/lose/quit screen goes back to main menu. UPDATED Pressing quit (Escape or close button) when choosing number of people now returns to the age/island selection mode. UPDATED Windows version now compiled with Visual Studio Express 2012. Version 0.26 (2013/03/30) (Only released for AROS, AmigaOS 4, Open Pandora 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). FIXED Stop game from pausing on AROS when mouse moves outside of window. ADDED Ports for MorphOS, AmigaOS 4 and Open Pandora. 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 yellow and green players 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. Gigalomania makes use of TinyXML (released under the zlib licence, see relevant source code files in the source archive).

The following items are used under licence:

- Speech samples - by Rob Hunter, under CC0 (see https://github.com/rhunter/​gigalomania/commit/​02214e2181258151f03a9a03830bbf22f37afceb for more details).
- bomb.wav - from Bomb-SoundBible.com-891110113.wav, by Mike Koenig, under 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 v2.
- biplane.ogg - from http://opengameart.org/content/airplane-0, by jobromedia, under CC BY 3.0, GPL v2 or GPL v3.
- jetplane.ogg - from airplane.ogg - from http://opengameart.org/content​/war-on-water-sndfx, by various, under CC0.
- spaceship.ogg - from space_ship_floating_sound_1.mp3 - from http://opengameart.org/content/space-ship-floating-sounds2, by Paulius Jurgelevičius under CC0.
- gamemusic.ogg - from http://ccmixter.org/files/_ghost/37481, "Warm Ink" by _ghost, under CC BY 3.0.
- defeat.ogg, mainscreen.ogg, victory.ogg - by Sindre Froyn, under CC BY 3.0.
- attacker_ammo.png, "Bomb" icon - from http://opengameart.org/content​/war-on-water-gfx, by yd, under CC0.
- attacker_flying.png, Biplanes - by Macrofeet under CC BY 3.0, this includes material from http://www.blendswap.com/​blends/view/78967 "Toy Plane" by Fabien under CC BY 3.0 and http://www.blendswap.com/​blends/view/49859 "OldMan" by nicolasbravo1235 under CC BY 3.0.
- attacker_flying.png, Jets - by Macrofeet under CC0, this includes material from http://www.blendswap.com/​blends/view/4405 "F22 Fighter Jet" by Natholas under CC0.
- attacker_flying.png, defenders.png, icons.png, Nuclear missile - rendered from http://opengameart.org/content/aim-120a-amraam, by Mystic Mike (Mike Hosker), under GPL v2 (no need to credit me for renderings).
- 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, 1950AD, 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.
- "Factory" icon, "Stick", "Spear", "Shortbow", "Cauldron of Oil", "Crossbow", "Rifle", "Machine Gun", "Rocket" defenders, 1850AD, 1914AD, 1980AD people icons - from FreeCiv, under the GPL v2.
- attacker_walking_4_*.png - from http://opengameart.org/content/catapult, by yd, under CC0.
- attacker_walking_5_*.png - rendered from cannon model from http://opengameart.org/content/blender-models-for-freeciv-units, by yd, under CC0.
- defenders_9.png and laser icon in icons.png - from http://opengameart.org/content/turret-gun, by mcco0055, under CC BY-SA 3.0.
- 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.
- explosions_test4.png - from http://opengameart.org/content​/more-explosions, by StumpyStrust. under CC0.
- tree*_*.png and "wood" element icon - modified from http://opengameart.org/content​/widelands-trees-greenland, taken from Widelands, under the GPL v2.
- bigboulder.png, boulders.png, boulders2.png, and "dragon" element icon - from FLARE http://clintbellanger.net/rpg/, by Clint Bellanger, under CC BY-SA 3.0.
- bones.png, grass.png, plant.png, skulls.png - from FLARE (Clint Bellanger, CC BY-SA 3.0), also credited to apricot.blender.org under CC BY 3.0 or later ( http://opengameart.org/content​/low-poly-plants ).
- "Woolly mammoth" element icon - from https://commons.wikimedia.org/​wiki/File:Woolly_Mammoth-RBC.jpg, by WolfmanSF, under CC BY-SA 3.0.
- "Wheat" element icon - from http://opengameart.org/content/grain, by Onsemeliot, under CC0.
- "Egg" element icon - from http://commons.wikimedia.org/wiki/​File:Vejce07220.JPG, by Dendrofil, under CC BY-SA 3.0
- "Crystal" element icon - from http://opengameart.org/content/crystal-structure, by Hansjörg Malthaner (http://opengameart.org/users/varkalandar), under CC BY-SA 3.0 or GPL 2.
- "Clockwork" element icon - from http://opengameart.org/content/clockwork, by santigo iborra, under GPL 2 or later.
- Use of bricks in icons.png - from http://opengameart.org/content/brick-wall, by JosipKladaric, under CC BY 3.0.
- rocks.png - from http://opengameart.org/content/more-isometric-parts, by rubberduck, under CC0.
- grasses0X.png, shrub2-01.png, swirl01.png, weed0X.png - from http://opengameart.org/content​/free-isometric-plants-pack, by rubberduck, under CC0.
- grave1.png - rendered from http://opengameart.org/content/medieval-props-textured , by Lamoot and Clint Bellanger, under CC BY-SA 3.0 or later (no need to credit me for renderings).
- "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 v2.1 or later.
- "lab" icon - modified from LavaPotion.jpg - from https://opengameart.org/content/lava-potion, by Chromaeleon, under CC BY 3.0.
- "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 3.0.
- "Jet" weapon icon - from http://opengameart.org/content/fighter-planes-ww2-theme, by Nick, under CC BY 3.0 or later.
- "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" defence icon - from https://commons.wikimedia.org/wiki/​File:Springfield_1861.jpg, by public domain.
- "Machine gun" defence icon - from http://commons.wikimedia.org/​wiki/File:Machine_gun_Type_96_1.jpg, public domain.
- "Rocket" defence icon - from https://commons.wikimedia.org/wiki/​File:M6A3C_bazooka_rocket.png, public domain.
- "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.
- player_heads_alliance.png, player_heads_select.png - by Macrofeet under CC BY 3.0, this includes material from http://www.blendswap.com/blends/view/41795 (red) by JeannotLandry under CC BY 3.0; http://www.blendswap.com/blends/view/6434 (green) by conejo under CC0; http://www.blendswap.com/blends/view/56841 (yellow) by CerFriBar under CC0; http://www.blendswap.com/blends/view/14172 (blue) by Mennoknight under CC0.
- font.png , font_large.png - "TechBreak" from http://opengameart.org/content/the-collection-of-8-bit-fonts-for-grafx2-r2, by usr_share, under CC0.
- 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 v2.
  - "Sand 4.jpg" - from https://opengameart.org/content/sand-texture-pack, by MrCraft Animation, under CC0.
  - 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.
  - MostlyRedWall_S.jpg - from https://opengameart.org/content/mostly-red-brick-wall-seamless-texture-with-normalmap, by Keith333, under CC BY 3.0 or later.
  - Shingle.png - from http://opengameart.org/content/dims-enviromental-and-architectural-textures, by Dim, under CC BY 3.0.
  - hg07.png - from http://opengameart.org/content/20-textures-for-metal-texture-creation-sets, by rubberduck, under CC0.
- starfield.jpg - from http://opengameart.org/content/solar-system, by ac3raven, under CC BY-SA 3.0.
- stars.jpg - from http://opengameart.org/content/space-backgrounds-7, by Rawdanitsu, under CC0.
- 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 Launchpad.

Gigalomania on Sourceforge.

More of my Free software.