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Blocks In Motion – 2012/11/19

Welcome to Blocks In Motion!

Blocks In Motion is intended to be a mixture of Minecraft like block levels and Portal like physics and logic puzzles that you need to solve to reach the next level.
The game includes 5 challenging levels for you to beat – and if this is not enough for you, a map-editor is also included ;)

Have fun and thank you for playing our game!
We would also love to hear your feedback (CC us via mail, addresses at the bottom)

In-game
In-game screenshot #1
In-game screenshot #2

Editor
Editor screenshot #1
Editor screenshot #2

Before you start, please read the following information:

Software Requirements and Important Information:

  • on Windows:
    • if OpenAL is not installed already, please do so: http://connect.creativelabs.com/openal/Downloads/oalinst.zip
    • if you have a Nvidia GPU: select the Nvidia “OpenCL Platform” in the “Options” menu, set “OpenCL Devices” to “GPU only” and restart the game
    • if you have an ATI/AMD GPU/CPU or an Intel CPU: please install the Intel OpenCL SDK for Windows (64-bit): http://software.intel.com/en-us/vcsource/tools/opencl-sdk
  • on OS X:
    • please install the latest XQuartz: http://xquartz.macosforge.org
    • OpenCL on 10.7.5 and 10.8.2 on non-CPU devices is broken, please use a CPU device for now (this is the default setting, so you don’t have to change anything) or use an earlier version of OS X
    • if you have a Nvidia GPU, you can also use CUDA: https://developer.nvidia.com/cuda-downloads (select “CUDA” as the “OpenCL Platform” in the “Options” menu and restart the game)

Requirements:

  • OpenGL 3.2 Core and OpenCL 1.1+ capable graphics card and drivers (i.e. GeForce 8+, Radeon HD4+ or Intel HD 2500/4000)
  • Windows: NT 6.0+ x64 (Vista/7/8/2008/2008R2/2012)
  • OS X: 10.7+
  • 1 GB RAM minimum, 2 GB RAM are recommended
  • 256 MB VRAM minimum, 1 GB VRAM are recommended

Default Controls:

  • WASD or arrow keys for walking
  • Left Mouse Button to push blocks
  • Right Mouse Button to pull blocks and press buttons
  • Middle Mouse Button to invert the gravity of blocks
  • TAB to open the console
  • ESC to open the menu

Notes and Hints:

  • for functioning OpenCL support please install current Nvidia drivers (if you have an Nvidia card) or install the Intel OpenCL SDK/redist to run it on your Intel/AMD CPU (http://software.intel.com/en-us/vcsource/tools/opencl-sdk)
  • OpenCL on AMD GPUs or on AMD CPUs using the AMD OpenCL redist is not supported (you can try, but this will most certainly fail)
  • support for Intel HD 2500/4000 GPUs is considered experimental and was only tested on OS X; if these should work for you on Windows, we’d like to hear your feedback! :)
  • HiDPI/Retina support on OS X is enabled; note that the resolution specified in config.xml will be doubled (e.g., the default resolution of 1280*720 will become 2560*1440); to achieve a playable framerate, you should set upscaling to “2.0” in config.xml (the GUI will still be rendered at the native resolution)
  • due to platform specific issues, fullscreen/windowed mode switching from within the game might not work (set the fullscreen flag manually in data/config.xml and restart the game if this happens)
  • don’t dig down!

Build Instructions:

  • install/build a2elight (https://github.com/a2flo/a2elight/blob/master/README.textile), git tag “BlocksInMotion”
  • install/build OpenAL (Windows) or OpenALSoft (OS X/Linux), Bullet and MPG123 (links below)
  • hint: on OS X: you can also copy all frameworks from within the BlocksInMotion.app to /Library/Frameworks
  • on Windows/Linux: run “./premake.sh gcc” (or simply “./premake.sh” on Linux if you’re using clang/libc++) and “make”
  • on OS X: open BlocksInMotion.xcodeproj and build it
  • read: https://github.com/BlocksInMotion/BlocksInMotion/blob/master/data/music/where_are_the_audio_files.txt

Credits:

  • https://github.com/a2flo/a2elight / a2elight
  • http://www.libsdl.org / SDL2 and SDL2_image
  • http://www.bulletphysics.org / Bullet Physics
  • http://www.libpng.org / libpng, http://zlib.net / zlib
  • http://www.xmlsoft.org / libxml2
  • http://www.industriousone.com/premake / premake4
  • http://mingw-w64.sourceforge.net / MinGW-w64/MSYS environment
  • http://www.freetype.org / FreeType2
  • http://www.openal.org / OpenAL
  • http://kcat.strangesoft.net/openal.html / OpenAL Soft
  • http://www.mpg123.de / mpg123
  • http://www.dejavu-fonts.org / Bitstream DejaVu Fonts
  • clang/libc++ (http://www.llvm.org) and gcc/libstdc++ (http://gcc.gnu.org)
  • Khronos (http://www.khronos.org) / Nvidia / AMD / Apple / Intel (OpenGL/OpenCL)
  • CUDA (http://www.nvidia.com)

Background Music:

  • Project Divinity / Divinity (Jamendo / CC BY-NC-SA 3.0)
  • Silence / Particule (Jamendo / LAL 1.3)
  • Kachkin / Sound Crystals (Jamendo / CC BY-NC-ND 3.0)

Game Sounds:

  • soundbible.com (Attribution / CC BY 3.0)
  • freesfx.co.uk (http://www.freesfx.co.uk/info/eula/)
  • soundjay.com (http://www.soundjay.com/tos.html royalty-free)
  • GarageBand (http://www.apple.com royalty-free)
  • sounddogs.com (http://sounddogs.com/htm/license.htm)
  • wikipedia.org (Public Domain)

Licences:

  • all audio, font and external source code licences are listed in the LICENCES file
  • the source code licence is located in the COPYING file (and all code headers)

Created by:

  • Florian Ziesche ([email protected])
  • Yannic Haupenthal (y.h+bim [at] posteo.de)

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