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Final Frontier Trader

Version: 0.66
Author: TomT64  
Category: Simulation Rate this game yourself!   Average of 0 Ratings:(not yet rated)

Final Frontier Trader Screenshot Aims to be a 2D single player space strategy, combat, and trading game

A game that aims to be a 2D single player space strategy, combat, and trading game in which you pilot a starship which is upgradable, you can buy, sell, or trade parts and even new starships, and can even join a fleet for experience in missions and combat.

License: free

Additional System Requirements:

  • SDL >= 1.2.4
  • SDL_image >= 1.2.2
  • SDL_mixer >= 1.2.4
  • SDL_ttf >= 2.0.6
  • SDL_gfx >= 2.0.8
  • physfs (with zip support) >= 0.1.9

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no no yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Anonymous on 2004-02-29.


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Comments

  Feature Requests and Bugs! posted by Anonymous @ 24.19.22.177 on Apr 13 2004 1:39 AM  
To those commenting!

Please submit feature requests to:

http://sourceforge.net/tracker/?func=add&group_id=62324&atid=500200

And bugs to:

http://sourceforge.net/tracker/?func=add&group_id=62324&atid=500197
 
[Reply]

  Eh. posted by Anonymous @ 24.165.250.16 on Mar 11 2004 10:12 PM  
Zoom out more, in space combat you expect to be able to see more then a ships length in front of you.

Physics needs massive improvement, preferably either air-drag model (Yes, I know this is space) or inertial. Being able to do "doughnuts" in space is rather goofy.

I'm being overly harsh since this is a brand-new project, but it's got quite a ways to go before it's truly playable.

 
[Reply]
  Re: Eh. posted by Anonymous @ 24.19.22.177 on Mar 12 2004 3:57 PM  
the doughnut thing is entirely by design and will stay that way. This is a signature feature fo the game. You can also zoom out by pressing x
 
[Reply]
  Re: Eh. posted by Anonymous @ 69.105.80.206 on Mar 25 2004 1:15 AM  
*LOL* classic programmer's defense. "That's not a bug! It's a feature!"
 
[Reply]
  Re: Eh. posted by Anonymous @ 24.19.22.177 on Apr 9 2004 1:09 AM  
Well it is!! Also I might add a slight drag later
 
[Reply]

  veeery nice! posted by Anonymous @ 62.134.95.177 on Mar 10 2004 10:58 AM  
but i'd appreciate
- a collison-model for asteroids planets the sun, etc.
- more usefull 'scanners' (containing something like a map, maybe shown in an extra-screen, accessible by a keyboard shortcut)
-more missions
-more weapons (some fire&forget autoaiming torpedos?)

i think FFT has a very high potential to become my favorite 2D-space-shooter.
(just my 2 €cents)
 
[Reply]
  Re: veeery nice! posted by Anonymous @ 24.19.22.177 on Mar 11 2004 3:37 AM  
Please submit feature requests, and be a bit more descriptive about what you mean by collision model. Also, the last two things you mentioned are being worked on. More missions will be very easy once the game has the scenario system all worked out.
 
[Reply]
  Re: veeery nice! posted by Anonymous @ 62.104.214.66 on Mar 12 2004 4:10 AM  
more feature - requests:
-wormholes
-cloaking device

about collision model:
-if the distance between ship & planet, sun etc. reaches a value less or equal 0 = crash
-maybe mass-dependent gravity (which would make orbiting possible...)

 
[Reply]
  Re: veeery nice! posted by Anonymous @ 24.19.22.177 on Mar 12 2004 3:59 PM  
Right now I'm pretending that you can't crash into things (this is a 2D representation of 3D space, after all) and that probably won't change. But orbiting is already a possibility for objects, it's just I haven't given the game a way to force the ship to orbit something yet.
 
[Reply]

  How does it differ from Epiar? posted by grumbel @ 80.144.89.245 on Mar 9 2004 2:08 AM  
Haven't played it, but it sounds a lot like Epiar. Are there any differences or are both simply the clone of the same game?
 
[Reply]
  Re: How does it differ from Epiar? posted by Anonymous @ 24.19.22.177 on Mar 11 2004 3:35 AM  
The main difference at present is in the gameplay. Turning in Epiar doesn't move you, it just faces the ship in another direction. Also, there is no fuel limit currently in FFTrader. Upcoming versions will have replayability by virtue of having customizable scenarios.
 
[Reply]

  not done yet, but interesting posted by chaingun @ 68.35.105.217 on Mar 8 2004 9:17 PM  
After apt-getting the appropriate headers (libphysfs0-dev and libsdl-gfx1.2-dev in my case, mileage may vary) it was an easy compile. Action was a bit jerky, but looks like it might be interesting when further developed.
 
[Reply]
  Re: not done yet, but interesting posted by Anonymous @ 24.19.22.177 on Mar 8 2004 10:04 PM  
Please define "jerky"
 
[Reply]
  Re: not done yet, but interesting posted by Anonymous @ 66.56.171.47 on Mar 9 2004 5:49 PM  
Webster's Revised Unabridged Dictionary (1913) [web1913] Jerky \Jerk"y\, a. Moving by jerks and starts; characterized by abrupt transitions; as, a jerky vehicle; a jerky style. WordNet (r) 2.0 [wn] jerky adj : not having a steady rhythm; "an arrhythmic heartbeat" [syn: arrhythmic, jerking, unsteady] n : meat cut in strips and dried in the sun [syn: jerked meat] [also: jerkiest, jerkier]
 
[Reply]

  The makefile's a bit... crap, isn't it? posted by Anonymous @ 195.92.168.179 on Mar 7 2004 10:13 AM  
It can't find any of my SDL header files, even though they're there, in usr/local/include/SDL in plain sight. sdl-config is in my path, but it would appear not to bother trying to use sdl-config --cflags to find out where to expect the files, no $INCLUDES variable in the makefile to even modifty.. This game just refuses to compile. (I tried adding sdl-config --cflags to the first line with no benefit. ./configure (autoconf/automake) exists for a reason. :/
 
[Reply]
  Re: The makefile's a bit... crap, isn't posted by Anonymous @ 24.19.22.177 on Mar 11 2004 3:41 AM  
It's easy. type "make". That's all. An autoconfigure/automake script hasn't been made yet, but having the libraries should allow it to work just fine. There was a bug in 0.63 or earlier that didn't include all the necessary files when compiling, because they had just been added to the project. No worries though, this is fixed now.
 
[Reply]

  Not happy to say it, but fft is a poor posted by Anonymous @ 82.48.94.179 on Mar 4 2004 8:46 AM  
It compiles fine on rh9 but I cannot see enemyes. The ship is too slow, or my 900Mhz cpu is. The boost effect is nice but the ship doesn't seem to speed up a lot, I mean, you don't fell like you were running an iper-super-mega-speed....
 
[Reply]
  Re: Not happy to say it, but fft is a po posted by Anonymous @ 24.19.22.177 on Mar 8 2004 10:02 PM  
You can press up while at warp to go faster.
 
[Reply]

  Documentation? posted by Anonymous @ 66.81.116.100 on Mar 3 2004 4:00 PM  
The game comes with absolutely no documentation. What are keyboard controls and what are the game objectives? Or am I supposed to learn it from the source code?
 
[Reply]
  Re: Documentation? posted by Anonymous @ 80.3.32.4 on Mar 3 2004 8:01 PM  
Why don't you try the website
 
[Reply]
  Re: Documentation? posted by SpoonMeiser @ 213.162.111.137 on Mar 4 2004 7:29 AM  
you could also try going to options->controls from the main menu.
 
[Reply]
  Re: Documentation? posted by Anonymous @ 24.19.22.177 on Mar 8 2004 10:01 PM  
Also the README
 
[Reply]
  Re: Documentation? posted by Anonymous @ 66.81.118.31 on Mar 10 2004 11:22 PM  
I am the person who originated the thread "Documentation?". Here are the responses to the suggestions that were given in the thread: 1. The file README covers dependencies, compilation, command-line options and writing add-ons. No word about game objectives or controls. 2. The website documentation at http://fftrader.sourceforge.net/docs.shtml has designed documents that describe what fftrader is supposed to be in future. But even that description lack precise the information I am seeking (objectives and controls) 3. Thank you for pointing "options->controls". It is rather counterintuitive not to be able acccess controls options in-game. Still, "options->controls" provides no idea as to what objectives of the game are.
 
[Reply]
  Re: Documentation? posted by Anonymous @ 24.19.22.177 on Mar 11 2004 3:29 AM  
Currently your only objective is "shoot the asteroids" as is explained in the opening message when you start the game after picking your ship. Game controls were in the readme at the time of my previous post saying it was in the readme. Aside from all this I don't understand quite what you want out of the game objective wise. Though I can understand wanting to change controls within the game itself. It might be good to submit a feature request to the sourceforge page.
 
[Reply]

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