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Developer(s) | Nicolas Adenis-Lamarre (Rasmus Teislev Neckelmann) |
---|---|
Initial release | 2005; 16 years ago |
Stable release | |
Repository |
|
Platform | Linux, FreeBSD, Mac OS X and Microsoft Windows |
Type | Platform |
License | GPL-2.0-or-later |
Website | xmoto.tuxfamily.org |
X-Moto is a free and open source 2D motocross platform game developed for Linux, FreeBSD, Mac OS X and Microsoft Windows, where physics play an all important role in the gameplay. The basic gameplay clones that of Elasto Mania, but the simulated physics are subtly different.
Gameplay[edit]
In X-Moto, a player selects a level and tries to collect the strawberries. Strawberries are required to complete a level, along with touching a flower.[1] Obstacles to this goal are challenging terrain features and 'wrecker' objects which should not be touched; in most levels there are no moving objects (only scripted or physics levels may have them). Also, these can be changed in some levels. The driver is not harmed directly by falling, only by hitting his head on rock or hitting any part of his body or the bike on a wrecker object. If this happens the level is lost (as of version 0.5.3 levels can feature check points). It is possible to save a replay, and to show a previous replay ('ghost driver') in parallel to gameplay.
Pretty little liars season 2 torrent download. The game is extensible with over 2500 user-created custom levels that can be automatically downloaded.[1] These are created using Inkscape with the Inksmoto extension.[2]
Development[edit]
The project was started in 2005 on a sourceforge.net repository.[3] The game was developed completely 2D, but utilizing 3Dhardware acceleration (OpenGL) for faster rendering. An optional non-OpenGL ultra low requirements vector wireframe render mode is available that should run on any legacy platform. Graphics are kept simple, sound is sparse. The game features only engine sounds, level lost/won sounds, and a strawberry pickup sound, while the main menu features a single soundtrack. Levels can feature their own music.
The game uses the Open Dynamics Engine for physical simulation. Moving objects, variable gravity and other features can be provided by scripting the levels using the Lua programming language. As of version 0.5.0, integration with the Chipmunk physics engine enables levels with multi-body dynamics.
Reception[edit]
X-Moto was selected in May 2008 and April 2015 as 'HotPick' by Linux Format.[4][5]Thinkdigit 2009-05 ranked X-Moto among the 'Most addictive Linux games'.[6]The game was a quite popular freeware game: Between 2005 and May 2017 the game was downloaded alone via Sourceforge.net over 630,000 times.[7] Over various other download portals over 600,000 downloads are aggregated: on Softonic over 357,707 for the Windows version[8] and 70,390 for the Mac version,[9] on Chip.de 67,471 downloads of the Windows version,[10] on Computer Bild 54,351 downloads of Windows version,[11] on Softpedia 48,428 downloads for Linux version[12] and on netzwelt 8,134 downloads.[13] The game was included in Heinz Heise's c't software collection 6/2009 of the c't issue 24/2009.[14]
See also[edit]
- Elasto Mania - a similar game for Windows and iOS
- Bike or Die! - a similar game for Palm OS
- Trials HD - a similar game for Xbox Live Arcade
References[edit]
- ^ ab'Macapper Review'.
- ^X-Moto Wiki: How to create smooth levels using Inkscape
- ^According to the SourceForge project page (2005-05-26)
- ^Linux Format 105 May 2008 page 73
- ^Linux Format 196 April 2015 page 64
- ^Thinkdigit Magazine 2009-05
- ^stats 2000-05-14+to+2017-05-20 on sourceforge.net (May 2017)
- ^http://www.softonic.de/s/x-moto
- ^http://www.softonic.de/s/x-moto:mac
- ^http://www.chip.de/downloads/X-Moto_20302725.html
- ^http://www.computerbild.de/download/X-Moto-423869.html
- ^http://linux.softpedia.com/get/GAMES-ENTERTAINMENT/Simulation/X-Moto-5566.shtml
- ^https://www.netzwelt.de/download/6225-x-moto.html
- ^https://www.heise.de/download/product/xmoto-45038
External links[edit]
Wikimedia Commons has media related to X-Moto. |
- More about X-Moto (Spanish)
Català - Español
- 1Using MacPorts (The new DarwinPorts)
- 2Building XMoto using Fink
- 3Compiling the cvs version using fink
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Install dependencies
(for me I had to run this instead)
Building
FLAGS Msi to dmg converter for mac.
(i also had to export the following)
Configure (defining the path to install, ex.: /usr/local/xmoto) and Compile
Install
Test
Install dependencies needed
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The stable version of Fink don't have a ode port, so we have to build it:
Download the source and extract:
Let's build it (install on tmp so it doesn't change nothing on system)
Anatomy of a Mac OSX Application
When we perform a double-click, we are calling the binary from the directory, so our data will be on X-Moto.app/Contents/Resources
Building
This is a single line command, but aligned for better readability
This section applies to Mac OS X 10.4.8 on an iBook G4. You should know the basic commands of the shell (Terminal.app).
Prerequisites
The dependencies are as usual, so look in 'Build from cvs' for what packages you need to install first. Of course, you don't need to install g++ from fink, neither OpenGL (as Apple provides an OpenGL framework).
To find all the packages in fink, you will probably need to enable the unstable tree; see the Fink FAQ on how to do this (or give FinkCommander a try, where it is only a mouse click). You should install the packages named 'libgettext3-dev', 'libgettext3-shlibs' and 'gettext' as well (maybe some combination of these solves the src/Makefile-problem mentioned below, I'll have to check that).
Getting the cvs version
Next, get the cvs version of X-Moto. If that's your first access to that version, you need to do a full checkout:
If you're asked for a password, simply hit return.
If you already have got an older cvs version of X-Moto lying on your hard disc, you can simply go into the directory and type
Configure
cd into the directory 'xmoto' and configure it:
where --prefix= is optional and can be omitted if you are sure you want to install xmoto into the root directory. I would suggest using a prefix such as /Users/your_username/xmoto/ in order to be able to remove the whole xmoto tree with one command and to not interfere with Mac OS X files and directories.
The next step is needed on my iBook G4 running Mac OS X 10.4, but maybe it works for you without it. If it does, please append the output of 'fink list -i gettext' and 'uname -p' to this section.
Hack a Makefile to work around a gettext-related bug
Apparently there is a problem that the configure-script doesn't quite recognize how to link correctly with libgettext, although it claims it does. So, what you have to do is: Open src/Makefile in your favorite text editor, find the line that says
and append ${LIBINTL} so the updated line looks like
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Save the file.
Make and install
This step is the same as in the MacPorts/Compilation part:
This should work flawlessly now. If you get a linker error ('ld error') saying something about 'intl' oder 'gettext', you probably skipped the src/Makefile editing step.
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After this command has finished (it may take some time), you should have a working cvs-version of X-Moto installed and should be able to start it from the shell with <prefix>/bin/xmoto.
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Script model to build universal builds
The linked article has documentation on my build process for X-Moto, which deals properly with SDKs and such.