More of my Free games: Erebus RPG ~ Conquests
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.
This game is a work in progress. The gameplay is more or less complete, but the graphics need improving :) Please see below if you want to help out.
Gigalomania is available for: Windows, Mac OS X, Linux, AROS, MorphOS, AmigaOS 4, Nokia Symbian, Maemo, Meego, Android, and Pandora.
Gigalomania Blog ~ Discussion Forums ~ Code Repository (Git)
For Ubuntu/Debian, download the relevant binary installation from the Ubuntu packages page. Gigalomania is also available from the Ubuntu Software Centre (however it takes a few weeks for the latest version to appear, so please check out the packages page for the latest version). For other Linux distributions, you have to compile from the source (see below).
For MorphOS, you must currently compile from source (see below).
For AmigaOS 4, download from OS4 Depot.
For Nokia smartphones running Symbian, download from the Nokia Store.
For Nokia smartphones running Maemo, this is coming soon to the Nokia Store. It is also available from maemo.org repositories.
For Nokia smartphones running Meego, this is coming soon to the Nokia Store. (Note that the latest Meego binary is version 0.22.)
For Android smartphones/tablets, install the Android APK on your Android device. For this to work, you must enable the installation of non-Google Play apps (from Settings->Security, tick "Unknown sources" to "Allow installation of apps from sources other than the Play Store"). Note that this game requires the Ministro II libraries. If you don't have these, you should be taken to the app page automatically when you first run Gigalomania. Please install Ministro II, then return to Gigalomania. (Ministro is used to manage the Qt libraries used by Gigalomania. The advantage of having a separate app to do this is that the libraries only need to be downloaded once, and are then available for all apps that use Qt. Like Gigalomania, Ministro is completely free and ad-free.) Ministro will download the libraries when you first run Gigalomania. If you get an error message such as "Ministro can not satisfy your application dependencies", please ensure you have enough storage space (the libraries can take up to around 25MB).
For Open Pandora, download the binary package. You can also compile from source (same instructions as for Linux).
A full list of download files, including older versions, is at https://launchpad.net/gigalomania/+download.
Gigalomania should work on any non-ancient Windows, Linux or OS X PC. Gigalomania is tested on Windows 7 and 8 Pro (32 and 64 bit) and Ubuntu 12.04 64 bit, and with Intel GMA 3100, HD 4000 and NVIDIA GTX 675M graphics. Older versions ran okay on Windows XP, and with NVIDIA (6100, 8600GT) and ATI Radeon HD6570 graphics. (See the Mac OS X homepage for details on that version.)
For Nokia Symbian smartphones, this requires S60 5th edition (Symbian^1) or later (e.g., Nokia 5800) - the Ovi Store should let you know if it's compatible with your phone. For Maemo, this has been tested on the Nokia N900. For Meego, this has been tested on the Nokia N950.
For Android, this requires Android 2.3.3, and has been tested on the Samsung Galaxy Nexus. A resolution of at least 480x320 is recommended.
If the game fails to run, or has problems, please try the following:
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!
Choosing windowed or fullscreen mode
On non-mobile platforms, Gigalomania runs in windowed mode, in the largest window it can (up to 1280x960). On Windows and Linux, you can run "Gigalomania Fullscreen" to run in fullscreen mode. You can also force fullscreen mode on any platform by running from the commandline with the option: fullscreen
Mobile platforms always run in fullscreen mode. AmigaOS 4 is currently limited to 640x480, due to reported performance problems.
The game can be entirely controlled with the mouse, though additional keys are: P - [un]pause game; Q - quit and return to start screen. 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 allows playing on touchscreens, and may be preferable for some users (e.g., on touchpads). Note that this interface mode is always enabled for some platforms known to be touchscreen (Symbian, Maemo, Meego, Android).
When you first load the game, you can choose between two game types:
You then choose which colour player you wish to be (this currently has no effect, other than the colour used to identify your units).
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, 1944AD, 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:
See Quickstart, above, 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):
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, 1944AD 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.
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).
Contacting me (bugs etc)
Please contact me at mark dot harman at ntlworld dot com .
If you are reporting a bug, if possible please send me:
If you would like to contribute to Gigalomania, there are various ways you can help:
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-SA 3.0.
Version 0.27 (Work In Progress) 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. UPDATED Android version can now be moved to external SD card (set android:installLocation="auto"). 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 Oberon and Caesar 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.
Gigalomania is released under the GPL v2 or later, except the following files:
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 Freshmeat.
Gigalomania on Launchpad.
Gigalomania on Sourceforge.
More of my Free software.