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Monday, March 7, 2011
Sunday, March 6, 2011
FLARE leaping forward to 0.11 .. and problems with FOSS games
v0.11 of FLARE got released and developer Clint Bellanger writes in the FLARE blog about how it is tempting to add features (like adding more skills or replacing old ones) instead of moving to the next target (in this case vendors and action bar customization). Luckily what leads to a complete game wins in this case. :)
Note: polish != re-inventing/re-creating.
FOSS games are vulnerable to feature-creep and in many cases just don’t feel “finished” because they never really are. [...] It may be more fun to add new features than it is to polish those you already have, but polish is far more important if you want your game to be any good.In his 4 problems with FOSS games the author identifies following weaknesses of FOSS:
- William
- Technical problems
- Lack of originality
- Lack of personality
- Design by committee
Saturday, March 5, 2011
Mapping for Purity
Friday, March 4, 2011
Maratis - Simple 3D Game Editor
Maratis is a simple and visual game development tool designed for artists and developers. Tested on Windows, Mac and iPhone. [full feature list]Simple is good and Maratis' Interface is very pleasantly simple. I suspect the same thing (without iOS support) could be achieved by providing a simple blender UI setup and a few instructions. The default Blender interface is quite intimidating for beginners after all.
Thursday, March 3, 2011
Terrain Editing in WorldForge
The trend of environment shaping has reached WorldForge. The building seen above is one static model piece though.
This video makes me dream of an open source Populous3-like. :)
Wednesday, March 2, 2011
Techne, Aviation & Airrace slash community-funded game development
Techne is a simple real-time physics engine.
Aviation is a simple flight sim framework.
And then there's Airrace.
Airrace is a proof-of-concept Application written on top of Aviation implementing an air race game where the player has to pilot a light-weight aircraft through a track consisting of pylons or air gates. Although its written as a test of Aviation and in order to promote its development, it's still a full-fledged game. Currently there are 7 training courses and 5 race-tracks but adding more is a piece of cake.We seem to be talking much about funding lately on this blog.. Well here's another one: the developer of all these wrote "an idea about a community-funded game development project but as this probably sounds like a cheap scheme to profit out of free software please consider reading the full text for the rationale behind it."
The author speaks of open source games and their origins, of game production methods and the dilemma of game dev versus engine dev (milk vs. cow).
I think I should quote the (quite long) core message:
I'm therefore proposing the following: I'm starting a fund-raising campaign with the purpose of allowing me to work on this project full-time. The original idea was to quit my job if enough funds could be raised to sustain me for a certain period of time, say a year although the game should take far less that that time to become playable. Still the devil is in the details which include documentation, thorough debugging and different game modes and these take time as well. Anyway I'm currently unemployed now so the plan can be simplified. If enough funds can be raised I'll continue working for as much time as possible on the game full-time. The goal will be networked gameplay and various modes such as duels, dogfights and bomber escort missions. I'm very open to suggestions of course, these are just some preliminary thoughts. If funding goes better than expected everything apart from the minimum I need for myself will be directed towards hiring other people fore side tasks. This may include artists and web-developers for the game GUI and pages. If funding fails I'll just create the core technology as I've done until now and move on to the next project. This is the only alternative if Techne is to be developed further. I just hope temporal restrictions will allow at least that.I like the idea. But it lacks a progress bar. A.. donation widget.. wait, let me run Inkscape..
Tuesday, March 1, 2011
Inside a Star-Filled Sky (Public Domain For-Pay) + Video Review + Jason Rohrer on open source

But.
The mazes are people.
Or pixelated monsters for that matter. Or upgrades.
You control a thing inside another thing. the thing is a maze.

I was lucky to get Jason to answer two of my questions.
Q: Is IaSFS in the public domain?
Jason Rohrer: Yes, it's all in the public domain (which is why no license file is included).
Q: Why do you release your games as open source? Why does open source matter (to you)?
Jason Rohrer: I release all of my work as open source because there's no reason not to. People mostly "hide" their source code out of fear, but I think that fear is unfounded. In the game world, releasing source code is almost unheard of, except for decades-old abandonware projects. Long ago, I used to harbor the romantic hope that some other coder would benefit from reusing or at least studying my source code. But over 12 years of releasing all of my source code, that has happened only rarely. Instead, the main benefit has come from making my work as portable and as long-lived as possible. Binaries break eventually as platforms change, and they cannot be repaired. A source distribution can survive and remain functional much longer. My passion for open source has transitioned from idealistic to pragmatic over the years.
IMHO Jason is a very interesting guy to listen to [video search "Jason Rohrer"].
About public domain: There is no PD statement in Jason's code as far as I can tell but I was told via email that it is PD. UPDATE: fortify dependency has been removed. The game code contains (depends on?) the non-free fortify.

I guess we need screens...
I guess a video can't hurt (I'm probably wrong)...

I really need to hear people's opinion about 1. this game 2. this payment model.
Wednesday, February 23, 2011
When three became two - Glests Uniting!
So, to all those familiar with the Glest project...
Not familiar? Glest is a popular 3D RTS that wowed the Free gaming scene with it's high quality graphics and polished gameplay back when it was released in 2006.
...it has evolved into 3 distinct codebases, with differing features:
- Glest
The original Glest, which is barely developed any more and suffers from significant issues that will likely never get addressed, and lacks many features compared to the continuations. - Glest: Advanced Engine aka GlestAE
A community-led continuation of Glest by adding features and rewriting significant portions of the Glest codebase. - Mega Glest
With frustrations growing about the lack of stability of early GlestAE work, and the length of time between releases, a prolific modder started to add key features such as improved multiplayer, a 'mega pack' of mods (which inspired the name), and port useful changes back from GlestAE - the result was MegaGlest.
For some good videas of both forks, go to player UltiFD's youtube channel.
My impression of the different development approaches for MegaGlest and GlestAE is that MegaGlest development is driven by a "whatever works" mentality to make rapid improvements and bring more features to players. GlestAE development seems to be based on a much longer term outlook, with most work being fairly significant in nature and few basic improvements.
Where are they now
Both MegaGlest and GlestAE have remained much lower profile than perhaps the efforts of the developers have deserved. Whilst Glest remains popular, and enjoys many downloads due to high Internet profile, there is no mention of MegaGlest and GlestAE on the homepage and only people diving into the forum will discover them.
Lacking features and stability, players who fall away after trying Glest may have stuck around if they encounter MegaGlest or GlestAE, but they are unlikely to ever try them. Hopefully this will change now MegaGlest has an amazing website and will start to gain an Internet profile of its own.
Another issue is the increasing amount of time spent porting improvements between the two forks.
A further issue is that, since GlestAE has features that MegaGlest doesn't (and, to a lesser degree, vice versa), there is an increasing divergence in the modding communities.
Glest forms to join forces?
Well, the story may yet have a happy ending. After a brutal conflict, with bloodshed, riots, toppled dictators, eathquakes and... wait, I'm looking at the wrong screen...
After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.
Even if the efforts do merge, they may still remain separate entities. Reading through the post, there's talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.
There's even a distant hope that the resultant efforts of the GlestAE/MegaGlest merger may result in Glest 4.0 if the community finally takes over the now-abandoned Glest project.
In Other Glest News
Glest forks (MegaGlest, at leasT) now can have cliffs! This opens up a lot of possibilities when it comes to map design and gives the game a bit of vertical depth, making it look cooler (in my opinion - and I am incredibly cool).
Somebody with a peculiar middle name is making a fully-3D Glest-inspired game called GlestNG - it will use Glest assets but otherwise be completed written from scratch using Ogre3D. Will it ever become playable? Who knows, but it's intriguing nonetheless. So just when two forks merge, another project arises to take the spare seat. Hah!
A completely cool mod Annex Conquer The World (moddb) has been teasingly dangled in front of us, with acclaims already including: "Easily the best Glest mod since the original Magitech!!"
Let's hope it gets released as Free software! ;-)
Engines of War: Not dead!
I made the mistake of writing the Spring DOTA-like game Engines of War off as dead the other day; I could not have been more wrong. In case you are unfamiliar with the term DOTA-like, the gameplay basically consists of controlling a single hero "Engine" unit and battling waves of AI controlled units, as well as opposing player controlled Engines.
They released a playable alpha a couple of weeks back with a very un-TA like UI and gameplay (take that Julius :P). So yeah, check it out!
Tuesday, February 22, 2011
Lugaru animations, maps and skeletons are free (ShareAlike)
I just got reply (twice) from Wolfire that the licensing information described in this file is correct. [first ticket (img) | second ticket (img)]. Probably the permission was given in private conversation or in the hidden Wolfire forum.
I'm so glad they did license hard-to-recreate data as open content! Hopefully some completely free/open source project will come out of this. (There are many more steps/files to go though.)
Saturday, February 19, 2011
Dev-corner: m64's Development Lessons and Agile in Free Open Source Game Development
First, a disclaimer – Bulletstorm is a big, single-player heavy, action game. If your game is different, the observations might not apply. Some observations are shaped by how Unreal Engine 3 works and might not be easily applicable to games created with other engines. Some might be difficult to apply due to technical limitations of an Open Source process – like having to exchange data through the Internet. Without any further ado, here goes.Speaking of development: PARPG is doing an Agile/Scrum-style one-month sprint. This means that the whole team is working towards a handful of goals and that there are 30-minutes progress and planning reports twice a week [announcement]. The main theme of this development month is "Player Character Creation".
I'm currently contributing as UI designer on the project and am very motivated by the feeling of 'single-mind development' - the knowledge that man people from different spheres work on one main task at a time. It's great to know that not only I finish a design task but that it's going to be working in-game soon.
Please note that this is not a one man's work. I actually created no part of this image but only drew some lines and moved around existing images by other artists! See this file for a list of the work in the mockup.
Do you consider m64's suggestions relevant to free game dev? Are there any principles/structures you have seen in foss game projects that improved development? What do you think of applying Scrum to open source games?
Friday, February 18, 2011
Space Combat
Space Combat is a low-end 3d space shooter/simulator and holds promise through it's low-entry-curve tutorial*, which features computer voice. The voice is obviously-generated, although I couldn't find out what software was used.
Space Combat runs on Windows (couldn't run it using Wine unfortunately [Linux port request here]).
The project has two positions to be filled:
Mission designer
- Missions (and campaigns) are XML-files that contain lists of objects and scripts. You can also create own AI-scripts.
- The game is in need of 3d objects for space ships, stations, objects...
*I didn't get much further yet ^^
Thursday, February 17, 2011
FAR Colony Funding & Kambi Engine Donations (Is it possible to make money with open source games?)
FAR Colony (First Autonomous Remote Colony) is "a game of exploration and space colonization being held in the 23th century". An 8 bit funding page was created [announcement] for it recently. The target is $800 in 109 days. A note at the bottom says:
Of course this project will continue to progress even if my goals aren't reached, it will be more slowly and limited without but will stay alive !This makes me wonder: how to motivate donations towards open source games (besides making a good game ;) ).
Kambi (VRML) Engine has introduced a fundry.com page for project pledges, feature pledges and donations [announcement]. Fundry.com looks interesting and like an easy way to play the 'donation game', a concept I talked about long ago. Fundry currently accepts paypal only.
The only other open source game project to use fundry.com is the Construct SDK. Fundry has no API yet and writes "Contact us to let us know how you would use it." I think perhaps a Trac integration should be neat..
On a related note: sound specialists can earn $200 on this swamp sound task for Wesnoth.
Wednesday, February 16, 2011
Purity





![]() |
combination of bom+trase |

Sunday, February 13, 2011
Developer Interview: Jared "Deraj" (Radius Engine/Avoision/Falling Blocks Game 2)
Avoision and Falling Blocks Game 2 were reviewed 5 weeks ago in the Simple & Polished post and I got curious about the perspective of a small-foss-games developer (the interviews we have had so far were rather with big project developers). Their developer Jared "Deraj" agreed to a short interview.
Hey Jared! Where are you from? How's the weather? What do you do in life?
I'm from Washington (USA). Right now, it's cloudy outside, but somewhat warm (considering it's winter here).
I work in software development for a large technology company.
Did you create Radius Engine as a first step towards a game you want to make or was it more of a programming exercise? What is the next step? Adding engine features?
The Radius Engine as it exists today is indeed a stepping stone towards my eventual goal of creating an extensible scrolling shooter ("shoot 'em up"). Avoision and Falling Block Game were both games I wanted to create, but they were also both attempts at ensuring that the Radius Engine has the features I'll need down the road.
Additionally, the entire process was a great learning experience for me (e.g. I had never really written audio mixing or collision detection code before).
Did you ever contribute to any foss game projects?
Other than the ones FOSS games I've created, I think my only (very minor) contributions have been to a (formerly?) defunct emulator many years ago. Does moral support count? :)
Sure does! Ever heard of LÖVE? It's a 2D Lua-based game engine. Did the knowledge of LÖVE affect Radius engine development in any way?
Unfortunately, I had not heard of LÖVE back when I started working on this project (originally in 2003, but then I started over in 2008), but it looks like a great engine with a permissive license, simple programming language (Lua), and comprehensive feature set.
Having recently completed two games using a simple OpenGL+SDL+Lua game engine (Avoision and Falling Block Game), I can safely say that LÖVE sounds like a great idea for a game engine (and one that I need to look at more closely).
What are the chances of you abandoning Radius and becoming a LOVE2D developer? (Completely hypothetical :) )
Heh, interesting question. Given that I haven't had the time to fully dig into LOVE2D, that's a tough call to make. I'll certainly look into that since it looks like LOVE2D is fairly mature already.
How come Avoision and FBG2 have such smooth controls? Lucky shot or days of tweaking?
Both :)
Do you have a laid out plan for making progress towards your shmup project?
I have goals in mind (namely extensibility/modding), but only a very rough plan. Since I'm mostly doing this for fun, I tend to work on whatever seems fun/interesting at the time.
Soo... how about a sneak peak?
Screenshots are really all I have at the moment. I try to participate in Screenshot Saturday each week. You can watch my progress on Twitter (#RadiusEngine).
Also, this link will let you browse all the interviews on Free Gamer so far.
OpenMW 0.9 and DungeonHack Progress
- Exterior cells - loading, unloading and management
- Character Creation GUI
- Character creation
- Make cell names case insensitive when doing internal lookups
- Music player
- NPCs rendering
No screenshots I'm afraid!
DungeonHack will have a new software architecture [git repo], estimated to be showcased very soon. [announcement]
I noticed that both projects have a "Contributions Wanted" link which leads to their milestone/roadmap tickets (on a wiki page) [dh/owm]. I get the feeling it's time to start using trac, as does PARPG for example. :)
Saturday, February 12, 2011
ProFlightSimulator: Commercial FlightGear Fork (Weak)
A reader pointed out a hilarious coincidence: an ad of ProFlightSimulator, a fork of FlightGear on top of the Ripping-off open engine games post.
ProFlightSimulator is an open source stand alone Flight Simulator. As always disclosed this is a split / branch from the FlightGear community and has been set up for a very specific reason. It's different from FG due to the many major changes to the game.This info is placed in Disclaimer/Terms/IsThisFlightgear?.
The text "Source code available in members area" is part of a background image in the footer of their homepage. There is also a .7z file containing "Source code of these images, content and files" (244MB - For a list of the file's content see here).
The FlightGear team is aware of the for-pay forks and wrote a FlightGear-Professional explanation of the situation.
I have an ethical problem with there not being a "for every (final) purchase, we donate $1 to the FlightGear project" commitment. Maybe the improvements/code changes are at least useful to the FlightGear project, if any of the devs went through the trouble of buying PFS.
Friday, February 11, 2011
Ripping off Open-Source-Engine Games: Lugaru
Recently, scammers sold the game Lugaru on Apple's App Store. They had this to say:
"we have every legal right to market and sell the software"
"the license we were granted allows for non-exclusive redistribution of the source code or the compiled product, modified or unmodified, for a fee or free of charge."
Wolfire wrote a blog post when they found out about this and another one when the cloned product was finally taken down.
The implication, according to Wolfire:
"While released source code in no way makes it legal to sell someone else's game, it is apparently enough to make scammers think they could get away with it, and that may be enough to discourage other developers from risking it."
SuperTuxKart is the project I first knew about is being sold by third parties although I can't find any discussions on that topi any more (see comments for info from their side). SuperTux' archives contain a bit of reading material about what problems they had.
Blender is also having problems with scammers. (Thanks to Peragro Tempus for the info)
Quite a few foss software on ebay too. This seller seems to be specialized in selling foss games and apps while trying to hide their name. Assuming all they do is sell open source software for $6.65, then they earned $14,277.55 in at least 2147 sales since November 2009 (about $950/month). That'd be kind of lame.
Side note: I just found a Lugaru fork, which claims the animation data is CC-BY-SA'd, which according to file size (didn't do a diff check) is the original data. The original Lugaru repository's license file states no such thing.
I wonder though, would have Lugaru's incident have happened, if they did not put code and data in the same repository? What do you think? And do you know of more incidents of this kind?
Thursday, February 10, 2011
LanPower's FOSS Games USB Stick
The LanPower association is a French group of network game players. We contribute to Free Open Source ("libre") games by producing CD/USB compilations of games: "LanPower Games CDs" and "Gamekey".
The Gamekeys are composed of portables games. These compilations are for Windows but all the games also exist under Linux.
The last series are compatible with Linux thanks to Wine. Thus the Gamekey light serie 2 is the first compilation of portable and free open source games to be compatible with both Windows and Linux (as well as MacOS X and Solaris).
Links:
An international (5 languages) version is in progress, and should be out in May.
Enjoy
contact : asso [dot] lanpower [at] free [dot] fr
What do you think of such downloadable game packages? Ever used one? Ever wished for one so you don't have to research/download games individually?
Wednesday, February 9, 2011
FreeGameDev Wiki phpBB integration, propaganda & contributions
As an anti-spam and pro-convenience measure, you can now log into the FGD Wiki using your FGD Forum phpBB account!
Please test this and comment on this post or start a thread if there are any inconveniences. :)
We're interested in a major re-structuring of the wiki by the way, suggestions are welcome.

By the way, you might not have noticed it but we also welcome guest posts! See this thread for information.
And if you feel like spreading the word about our community a little, you're welcome to use these gfx/templates.
Monday, February 7, 2011
PonySiege
It isn't nearly fluffy enough... missing that horn on its forehead... and it's not riding on rainbows... This should be fixed-lenir
What I'm trying to say there is (obviously) that FreeSiege (git repo here | screens here) is looking for help updating the assets (and they're looking for an awesome horse I think).
So if you know any freely licensed one.. can and want to model one yourself.. or perhaps want to improve the pony (see quote above).. here's the thread to go to. :)
In other news: GameKit 2 is now available on the Blender wiki.
Xenowar: Minimalist Squad Tactics (Android/Windows)
Xenowar is simple turn-based squad tactics. It had one or two recent releases. Gameplay is not at all as deep as UFO:AI goes but quicker to get started with and fun too.
I tested it on a friend's HTC Wildfire [spec]: it was quite laggy and either the screen is too small or my fingers are too big. :) Or maybe I just lack touch-screen-experience.
Sunday, February 6, 2011
Open Web Games, GameOn and Construct 2
(edit: Construct 2 is going Closed Source, I'll either edit out this part or keep it for reference, but don't get your hopes up when reading this)
Scirra Construct is one of the few FOSS competitors to the proprietary GameMaker 2D game development suite (Gluon, Enigma and Game-Editor being the others). Unfortunately, the system has been limited to Windows since its inception due to relying on DirectX fiddlies, however, that has all changed...
Yesterday the long awaited Construct 2 project released a public alpha. No longer are Construct games chained to Windows; instead, games can be exported to HTML (5) which is pretty much on the opposite spectrum of platform-lockin.
![]() |
Construct 0.x Interface |
Jump on their forums if you're interested!
Why HTML (5)?
Mozilla seems to have gone that route; they recently hosted the "Game On" competition where developers entered games that utilize open web tech; and FOSS web games won 2 of the categories ("Best Webbiness" and "Most Fun")!
Don't write HTML 5 games off to 2 dimensions either, someone recently posted a rather simple but fun 3D RPG game utilizing WebGL on OpenGameArt the other day, it's rather cool :) Also don't forget about the Quake 2 WebGL port! (remember, these require a WebGL enabled browser, such as Chrome/ium and Firefox 4)
Thursday, February 3, 2011
OpenDungeons Progress
There's still lots of work that needs doing though: loads of creatures that need concept art, models and scripting, room tiles that need textures and models, and game design work that needs finalizing. There's a lot of ideas floating around on the forums that need art and implementation
With all the work that's gone into the project, they're busy readying up another release. Unfortunately they've had a bit of trouble with ubuntu/debian packaging (and linux packaging in general), so if anyone out there would like to give them a hand, it would really be a boost to the foss gaming world :)
Wednesday, February 2, 2011
RTS: The Romans VS. the Greek (+Chinese)
One, I really like to come back to is Glest! The previously featured version/fork of that game, Megaglest (Edit: Now links to their awesome new webpage, how did I miss this ;) ), just released another version (3.4.0) with quite a lot of new features.
It now got a new build-in IRC client for multiplayer chatting, can transfer missing files from the server (useful for all those custom maps you can find ;) ), some performance and stability improvements as well as the usual assortment of new maps and map-themes. Ah and to come back to the headline: A new faction, the Romans were added ;)
The Contestant
Of course, adding Romans to the game is poaching in an other's territory... that of the Greeks ;) So lets have a look at the recent developments in 0 A.D.:
They are progressing quickly, and the game is surprisingly playable already, given it's early beta status. But you can still help them out even if you are not a real artist or a programmer:
Their previously mentioned donation drive is still running, and they are also having some sort of competition for creating a nice video trailer of the game.
The support crew
So who is going to win the battle about the Mediterranean? Well I fear the Greeks just got support by the fleet of the Chinese Emperor:

A mod team going by the name of Scion Development is making great progress in implementing a Chinese faction into 0 A.D.; Check out their development thread here. Oh and no worries, after some initial license confusion, they seem to have decided to go for a fully FOSS compatible media license :) Edit: Well it seems like they are still not quite sure, so I can't guarantee that they will go completely FOSS... lets hope they don't go for one of those atrocious CC-ND/NC licenses.
Tuesday, February 1, 2011
Contact: Tactical Squad RTS
Another game from the well of innovation that is the SpringRTS community, Contact aims to be an Open-Source squad based RTS. It uses models from the DOTA-like attempt "Engines of War" which unfortunately never really got anywhere, other than a couple of nice mechs.
The Contact team released a beta on the 25 Dec last year, so it's not exactly breaking news, but the project is still moving forward and could use a couple of eyes if anyone is interested in it.
Forum Thread with more screenies
Monday, January 31, 2011
OpenDarkEngine
They managed to get some things clicking, but the project kind of fell flat a couple of months back. Maybe with all the interest in Arx, someone fans of this (rather similar) game series would like to jump on this project and help out.
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