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Saturday, February 20, 2010

Game sfx maker tool ... sfxr in flash!

Unknown 10:17:00 AM


What's all this then? This is as3sfxr, flash port of sfxr. It makes sounds for your games. You only have to press buttons and listen and press buttons again.

This is great: no need to understand how sound synthesis works, ability learn a little about sound synthesis by pressing buttons/moving controls randomly, no need to download/compile/install anything either. Oh how I would wish for more tools of this kind, maybe specialized stuff like (non-8-bit) fire effect generators, ice effects, explosions... There are some sfx gens for pure data but it will take a little more time to get them running.

At the top of this post, there is an embedded flash applet. If you are a user of an open source flash player: do you see it? Can you use it? How many of you already knew of sfxr but only now did try it through as3sfxr?

I hope this 'no info about games' post does not shock you.

Friday, February 12, 2010

Pretty Warzone; What's to see in Linwarrior; Sauerbraten and content

Unknown 10:32:00 AM
Warzone 2100 has pretty new textures! Oh wait, didn't I report this more than one year ago? Well.. the release after the next is supposed to feature them, finally.. But I *do* have news to offer: Building models are being re-modeled and re-textured! Slightly related: There is a tutorial on making models and texturing them on their forums.

 Warzone 2100: re-worked buildings

Hmm... I wish there were "tower defense" maps for Warzone 2100... and that moving units wouldn't be such a torture.. Speaking of torture, do you wish you could test WZ with new textures but don't have the time to figure out how to get the svn version? Well, maybe the following showcase video of the textures in-game will ease your pain. ^^



LinWarrior3D 2009_11_08 r15 was released a while ago. As a lover of the game that served as inspiration for LinWarrior, I'm compelled to like it. After all: you can shoot (and destroy stuff even!), you can move torso and legs individually and you have a wingman.

On the other hand, there is no mission goal and the game lacks any mech customization. Also I really miss a "STOMP STOMP" sound.. As for the game's name: well, at least they don't call it "FreeMech". :)



There's quite a bunch of new content in Sauerbraten's subversion repository, taken from Quadropolis, their community content sharing web site. However, [Insert expressions of discontent about licensing choices of others here].



I am quite surprised how much new content Quadropolis is attracting. On the other hand a discussion was started on OpenGameArt's forums, discussing the additional hardships of creating free as in freedom art, which kind of explains it. On the other, other hand, OpenGameArt is doing not bad as well, it attracts contributors who would probably never find a fitting project for their art and keep their works on their hard drive until the next disk failure should have separated them. I wish that projects would start telling their contributors to upload their works straight to OGA though.

I also hope that the community content sites set up for SuperTuxKart, VDrift and WorldForge will help contributors as they are supposed to.

Monday, February 8, 2010

Beautiful Open Source Puzzle Games

Unknown 6:13:00 PM
The beauty of a (puzzle) game is not only what we see and hear, but also what we feel when pressing buttons and moving the mouse. Controls are important and I prefer them crispy.

No free software puzzle game has more flavor than Krank. The player piece is a string of circles, which follow the cursor to collide with smaller pieces, which need to be connected to static pieces in different combinations. Unfortunately I fail at recording videos of the game and screenshots can't communicate the feel of the movement and sounds.. Speaking of movement, the controls are not as sharp as they should be, according to my ideal. However, this seems to fit the game very much, slow music, slow pace, 'swimming' controls. At first I was frustrated, because trying to do precise movements quickly leads to disaster (or just a harder time finishing levels than if you would do it slowly) but then I learned to relax.

Anyways, you have to try the python-based game for yourself! Just listen! :)



Cuboid-Clone is a nice and simple Panda3D-based puzzle game. If I understand correctly, the levels are cloned 1:1 as well, which would be rather disappointing. If anybody feels like braining some levels, here are instructions.

Cuboid-Clone download link here. The code license appears to be BSD (let's assume 3-clause).



I always loved Zaz' sound effects and now it has prettier backgrounds, and as I believe, freely licensed music (although author info is missing). The replay-video generation function now works without stealing focus, but I advise against uploading the resulting .ogv file to YouTube. :)

If you're a web designer, you could help the developer out with building a web page for Zaz.



In Waymark, you move a piece around in turns, your paths are defined by static blocks, that keep you from falling over the edge of the screen. Collect other pieces and reach the exit is the goal. Thanks to Danc's lovely pixel art (which is freely licensed under CC-BY) and the fitting sound effects (license unknown), Waymark is a pleasure to play.

There is one big problem with the game: movement is way too slow. This confuses me, because I am sure that I played the game a few months ago and movement was very quick. The current version number is 2009-01-10, perhaps the developer forgot it's 2010 and recently released a new version? Or am I having troubles with running Java apps once more?.. In any case, I'll try to convince the developer that this game needs quicker movement. :)

EDIT: If you have trouble starting the game (version mismatch) read this. If you happen to have troubles with Java apps in general (because you are perhaps using a tiling window manager) tell me so in the comments and I'll add a solution to that to this post.

EDIT2: It appears, that I first tried the windows version and that movement in the win version is faster, than the developer intended. The bug was a feature, and a great one. :( Also the developer confirmed that 2009-01-10 is the correct date.



PS: I totally forgot JAG! One of the zagillion connect-four-based block puzzle games, I don't even know what it is a clone of or if it is original! In any case, graphics and sounds are far from programmer art. I'm enjoying this great game from time to time and my only complaint is that the bonuses (pay points to destroy all blocks of one kind and similar) are not properly introduced. Maybe they are described in some readme, but for such a colorful puzzle game, the only proper introduction is having a shiny fat arrow pointing at them when I have accumulated enough points to use them the first time. :)

Sunday, February 7, 2010

Contributors, contributors, contributors

Unknown 7:00:00 AM

The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.


Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.



Programming





Rocket Race in Syntensity [more]

Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.




latest UFO:AI world view
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.



PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.


Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.





Current PARPG status


I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)



Assets/Media/Art




Get the flash player here: http://www.adobe.com/flashplayer

Racer r242 screenshots


Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.



A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.



jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.



irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.

Saturday, February 6, 2010

A3P: Acquire, Attack, Asplode, PWN!

Hey FreeGamer crowd, I hope there are still a few people around ;)
Today there will be only a short update, as I simply can't believe this gem of a game (see below) has not been featured on this page!
EDIT: Do not miss qudobup's post about FOSS engine news directly below this one!

A unique arena shooter

So someone had the balls (pun intended) and released a completely unique arena shooter with many nifty features, described by the creator as a mix of TPS/RTS/OMG/BBQ ;)
Check out A3P, if that has sparked your interest! At it's current version (0.5) it can be described as a third person arena shooter with some small RTS/squad command elements, and it is definitely fun to play:



The technical specs are rather interesting too: Based on the BSD licensed Panda3D engine (while itself being licensed MIT; the media license is unclear though) it has all the bells and whistles one can expect from a modern game (Full GLSL shader based rendering, networked ODE physics, even integration into your webbrowser).
Yet it was developed by ONE man in only ONE year! That makes us fellow free game developers look a bit bad, I guess :( Maybe that's because it was developed in Python!
Check out the development blog for further insight into this miracle ;)

Friday, February 5, 2010

Open Source 3D Game Engines Updates

Unknown 5:25:00 PM

Crystal Space 1.4 is out. Features include improved animations ("integrating vertex based animation with skeletal animation") and terrain ("improves rendering and handling of large outdoor areas"), OpenAL for sound and an internationalization plug-in.





Engine screenshots are very informative. This is Panda3D by the way.

Panda3D has a prettier website, it released version 1.7.0 and apparently has a web-plug in. The new version makes it easier to crash the computer, but also gives a performance boost - with the magic of 'pointer textures'.


I have a little crush on Panda3D, because it gives access to 3D and audio with no complicated setting up through a scripting language (Python). On the other hand it requires 3D models to be in its own format and I find converting not very convenient. For example there have been problems importing animations into Radakan.





OGRE mascot

Ogre has a mascot, and it might even become freely licensed, somebody just needs to confirm this (by posting in the thread). :)



Besides that, 1.7.0 RC1 has been released, which is licensed under MIT license (before, it was LGPL). Here's what seems like a changelog.





OGRE wikis
Furthermore, the OGRE wiki moves from MediaWiki to TikiWiki. I suspect that a main reason is because a nicer OGRE style was made for TikiWiki, while the MediaWiki OGRE style looks bad. That may be a strange reason, but as long as it makes people use the wiki more, why not? Here's the discussion if you have an idea.



Just for kicks: a simple comparison of OGRE, Panda and Crystal regarding lines of code. What does it tell us? Well, that OGRE has the biggest codebase (even though it only handles graphics), that Panda3D is the most compact of the tree and that Crystal Space code size had strange ups and downs. Nothing more really.



Kambi VRML v2.0 is soon to be released, as is the final version of the demo game Castle (which will only mean additional eye candy to the game). What is more important, as soon as Castle 1.0 is released, work will start on Castle 2.



Castle 1 is a three-level game and I consider it hard (easy to die) and its controls to be rough. On the other hand the level design is great: the layout invites exploration the levels are linear, each with a goal to be reached. This way the levels actually are part of a game, rather than an open-ended tech demo. This is why I have a good feeling about Castle 2.0 already. Depending on whether the developers decide to work on Castle 2 on their own or to ask the community for contributions, we might see some more use of their forum.





Morrowind scroll loaded in OpenMW
OpenMW, the Morrowind engine implementation in OGRE switched from D to C++ (because of compiler availability and language popularity) and from svn+git to git-only (because of git-svn problems). Git clone instructions here. The next feature to be implemented are animations. A video was promised as soon as they are ready.



Old news: OpenGameEngine development stopped in October 2009, until a project manager wants to take over. The form in which the project is left is described as "usable" and "still too much work to make it worth the time investment".



Enjoy another ridiculous comparison of 3D (game) engines: OpenMW, KambiVRML and OGE. I just love diagrams. :)



We have a list of 3D engines on our wiki, if you want to dig some more. Also all FOSS game engine blogs that have feeds are included in the FGD development planet feed aggregator.

Wednesday, January 27, 2010

Evidyon, HackWars, and SlothRPG: FreeGamer MMO Time!

Unknown 4:48:00 AM

So, here we go! First post from scary old uncle TheAncientGoat ;)



Evidyon, MMO from Reddit-way




Evidyon
Evidyon is an interesting 3D MORPG recently gone Open Source under the advice of the reddit community, releasing a whole slew of content, tutorials and documentation of how they went about making it in the process. This is a very admirable move, we'll all agree, so show them some love. Unfortunately, it's windows only, relying on DirectX (not VB though, thanks for the fix Nerrad), and I haven't gotten it running under Wine as of yet, but hopefully a few smart alecs can help port it.



Like most other mmo's it has a fantasy setting, as you can see in the screenshot and video, it also sports a Diabloesque style of combat







HackWars: MMO where you craft by programming




HackWars
Here's one for you scriptmonkies, Hackwars, a Java MMO where you play as a hacker (or cracker, more accurately), breaking into pcs by attacking their ports for massive damage. An interesting aspect of this game is its crafting system, you program your own programmes, either in Javascript or the game's built in HackScript, to make scripts that either help you fight or just entertain you. It has both a 2d and 3d interface.



This was also found via reddit and the author wrote some pretty interesting commentary on developing such a game (which you'll see if you follow that link). Also, why not post upcoming FOSS games on our little corner of redditOpenSourceGames and we'll try and cover them if we have the time.







SlothRPG





SlothRPG
SlothRPG is a fantasy 2D MUD -like RPG, also written in Java. It has recently been re-invigorated, so it's worth checking for updates. Unfortunately it doesn't have any servers online at the moment, so you'll have to host your own if you want to check it out

Saturday, January 16, 2010

Cube2: Is it finally taking off?

Unknown 11:53:00 AM
Ahh, qudobup and Charly are back and posting. Lots of interesting news even for me!
So what can I add to this? Well first of all I forgot to mention this awesome TBS in my last post: UFO2000, which is of course like UFO:AI a clone of a very well known series.
And I should have also mentioned Stellar Forces which is a remake of Laser Squad :)

Cube2 Engine


So as you might have guessed todays topic will be the Cube2/Sauerbraten engine, which besides being a mighty fine game on its own, has also spawned some great offspring projects lately. Blood Frontier has been mentioned before and since there have not been any new releases since then I will keep it short and just mention this video review which gives you an idea of the game play. But check it out if you have not done so yet!

Platinum Arts Sandbox


Plantinum Arts Sandbox has also been mentioned here before, and could be quickly described as a game development platform aimed at kids (and adults), utilizing all the nice in game editor features the Cube2 engine offers (and more).

Recent news are that they are hosting a nice contest , they have also just announced a new version. And besides offering the usual amount of fixes and updates, it now boasts a really nice 2D platformer template for you to create new games:



Furthermore they have templates for RPG projects and for wanna be film makers a new tool called movie cube (movies made with game engines are also called Machinima for those unfamiliar with the term).

Syntensity


Syntensity is a project quite similar to the one mentioned above, albeit with a more mature focus. Their feature list is long and even though still under heavy development it is starting to be a really nice tool for game developers.

And besides the fact that we are happy to announce that they have chosen our network for hosting their community forums, they have also recently released a really nice new game template called Razanak:



So check it out via the Syntensity lobby (the mod gets dowloaded automatically when you enter the corresponding portal), and see for yourself what a powerful game making tool Syntensity has become.









Thursday, January 14, 2010

Bitfighter, "Cat Sokoban", JVGS, pseudoform, Gun-Fu Deadlands, Hex-a-Hop, racr.. and YouTube overkill

Unknown 9:03:00 AM

All subscribers to the FGD Planet feed (RSS/Atom) probably would want to add this feed. We split the planet into a game news planet and a development news planet. The latter contains game developer blogs and game engine news.

Bitfighter is a no-gravity multi-player 2-D combat game with a cool name, cool looks, good controls and a quick way to get started. I like the visual style a lot too. (Which reminds of Word War vi by the way.) Unfortunately I was unable to compile on my 64-bit desktop so far (only on my 32-bit netbook).

The video recording qualities of my portable device are weak, so the video I recorded is .. broken. It plays 3x faster than it is supposed to. What you see in it is me flying on an empty server at 500ms latency, trying out the the "mines" and the "burst" weapons.

A game with an even more awesome name is The Villany of Cat Food Inc., which introduced on our forums as a little puzzle game, which I found to be a sokoban-like with interesting and weirdly cute story.

JVGS is the latest game brainchild of the author of Fall of Imiryn. It is a black and white "poem platformer" meaning you (sometimes) jump on platforms made of words -_-. The style is based on xkcd while the levels are based on .svg files - they are pre-rendered for use in the game though. The feeling is melancholic.. The controls are... not polished.. The video has been recorded...

Pseudoform.. aka portalized. aka Open Source Portal. It looks impressive! The game relies on non-free physics and sound libraries but the developers wish to change that. They are also thinking about using the Cube2 engine (although Cube2's main developer considers adding decent physics to his engine as equally challenging as creating an own engine).

Ah Gun-Fu Deadlands (GFD), you are pain, but even more pleasure, simple and forgiving but non-forgiving also. It is a specimen of retro 2D graphics wild west keyboard-move, mouse-aim game. One shot and you die but you also have unlimited lives and unlimited bullets. The lovely piece uses LÖVE. (Version 0.5, so watch your back!) It Is pretty much fantastic and well-received, according to the comments made on GFD's forum.

Do you like to stalk? Gun-Fu Deadlands' dad can be spotted in this photo!

Two years have passed since this blog last mentioned Hex-a-Hop. The project now has new developers (the original author disappeared it seems) and some sounds have been added to the game. The following might be the first recording of the game with sound/music! Who knows, maybe it will convince you to try it if you have not yet...

Are you a fan of Trophy and/or Racer and sad about these two not developing further [BEEP Racer's last release was 24th Dec 2009, shame on my research!] or do you just like top-down racing games? Maybe the new, early-development racr will give you hope.

I have something rather off-topic for you: a 5-headed team that is working on a audio editor and a video editor is looking for #6 in San Francisco, USA. Both their products are rather minimal so far. Let's call this news content-creation-related. :)

By the way: Having problems with the YT videos? I found youtube-dl to be an excellent tool for downloading videos for off-line/no-lag/no-flash-crash-risk watching of videos. `youtube -bt URL1 URL2 ...` will download the best quality and use titles in file names.

Tuesday, January 12, 2010

Speed Dreams, Racer, irrlamb, Violetland

Unknown 10:28:00 AM

Speed Dreams (SD, formerly known as TORCS-NG) is a fork of TORCS with the aim to

implement exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player, as well as constantly improving visual and physics realism.

Now I'm not a racing game fan and so the biggest change I noticed between SD and TORCS is the menu look in which the fork really shines. See my comparison over here.

Anyways, I recorded a video. Please excuse my driving un-skills :)

Racer has been making some progress. You can now play player-vs-player (there is no way of 'winning' though) and the levels have been improved as far as I can tell. If you have some ideas to share for this sci-fi racing game in the works, please do comment on their group!

After quite a while, another version of irrlamb has been released! It takes away the old (in my opinion very original) levels and instead presents polished graphics, a friendly tutorial and two skateboard arenas.

I tried the um.. "top-down zombie shooter with rpg elements, I guess" violetland and was impressed by how much fun I had! Its simple gameplay is well-supported by the cool music. I have been playing a match of this fun action-rpg now and then.

Monday, January 4, 2010

Happy Gnu Year

Unknown 3:30:00 AM

I know it's a corny title but, hey, it doesn't hurt to occasionally pay homage to the movement that preceded what we now know as 'open source'.



2010. Could be a good year!



We have a revamped FreeGameDev forum. It was a big spanner in the works when the previous forum got lost, but in the long term it may have been a blessing in disguise. Now the forum is better organized, using more recognised software, and has a very nice theme designed by Qubodup.



I encourage project maintainers reading this post to go straight to the Project Showcase & Collaboration area and share your hard work with us and the community so that more people can learn of your games.



The FreeGameDev Planet has also since returned, also looking better with a new theme by the dedicated Qubodup. And let's not forget the FreeGameDev Wiki, the place to point any budding open source game developer.



I'd also like some feedback on another idea - an open source games subreddit. This would allow easier submission of game updates or news from anybody. It is moderated, so shouldn't fill up with spam. Since it is part of reddit, it may also result in massively increased exposure for popular submissions. It can also be themed, but there's no point putting effort into that if it's not something that'll get used, so... feedback! :-)



I'd also like to thank Julius for some good articles during a quiet period for Qubodup and myself, and long may it continue - Julius' contributing, that is, not the quiet period! I like to think that the blog does serve a purpose and the more quality content the better.



Well, I hope you have a productive year, and that we get to enjoy the many open source game updates that are going to occur. There are some good ones already that have slipped in during the festive season, but that's for another day!



 - C

Thursday, December 31, 2009

Non RTS strategy games

Unknown 8:28:00 AM

An update so quickly? Behold the Free Gamer world is coming to an end. :p


So, we mentioned some promising RTS games in the last update. OK, I forgot to mention Spring1944, but I am also a bit reluctant to mention Spring and its mods since it is such a pain in the backside to get it running correctly. :(


Back on topic... there a quite a few really great non RTS FOSS strategy games. I guess I don't really need to mention the classics to the typical reader of this blog, but Wesnoth, FreeCiv, FreeCol and UFO:AI are all very playable and good looking games! However there are others that get less attention and also some that show great promise!


Advanced strategic command


Advanced strategic command is one of those that gets relatively little news coverage, even though it is a really playable game. Granted, its graphics are pretty much the same as its big inspiration, the classic Battle Isle series, but that doesn't necessarily make them bad, right?

A new version was just released a few days ago, which finally also includes a tutorial for those new to this type of game.

Also interesting is the (German) Project: Battle Planets, which could be described as a MMOTBS based on ASC. It is not quite what you would expect from this description as most of the MMO part is done manually by human game moderators, which exchange ASC games states between players (sorry, it is a bit hard to explain exactly ;) ).

A similar game to ASC is Crimson Fields by the way, which has found its way to many mobile platforms.


Widelands


Another often neglected game is Widelands, which is obviously based on the classic game the Settlers (no not the Settlers of Catan, check Pioneers for that).




The graphics could still be improved a bit, but it is shaping up to be a very faithful and fun re-implementation of that great classic game.


Unknown Horizons


While we are at FOSS re-implementations of great games... Unknown Horizons is continuing to become a Anno1602 clone of epic proportions. ;)




It is not quite at the point where it could be described as a fully playable game yet, but you can expect it to become one relatively soon, I guess! (Another not quite playable but really promising game worth surely mentioning is FreeOrion by the way).


8Kingdoms


Last but not least, there is 8Kingdoms, which really is one of those games people don't even try after having a short glance at the screenshots. Yes, it's programmers art, albeit one that at least tried to hide it by having a plastic-like style for the figures. ;)

But if you actually try it, you will realize that even though it is a bit rough around the edges (why can't I set a custom wide-screen resolution :( ), the game play and the engine is already quite advanced.

What this game clearly needs is an artist taking over the graphical matters, and then this could quite quickly become one of those true FOSS strategy game gems!

Monday, December 28, 2009

FOSS RTS games

Hey FreeGamers!
I know, news are a bit slow here lately, but all three of us are a bit busy with real-life issues, I guess. So if you are interested in becoming a contributor to this blog drop us a line in the forum!
We have also recently gotten some readers feedback concerning this blog entry. I have to admit that our background search was a bit short concerning the Hypertension game... and it turned out that this game is surrounded by some controversy concerning the (probably illegal) use of the original Blood art assets (which were only granted by Monolith to the Transfusion project).

Are there any good FOSS RTS?

Well that depends on what you think is good :)
We have had a small discussion in our forums which resulted in a lot of links to all sorts of FOSS RTS. So if you are looking for some obscure (often unmaintained RTS) have a look.
Overall I would say however that currently there is none that can be recommended without doubt. This might change soon however!

0-A.D. Commercial grade FOSS RTS?

We have mentioned this great project before, and especially since they have gone fully open-source earlier this year all eyes of the FOSS community are probably on this gem.
So far a consumer ready release seems to be still distant however, even though some parts of the game look quite playable already:

Development is progressing though and you can have a look at this interview with the current project leader for some background infos and nice new screenshots. Further news can be found on Moddb.com.

Upcoming Warzone2100 developments

Warzone2100 is one of the few really playable FOSS RTS games out there. There are steady improvements and sometimes you can even find someone to play online ;)
With it's Playstation 1 art assets it is quite a chore to look at however. There is light on the horizon though; A new terrain renderer was recently developed for it and is expected to be released with Version 3.0.

Let's hope this will reach us gamers ASAP!
Their forum has also some other nice upcoming features to offer. There are plans to update the GUI, with some really nice mockups.
Furthermore MaNGusT is working on new units:


And there is a nice mod project involving mechs :)

Sunday, December 6, 2009

News? Yep news!

Unknown 11:23:00 AM
A bit slow in the world of FOSS gaming lately, and all the forum trouble here at FreeGamer/FreeGameDev certainly didn't help.
But with the help of Ghoul and qudobup there is now a new and advanced forum (well it still needs a nice non-standard style, but functionality is there).
So go and post some FOSS gaming news in there!

Bloodfrontier Beta2

So what news are there actually? Today a new beta of Bloodfrontier has been released! It is a FPS based on Cube2: Sauerbraten, which tries to do some things a little different while still keeping it a fun FPS.



Changes you can expect include running along walls and kicking of them (Parkour like features seem a bit of a trend in gaming lately... War§ow also has a similar feature), all new secondary fire-modes and a precursor to coop campains amongst the usual new maps and graphical updates.

Tremulous 1.2 gameplay beta

Shocking news! After years of waiting there is some movement on the Tremulous 1.2 front. You can now download and update to your existing 1.1 install with which you can test the new game-play changes of the upcoming 1.2 release (when ever that might arrive).
Changes include mostly balancing fixes and some "rearrangements" in game-play.
Sadly it does not include all the nice graphical updates which have leaked from the dev team now and then.

Some news from the Nexuiz forum


No new release from Nexuiz yet, but some interesting news never the less.
There are some nice upcoming new player models (link1, link2); Something which really is the last graphical department where Nexuiz doesn't shine.
And ODE physics have been implemented into Nexuiz:



Besides these great news, there is a nice modification in the works which adds zombies and spider-bots (awesome combination if you ask me ;) ).

Tuesday, November 10, 2009

Forum un-down #6

Unknown 1:33:00 AM

A poll/discussion was started to talk about how to handle the forum situation. Please add your two cents to the poll/discussion or comment on this blog post. :)

Sunday, November 8, 2009

Quality family entertainment...

Unknown Uncategorized 6:41:00 AM
So what's up in the Free Gamer world?
Hot news is that the project formerly called Portalized (featured a long time ago on FreeGamer) is now really open-source and renamed Pseudoform! It's still more of a tech-demo, but check this video out:





Or even more videos on the Pseudoform website!

More bloody family entertainment

If you are a fan of real quality entertainment and not afraid of a retro look and this might excite you:



It is an upcoming remake of Monolith Software's 1997 hit Blood! Personally I think it was by far the greatest FPS of it's time, with a wicked sense of humor... but many people were put off by its bad successor Blood2.

So what's cool about Hypertension? It's based on the updated GPL Doom engine EDGE and is coming to Win/Linus/Mac/Dreamcast and GP2X probably as a FOSS indy title. Here is a nice interview, explaining what it is all about and which features are added (f.e. live action video sequences). So if you have not played Blood, this is definitely worth the wait if you aren't afraid of the retro look. (Remark: The Blood game media was released by Monolith for use but not under an FOSS license).


EDIT: It has come to our attention that Hypertension is illegally using the Blood art assets, which were only granted for use to the Transfusion project by the original Developer.

But I need a blood transfusion NOW!

Ok ok! calm down, help is already there:



Transfusion is a great FOSS remake of Blood, too. It is based on the Dark Places engine, a much updated Quake 1 engine also used by the Nexuiz game (Which released a new version lately too). It is fully 3D and much of the media has been replaced with real models, but after finishing a more or less playable multiplayer version, development sadly stopped.



Hint: Updating it to a newer Dark Places version or turning it into a Nexuiz mod is probably not a lot of work, and the game is already a lot of fun! Personally I would love to see someone reactivate this project!

Tuesday, November 3, 2009

Blender Game Competition 2010

Unknown 1:52:00 PM
Dear diary...ermm readers *hust*... this is my first post on this blog so please be gentle with me! I am sort of helping out now and then since qudobup is busy with other stuff. Beeing a forum regular I had to help out of course, even if I might not have the time to post that often.

Ok now to the really important stuff: Blender (everyones favorite GPL 3D modeling application) also has a build in game engine. And what would be nicer than having a nice competition for game creation?

Here is a video of one of the winners from last year (not open-source!):




So why not join in that get a chunk of the $500 prize?

Why Blender game engine (BGE)?

Wasn't the game engine always the stepchild of the project? Slow, bloated and buggy?
Well things change, and with this years open game project Yo Frankie! things have taken a leap towards greatness!
Speed has been greatly improved, physics are completely integrated and you can do great eyecandy with the OpenGL 2.0 GLSL shaders (here are some more features).
And things look even better with the upcoming Blender 2.5.

Getting started with the BGE

So what can the BGE actually do for aspiring FOSS game developers? Well it is a "game-maker" for grown-ups... so if you want to make games and not learn how to become the the next John Carmack (tm) the BGE is for you. On a low level you need no programming at all, much can be done with the "logic blocks". And for more ambitious projects the BGE is fully scriptable with Python (which is one of the easiest and most comfortable programming languages).



And did I mention that games created are completely multi platform? Linux and MacOSX ports are just one click away!
A good first step would be to head over to blenderartists.com and surf a bit on their game engine sub-forums. There you will find free (some GPL or PD even if the license is not always 100% clear) templates (f.e. FPS or network) and many great tutorials.




And most people there will freely share their .blend files with you which include all art assets, scripts and so on in neat package (open them in Blender, press "p" and the game starts). However not all of it is really licensed in a FOSS way, but at least you can use these as great tutorials. Overall one could say that this is a great way of distributing the "source" of complete FOSS games (code, art, music etc).




Other sites worth noting are GameBlender and maybe the new Blender Games. And of course for all your Blender news: Blender Nation!




So my excuses for these more game development related news... but you will find some nice games to play (done in Blender) in the many links I provided :p
But next time there will be more traditional gaming news!

Update: Some seriously nice eye candy!

This was just released and looks really nice!



Head over to the Blenderartists thread for more info (and .blend download!).
Oh and yes you are free to use it in your own projects!

Wednesday, October 28, 2009

Beep. Bop. Updates. Racer. Critterding. PARPG. OGA.

Unknown 2:40:00 PM

Sorry.



Attempts to rescue old forum files will go on until November 9, 2009, I will update you on that date or earlier. For now, there's a replacement of the FGD planet (let us know if blogs are missing)



racer
I made two videos [one, two] of the alpha-stage-but-stable sci-fi racing game racer.



I also made a video (sorry for frame rate and encoding error) of the 3d-life-form simulator critterding. Not a game, but potentially entertaining ;)



Portrait for PARPG
PARPG's team is working on a level editor. There's new art too of course. Did you notice that awesome portrait over there -> ? I'm so impressed!



Speaking of graphics, OGA has some new featured art (East RPG monsters). It too looks *smart positive adjective*. Also some neat concept art (example).



I (qubodup) will be posting less (probably for the next 3 years). Busy much :) Remember that you can informally apply to become a freegamer reporter if you like :)

Sunday, October 18, 2009

Forum un-down #5

Unknown 3:36:00 PM

Short version: feel free & safe to use the Forum again. The old posts might or might not be added to the posts we post from now on later.



Longer version: there is still hope that the files (and posts) will be restored but of course no guarantee. Having a job doesn't help the server administration spend money on trying to restore the files.



However, I was assured, that the posts we write from now on will be preserved, even if the old posts get restored. I told otherwise in a previous post's comment before.



I'm sure you are curious about whether the forum software is responsible for the data loss. It is not. It was me, not bothering to check whether the posts get saved in the database or not. The default behavior is to save to files, saving to db would have to be enabled.

Thursday, October 8, 2009

Forum down #4

Unknown 2:40:00 PM

8 Oct, UTC+1:

22:27 < ghouly> freegamedev wiki backup restored : http://ghoulsblade.schattenkind.net/freegamedev/wiki

22:28 < dmj728> ghouly...are the message bodies back?

22:28 < ghouly> not yet, we'll work on that this weekend



PS: For all your game development forum communication needs I recommend this list for the moment.

Tuesday, October 6, 2009

Forum down #3

Unknown 6:55:00 AM

So a 'backup' forum is free for use again, while we wait for filesystem recovery results (the download of the fs has finished so 'repairs' begin now)..



Meanwhile jClassicRPG created a new forum. Make your choice ;)

Monday, October 5, 2009

Forum down #2

Unknown 2:31:00 PM

Permission to panic given.



We didn't lose the databse, but it might be that we lost the files. Unfortunately the messages of the forum are saved as files. Check this out (but don't post) to see how a 'full' forum without messages looks like.



So this is the 'message-only backup' I was talking about in previous post.



We still might be lucky and the filesystem can be recovered. It's 400GB big and it takes a week to download that, so expect having to wait...



Waiting is the magical word here.



:(



I'm very unhappy about the forum and how not having it around might affect the community members and especially the projects that use it as part of their infrastructure..

Sunday, October 4, 2009

Forum down

Unknown 4:17:00 PM

Due to a filesystem error (apparently) the FreeGameDev forum is down. The post data (MySQL table) is safe and will be likely restored in a day or two. It's not clear yet if file attachments can be restored. We will keep you updated.


You can use this phpBB forum as a short-term temporary solution.

Sunday, September 27, 2009

Open source 3D RPG updates

Unknown 3:00:00 PM

There has been some activity in the most prominent free (as in freedom) software 3D role-playing games DungeonHack, jClassicRPG and Radakan.



DungeonHack





Green, water and village in DungeonHack [more]

DungeonHack (DH) 0.10 has been released in form of win&lin 32bit biaries and a few commits later I was able to compile the game on my 64bit Arch Linux machine. It is the first release of DH that does not rely on non-free libraries.



I played the game for the first time and I was positively surprised. Not only can I move around in the nice-looking (endless) landscape but also fight, cast magic, pick up items, enter houses and dungeons as well as talk to npcs. Physics also work (see barrels video below). On the downside: the current code is crash-happy and there is little content: In toto three houses, two dungeons, two enemy types, two items, one non-player character, one spell).




Zombie roasting á la DH

The next DH aim is to create a typical RPG village, add some inventory and status GUI and to write a dialog system (the current one runs on boxes). Maybe you feel like giving them a programmer's or artist's hand at achieving one of these or other goals? Then enter the DH chatroom and/or forum (which I find one of the most entertaining floss game forums to read).






When test-playing DH, it appears weird to me that enemies' bodies disappear when eliminated and wish they would drop and also drop loot, which I could then collect into the (also not yet accessible) inventory. When playing the latest release or watching the videos, is there something you feel is missing?



jClassicRPG




Shrine and road in jClassicRPG

There has been much activity lately in jClassicRPG's Subversion repository. There are texture-roads now, the map not only shows terrain type any more but also infrastructure (roads and settlements). Shrines and Igloo buildings appear in the game world and a yeti creature has been added to the game's repertoire.






Usability has increased a lot through mouse menu integration and addition of buttons for map, character status etc. Though the drop-down menus don't act as the ones most of us are probably used to, the GUI-usage learning curve has dropped a lot. I especially like the tool-tip system, which shows usage instructions for the different controls or details about fields in the map. If only the font was better readable...



If you would like to help jClassicRPG grow, I can think of at least one Blender-modelling task: give attack animations to this gorilla. Apart from that you can find ways to help on this page and in this thread. And if you're hardcore, also read the TODO! (Search for "[ ]") :D







What I would like to see in jClassicRPG are cloth/armor items and a menu for equipping my party members with them. (EDIT: already there - left click character portraits.) Also the shiny flowers scream to me "pick me" and I hope that will be a gameplay option some day. Can you think of content or features that would enrich the game?



Radakan




Panda3D integration in Radakan

Radakan's developer announced a while ago, that the 3D view of the game will be postponed and a text/GUI interface would be developed first. Now Panda3D, a fun, BSD-licensed, python-powered game engine is being integrated.



What Radakan's developers could use help with now is exporting their already available media [.7z archive] and some media from OpenGameArt to the Panda3d .egg format. Instructions here (press "next" multiple times to see instructions for various 3D applications).





Radakan's 'behavior' editor
I do not care too much for the 3D part of the game (at least not yet). I would prefer the engine to be more stable, so I could try out the quest and add some detail to it using the behavior editor. What do you think? Is implementing 3D worth the time or would you rather prefer the gui/text-based framework to get developed further?



Off-topic



A little hint if you ever feel like making a gameplay video yourself: I prepared the videos for this post (and other posts) using glc to record and mencoder to encode. Sometimes (for non-OpenGL games) I use recordmydesktop to record. Feel free to ask in the comments or forum if I can help you with making videos.



Another little hint: If you are unable to use YouTube but curious about the videos and can play back mp4 files (vlc and mplayer can handle them), use youtube-dl to download videos for off-line playback.

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