Archive for the ‘Free Gamer’ Category
The current set of Code Combat tutorials starts with directional movement and activation of pre-programmed behavior, continues with coordinate movement and targeting and conditional behavior and continues towards prediction calculations.
There is an editor, officially described as “broken”. I can confirm that the text editor was slow when I tried using it.
All in all, a very exciting project. I have noticed a few possible drawbacks so far:
- It’s not yet clear which parts will not remain proprietary. It looks like the excellent humor (writing) unfortunately will do so (legal page).
- The music tends to be too exciting to code to.
- There’s a CLA requirement for contributing.
Hello 2014 and happy new year to everyone!
And the first winner is:
The votes have been quite clear, but our friends from SuperTuxKart got a very respectable 2nd place:
You can expect some further promotional news coming up this month for 0 A.D. so stay tuned
Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.
Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that’s what I understand by following this forum thread.
|Torque3D running on Xubuntu 12.10|
In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.
Great news if you ask me, so don’t forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let’s make this happen!
Merry Christmas from FreeGamer!
Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.
Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.
Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.
While a review summarizes the experience, a LP allows to look a player over their shoulder and indirectly experience the game from one perspective in its entirety – if both Let’s Player and viewer have the endurance.
LPs have many styles: non-commented, informational, humorous… And their production quality varies too, be it video, audio or presentation.
Sometimes, LPers will contact game developers to receive permission to create LPs. To many creators of games, LPs are a welcome form of promotion and they will always say yes.
FLARE is a collaborative effort of many artists who agreed to release their art under CC-BY-SA 3.0 and I think that FLARE’s LP policy reflects the intention of the license very well.
A complicated case might be a game which contains art that is under the GPL, which could be interpreted in a way, that requires the resulting video, as well as video project files to be made available under GPL as well.
In theory, any LP could be considered “fair use”. However, for-profit use and use of large portions of a work are often considered as not being “fair use” – for example by YouTube.
For game designers, I consider LPs to be a valuable resource, allowing to look up features or part-experience gameplay, where acquiring, installing and playing the game would be impossible, due to time restrictions.
I recommend looking up games that you have fond memories of or which you always wanted to try but the installation effort was too high on lparchive.org or just YouTube’s search function with “let’s play” in the query.
- New necromancer tree: Animus
- All achievements now feature beautiful 128×128 images
- Improved Alchemist interaction with its golem
- Tons of fixes and balance adjustements
- Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
- Includes a Fez. Fezzes are cool!
Interestingly it has also been “greenlit” on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.
The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.
All I need is about a month’s time and some cash to make it happen.
So lets give him the help he needs
The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.
One of the newer engine/game projects I have been following closely is Octaforge. It is basically a fork of Tesseract, which in turn is an graphic improvement project by the makers of the well known Cube2 engine.
The main difference with Octaforge is that aims to become a game SDK and platform for easy creation of mods; And one of its prime new features for this is full scriptability with Lua.
Read about their progress on the latest beta here, which also includes this nice video showcasing the new player model and an test map: