Archive for the ‘Free Gamer’ Category
And another great new release
|I know what you are thinking…|
Most notable changes:
- New player model and animations contributed by gruntunbur.
- Lots of sound effects contributed by qubodup.
- More powerful animation blending.
- Performance improvements.
- Better eye, face and hair color customization.
- Fixed the AI not being able to use many kind of weapons correctly.
- Procedural map area placement and planning system.
- Procedural dungeon generation with corridors, rooms, treasures and monsters.
- Balanced the movement speed and physics behavior of player characters.
- Terrain chunks close to the player character load much faster.
Comment away below or in our forums.
Addition (2013-11-21): Now there are also windows binaries available.
Since I am having internet troubles as of late, I’ll keep it short and hope it will actually come through:
Megaglest 3.9.0 was released today, see changelog:
- we hopefully now really solved the last out of sync problems for cross platform games.
- animated tileset object support. ( like trees moving in the wind )
- new tileset texturing possibilities
- new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
- greatly improved textures and animations for the roman faction
- new maps
- better network game performance / management to handle slower clients.
- easier ability to download game content from host and masterserver( if available there ).
- new arranged options menu with several sub menus
- menu gui improvements
- attack hotkey toggles through all attack types
- single player games can be sped up incrementally in steps.
- color picking is greatly improved and the default selection mode now for better compatibility
- greater ability to translate game content into your native language. (including techtrees)
- Added Hebrew, Arabic, Vietnamese (and others).
- screenshots for savegames without annoying menu in screenshot.
- addition of google-breakpad to better track down bugs.
- many new lua functions for scenario modders.
- cell coordinates are shown in the mapeditor
- tilesets can set default air unit heights
- added ability for stand alone mod’s to customize more of the engine like about screen.
- performance improvements.
- and as always many bugs were fixed
- improved textures for tech faction
Boson X is a simple time-waster gamey-thing, which has been making quite a furor in the indie game world. Turns out it’s not only available gratis, but it’s also Free Software. It’s quite a challenging little game, but oh, if only particle physics were this easy. So if you want to experience all of the thrill of being on the edge of a scientific breakthrough with none of the insane amounts of reading and complex calculations (and actual breakthroughs), give it a try.
|I wish actual science was more like this|
The source for the engine is available here under the MIT license. The game itself is completely scripted in lua, so will find all of the required data inside the game package itself. Spread it, port it, package it, but remember all of the artwork as well as the brand name are copyrighted.
[Edit by Charlie] Boson X is not related to Boson, the FOSS RTS. Sadly that project has not been updated since 2006.
The focus of this version was to improve the world-editing features, and if not yet included, the GoSC 2013 improvements (for example an updated terrain renderer) should arrive in Ember soon too.
Speaking of the GoSC 2013: Another project benefiting from it under the umbrella of Worldforge was Ryzom Core, the open-sourced MMORPG engine behind the (older) commercial Ryzom MMORPG.
It seems like their OpenGL3.0 renderer is making good progress (see some videos here), and they seem to have finally decided to tackle the lack of proper Blender tools by hiring someone to do it (see paid job advertisement on Blender Artists). As it is an open-source project this seems to have been initiated by one of the developers only, so maybe we can get some people to pledge some extra funds to add to the bounty he is offering?
We talked about it before here, but now there is only about 2 days left and even though all funds go to the team regardless of if the goal is reached, they are still a long way off what then would need to create a nice set of openly licensed fantasy monsters.
So please head over to their indiegogo fund-raiser page: “Free the Monsters” and donate.
Here is a list of the full changes:
- LWJGL base now works on MacOSX 10.7+ incl. Applets
- Hardware Skinning
- Shader Nodes
- Better Character (beta)
- New LOD Generator!
- TangentBinormalGenerator was refactored
- Better physics debug view
- Now bundles a compatible version of the JDK
- Now bundles a version of Blender for conversion and more
- Shader Node Editor (!)
- Code completion for assets
- Texture Atlas creation and packed texture handling
- External editor mesh updates for j3o files
- Seamless 3DS and Collada import through blender
- Improvements to model import tool, allows to locate and import textures
- Attach custom AppStates to the SDK editor scene
- New help and error log system, look for the monkey in the bottom right!
- Improved Font Importer
- Improved support for using other IDEs for code
- Improved obfuscation support for protecting your applications code
Besides general advanced of this Java based game engine, some changes of the list of new features are especially interesting! I think that for example their graphical editor of GLSL shaders is something that could benefit even projects not using jMonkey3 itself, and it is definitely something that was lacking as a FOSS game-dev tool (the half-heartily implementation for something like this in Blender has yet to reach the level of real usability).
Check out the link above to learn more about this shader node editor!
We have mentioned in the past a few times that it is a common misconception that FOSS games need to be also “freeware”, and in fact the opposite can be quite beneficial to the overall development of a game or the engine it is build on.
The 2D jump & run Frogatto & Friends has been for sale on mobile platforms for a while now, and its really high quality game-play and graphics are definitely a notch above most other open-source games:
All of it is possible through the use of their awesome open-source engine Anura.
Now they are looking to sell their game also on desktop computers through the very popular Steam digital distribution platform. You can vote for inclusion here.
As far as I am aware this is the first open-source game that actually aims to be sold through this channel, but recently another one, Warsow, was actually approved for inclusion as a freeware title.
As a launch of their “greenlight” campaign, the creators of Frogatto & Friends have started a Q&A session on reddit, where you can learn more about them and their awesome game(s).
Unrelated to that: please also check out our own “sub-reddit” about open-source gaming
I guess quite a few people were waiting for this to finally happen
They also did a nice introduction video a few months ago:
Haven’t got the chance to try it myself yet, but this is high on my list of open-source games to play!
While not necessary only for FOSS games, all will be done with the Blender3D included game engine (BGE). Check out their website here and/watch the video below:
The overall theme will be announce on the 20th when the contest starts.