Archive for the ‘platform-linux’ Category

Duck Marines, FOSS remake of ChuChu Rocket

Sunday, July 13th, 2014

Thanks to Tangram Games for pointing out to us that they just released version 1.0 of their local multiplayer game Duck Marines.

They describe it as:

Duck Marines is a cross-platform free software PC remake of Sonic Team’s ChuChu Rocket.
Duck Marines attempts to recreate the magic from the local multiplayer of ChuChu Rocket while adding new elements like mini games, a level editor, colorful pixel art and more.

But see for yourself:

For those not familiar with the original on the Dreamcast here is a small description of the gameplay:

The goal of the game is to get as many ducks into the submarine of your color. Gray ducks give you one point, gold ducks give multiple points and pink ducks will trigger an event or mini game.
Guide the ducks towards your submarine by placing arrows on the ground. When walking over an arrow ducks will instead walk in the direction the arrow is pointing.
Beware of the blue predators. Predators love to eat ducks and will kill a large number of your ducks if they reach your submarine. Try instead to guide the predators to the other players’ submarines using your arrows.

Source-code (zlib) can be found here, assets are licensed under the CC-by-NC-SA/ND. Build with the great Lua 2D game framework LÖVE by the way.

OpenRA also has a new release

Wednesday, June 25th, 2014

OpenRA is a Free Software recreation of the famed Command & Conquer engine, and it aims to support and enhance all Westwood games originally built upon it, namely Tiberian Dawn, Red Alert, and Dune 2000. However, unlike most engine remakes, OpenRA isn’t a simple 1:1 recreation with a little streamlining here and there, as the project also aims to optimize and rebalance the gameplay for purposes of online multiplayer. The project has recently released the latest stable version, fixing a lot of bugs and adding plenty of new features, as seen on the following release trailer:
Interestingly enough, in order to play all the games supported by OpenRA, you are not forced to own an original copy of any, given that all three ones were released gratis a few years ago. Though the package comes without any of this data, it immediately invites the player to download it from the project’s own repositories, thus making all the games readily available to play.
The campaign mode is still not fully supported by OpenRA, with only some missions available for playing and no cinematics support at all, but we can only hope this will change in the future. In the meantime, you’re free to enjoy all the supported games in skirmish mode, or play online against friends. So here’s to the OpenRA team, and keep up the good work.
Code license: GPLv3
Assets license: Free-as-in-beer (available gratis, but still subject to copyright, as the C&C franchise is still intellectual property currently owned by EA)
Official website
Source code (Github)

OpenXcom hits 1.0

Saturday, June 14th, 2014
We have previously mentioned OpenXcom on several occasions before, but now the massive UFO: Enemy Unknown engine reimplementation project finally hit the long-awaited 1.0 mark, and they decided to celebrate by releasing this lovely trailer that sums up quite well the insane amount of detail and improvement put into the project over the course of 4 years. I’ll let it do justice by itself, but not without thanking all the contributors for raising one of the most acclaimed DOS-era strategy classics from the stagnating swamps of buggy unsupported legacy releases and platform incompatibility.
On a final note, the engine is, of course, free-as-in-freedom, though it relies on original game data of proprietary nature. You can download OpenXcom here, and buy an affordable digital copy of the original game on Steam, or somewhere around the web.
Code License: GPLv3
Assets License: Relies on original proprietary data files. All new original art assets included in the OXC package available under CC-BY-SA

Official Website
Source Code (Github)

FlightGear 3.0 and Bombable add-on

Sunday, February 23rd, 2014

This week saw finally saw the official release of version 3.0 of FlightGear.

Notable changes:

Highlights in this release include integration of the FGCom voice communications client within the simulator, improved terrain rendering, faster scenery loading, and improved usability. This release also coincides with the release of FlightGear World Scenery 2.0 – massively improved scenery data covering the entirety of the planet and incorporating OpenStreetMap roads and detailed terrain information from a variety of sources.

Also interesting is the “Bombable” add-on, which adds combat mechanics:

DevCorner: Multiple new platforms for Torque2D MIT

Monday, February 3rd, 2014

I tend to focus a bit on the 3D side of things, but the recently open-sourced Torque2D (note the “2″) engine is pretty cool too:

And in fact it got a whole lot better in the last couple of weeks with it being ported to Linux, Android and your browser (through Mozilla’s emscripten).

So if you are thinking about developing an open-source 2D game targeting multiple platforms, Torque2D has just became a serious contender.

December RTS updates

Wednesday, December 25th, 2013

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:

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.

Zelda can now be free as in freedom

Thursday, November 28th, 2013

Not only from the clutches of Ganondorf, but also from the dominion of proprietary software. All thanks to the magnificent Solarus Engine, a GPLed, SDL-based, 2D action RPG engine. This amazing project aims to provide a stable and easily customizable platform for users to create their own Zelda-like games, and so far, I must say, I am darn impressed by what I’ve seen. The engine already has two incredible launching titles, named The Legend of Zelda: Mystery of Solarus DX, and a parody of the former, Mystery of Solarus XD. Both are true love letters to the classic SNES RPG, The Legend of Zelda: A Link to the Past, and amazing and enjoyable games on their own.

Mystery of Solarus DX

But hark, the mere words of a mortal make no justice to the grandiosity of this undertaking. Sheathe thy sword, get thy green cap and ready yourself to adventure! You can start by marching straight to the Solarus download section, or, if your intentions are more creative, you can check the various sources here, and the quest editor here.

Code License: GPLv3
Mystery of Solarus DX Artwork License: Mixed  (original Solarus assets under CC-BY-SA, but the game also uses spritework taken directly the A Link to the Past rom)

Boson X is sciencey, also Free

Thursday, November 14th, 2013

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.

Stephen Cameron: Space Nerds in Space Interview and Crew Gameplay Video

Monday, September 23rd, 2013
A 15 minutes long video profile of Stephen Cameron was published on YouTube by Jack Younger – hacker (presumed) at TX/RX Labs.

The video includes an interview of Cameron’s about his latest project Space Nerds in Space including inspiration and actual authentic gameplay video footage of the crew (highlights at 08:30).

Video thumbnails

Some of Word War Vi‘s history also is covered in the video (4:00).

Do I need to spell it out? Press that like button if you can! :)

Source: Announcement on the FreeGameDev forums

Flock 2013, OLCP Games, Gamification through Badges on Linux

Tuesday, September 10th, 2013
There were some game development related events at Flock Fedora Contributor Conference, August 2013 in lovely Charleston, SC, US.

Trigger Rally Map Workshop 

So far my contributions to Fedora were merely a few wiki edits but my conference proposals were well-received.

Free Art Game Making presentation slide

I ended up speaking about making games using free art and leading a Trigger Rally level building workshop (video).

Fedora badges

At the conference, I learned about Fedora’s badge program and that it is connected to Mozilla Open Badges.

Lemonade Stand (OLPC) Sugar “activity”

Another discovery: Lemonade Stand, which is an educational game developed by people from FOSS@RIT, who work on bringing Mozilla Open Badges to the OLPC.

Game development appears to be getting more and more of a foot in the door at free software conferences, so I encourage people working on open games to apply as speakers at conferences, talking about technical and social aspects of free, open source game development project leadership and contribution. (Not just at FOSS events, why not at general game dev events as well?)

If you have any relevant talks from recent events to point out, please do so in the comments!