Archive for the ‘platform-linux’ Category

Winter Shorts 2: Physica, SkyRiot, OpenMW

Sunday, February 24th, 2013

Physica screenshots

Physica is a very simple casual platformer game where the goal is to drive a square through game levels from its starting position to his goal, avoiding hazards and without falling down.

SkyRiot screens

SkyRiot is available for free for Android on Google Play and was released under open source and free content licenses on SourceForge.net [forum post].

SkyRiot is a 2D flying shooting platform action game for Android devices. Fly a hoverboard and use an assortment of weaponry as you, an anarchist, single-handedly wage war against a totalitarian regime. Full 360-degree aiming along with total freedom of movement will keep you glued to your device for many hours as you blast your way across over 10 game maps.

OpenMW 0.21.0 has been released. Changelog:

  • Various dialogue, trading, and disposition fixes and improvements
  • Torch flickering improved to better match vanilla Morrowind
  • Fix for attribute fluctuation when infected with Ash Woe Blight
  • Adjusted activation range to better match vanilla Morrowind
  • Fixes for the Journal UI
  • Fixed crash caused by Golden Saint models
  • Fix for beast races being able to wear shoes
  • Fix for background music not playing
  • Fix for meshes without certain node names not being loaded
  • Fix for incorrect terrain shape on inital cell load
  • Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
  • Added video playback
  • Added support for escape sequences in message box and dialogue text
  • Added AI related script functions, note that AI is not functional yet
  • Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
  • Implemented execution of scripts of objects in containers/inventories in active cells
  • Cell loading performance improvements
  • Removed broken GMST contamination fixing mechanism

SuperTuxKart Development News

Wednesday, February 20th, 2013
First, after 12 years of development, SuperTuxKart is a candidate for the March project of the month at Sourceforge. This is a huge honor and a significant boost for the project, so please vote for us here.

Second, last month we were featured in Microsoft’s IllumiRoom demo alongside Red Eclipse (another FOSS game) and Halo. For those who are interested, you can find the video in the last post. It’s the second time STK has been featured in an unexpected place. The game has previously appeared in an episode of the show Friday Night Lights. The episode was critical of drug use and videogames, so downloads for the game probably didn’t go up. I am not entirely sure why they chose a kart racer game over, let’s say, postal 3, but licensing issues are likely to have played a prominent role in their decision. STK’s permissive licenses mean, companies don’t need to contact us before using it in media.

Development news
To try these new features out by compiling the latest source code from sourceforge page. Links are located at the bottom of the page.
Bubblegum:
The Bubble gum powerup currently can be dropped by a player to create a track obstacle. While not finalized, there is an idea to make it more useful by including a second phase to this particular powerup. The first phase occurs when the player activates the gum, it expands into a pink force-field which protects the player from enemy attacks for 15 seconds. If the player is hit by a weapon while the force-field is up, the shield is destroyed, and bubble gum shrapnel will hit any players within a certain proximity blinding them for a couple seconds. It will also leave a smear on the ground which if hit, will cause a moderate decrease in the players speed.

The second phase happens if the fifteen seconds pass without the shield being destroyed. It shrinks back down and the player can then drop it on the ground like in the current version of the game.

The new icon

New bubblegum icon       

Bubblegum icon 2

Planetarium:

Planetarium 2

Planetarium 1

This is a level Samuncle is currently working on.

Konqi’s new kart:

Here’s what will likely be the final version of Konqi’s new kart. It now includes pedals and a steering wheel. It’s looking good.

New Peripheral Support: Wiimote

Funto is working on adding wiimote support via the open source library “wiiuse” https://github.com/rpavlik/wiiuse. After 3 years it’s finally coming together. Wiimotes now work on Linux and Windows (if you compile from the latest svn). It is not working on OS X yet, but Auria is buying a wiimote to try to get it working on her Mac. There are also some issues with tuning and steering that need to be worked out and we have not integrated support for motionplus, because only the external version was working. So wiimotes with motionplus built in will not work (older models will). We may add the motionplus functionality in later and we always appreciate help.

Game Tutorial:


Auria is developing a gameplay tutorials covering the core gameplay elements for new players. The tutorial takes place on a modified version of the track “Hacienda” and the player takes a single lap around the track. During the lap the game pauses periodically to explains things like how to control the kart, obtaining and using weapons and powerups, how to use nitro boosters and the skidding feature.

New WIP Game Mode: Soccer

Soccer mode is one of our developer funto’s, pet projects. It’s a multiplayer game mode where two teams fight to push an oversized soccer ball into the opposing team’s goal. There is a test level derived from the Stadium arena. Currently, obstacles have been removed, but map makers could always re-add them. It’s WIP, and the scoring system is not currently implemented and the system for making team’s is still a WIP.

Other enhancements:

- Sparking particles now emit from the kart’s wheel’s while drifting. It’s a welcomed addition. You can also compare Konqi’s old kart (below) to the new one (above).

- Characters can now wear customizable hats. We’d love to see what people can make

You can test all these features out today by downloading and compiling the latest trunk of the SVN, located at: http://supertuxkart.svn.sourceforge.net/viewvc/supertuxkart/main/

How to compile from from source:

This is a guest post by Antoine Stroll.

Various follow-ups

Saturday, February 9th, 2013

First off as a rather fast follow up on the last post:

Otherwise, as previously mentioned, Garage Games has now also released their 2D game framework under the MIT license:

Their 3D game engine also saw some nice updates lately, however sadly their crowd funding push to port Torque3D to Linux fell (not totally unsurprisingly) short of their 30,000$ mark (with about 10,000$ pledged).

Various voxel engine ramblings

Wednesday, January 30th, 2013

I have outed myself previously as not a big Minecraft fan, so take everything in this post with a grain of salt (as I obviously don’t really understand that genre).

Anyways… recently this sub-reddit for open-source games was pointed out in our forums, and while it isn’t really as lively as others (for example the Linux gaming one) it pointed out an new project called Iceball:

Pre-alpha Iceball screenshot

Seemingly made by people not happy with the recent commercialization of Ace of Spades, it’s an all FOSS remake, those early development you can follow here (or on their Github page).

Now maybe the graphics are lacking on purpose (see disclaimer above), but I couldn’t help to think: why for f***’s sake did they have to reinvent the wheel with their own engine instead of using for example Terasology:

Or Minetest, or the Ardorcraft API for that matter???

Ahh well, at least it made me aware that Terasology is still very much under development, and with its focus on DungeonKeeper & Dwarf-Fortress elements, it might actually become a game I would play (and doesn’t make my eyes bleed :p ).

Speaking of which… the guy behind AgentKeeper released yet another nice video and graphics are constantly further improved as seen here.

DevCorner: Blender Game Engine

Saturday, January 26th, 2013

While Blender3D is one of the premier FOSS projects out there, its integral part the Blender Game Engine (BGE) is often belittled as not a serious game engine.

While the criticism is certainly not completely unfounded  and the integration of limited “non-programming” game code creation (via logic bricks) gives it a bit of a “RPG maker” image, it really is a quite interesting platform to work on it seems.
Ok, probably as of now the BGE is really more of a rapid game prototyping engine, but previous experience during the Yo, Frankie! project has actually shown that at least compared to some other well known FOSS engines, it is a serious contender (that Blender Foundation project originally started on Crystal Space, and after many problems was implemented in the BGE in a few weeks only).

So what makes it so interesting? Well for one there is the full integration with a creation tool (obviously Blender3D) so that getting your content into the game is only a matter of making it. No exporters or anything needed… it just works. Then of course there is the fully scriptability via Python, also integrated tightly. Basically you never have to exit Blender, and testing your game can be done right in the editor with one click (no compiling etc. necessary). Oh and did I mention the great physics capabilities via Bullet, also build right in?

In addition your created game will be immediately available on any platform the Blender Game player has been ported (all major desktop operating systems, with an Android port under development and a browser plugin, too). In addition you can choose to publish your game as a single .blend file, giving the users a direct access to all the source files of the game; a wet dream of any true FOSS game developer!
The tight integration with the GPLed Blender Player, has been a major source of discontent with the predominately propitiatory game developing users of the BGE however. Thus there now exists also a few options to encrypt your game and/or run it on an external engine that can be kept close source (but I will not go further into that here). 

You can find a lot of (sometimes really awesome looking: 1, 2, 3) game projects on the Blenderartists.org forum. Now as I said, most of it is sadly closed source with propitiatory artworks, but I also have the feeling that some simply don’t know or care about the legal implications of their “freeware” game (which sadly shows that even many people who use a great FOSS tool, mostly care about the “free as in beer” aspect of it). 

One of the more interesting projects right now (which might or might not become a full FOSS game) can be seen in this video:

It shows the most recent work by Martinesh, who is basically BGE’s resident game art guru. Two years ago we already featured previous awesome work by him, but sadly that Air Race project is by now canceled.
What he is now working on is however rather a show-case for the really nice new graphical features in the BGE which he and others are developing in the so called “candy” development branch (on his blog there are also more details and nice videos from some time ago).

Another cool recent project it the rewrite of the the logic bricks visual programming idea via nodal logic blocks called Hive.

While not completely integrated into Blender yet, you can already try it via an external editor (the created python code works fine inside Blender). There are also some tutorials and a documentation for it.
Since my programming skills also lack somewhat, I find that an interesting tool… however most likely it is rather a nice way to do some level scripting, than actually programming the real guts of a game with it.

So where can you get started with developing your own game using the BGE? Well, the blenderartists.org sub-forums are always helpful, with some nice beginners video tutorials linked here, here, here and here ;)
There are even some books available (this one in particular is quite recent, which is a plus given the fast development of Blender3D) and there is of course the official Blender documentation.
Oh and a good source of content is (besides our friends opengameart.org of course) Blender Swap (nice interview with one of the creators here).

If you have further questions please comment below or ask over at blenderartists.org!

Updates from AgentKeeper

Saturday, January 26th, 2013

I mentioned this nice new project that appeared on our forums some time ago already, and while the promised source-code isn’t available as of yet, a new and quite good looking video was recently posted:

Now as you can see, it shares quite a lot of graphics with OpenDungeons, which is not completely dead either, but there is at least some discussion to “jump ship” as AgentKeeper is progressing much quicker (with it being a University supported project).
You can follow AgentKeepers progress here if you fancy some nice dungeon management simulator ;)

P.S.: Stay tuned for an new version of Red Eclipse early next week.

Fresh versions of Stunt Rally and Warzone2100

Tuesday, January 15th, 2013

Just released today, there is a new version (1.9) for Stunt Rally:

Stunt Rally 1.9

It has a few nice new features, but probably the greatest update is a major change in the car handling physics, including an “easy” mode for those of us not wishing to practice for a career as a professional rally driver ;) and the guys would like feedback in the SR forum so let them know what you think.

A big collection of (partially quite crazy) screens can be found here.

Another great release that surfaced just today is Warzone2100 version 3.1.0. It cumulates all the changes made during the last 2.5 years, however if you tested the RCs already then there isn’t too much new. Most notably they mention the new and fully fixed netcode, so that “out of sync” is a thing of the past (unless you have a crappy net connection like me :( ).

Have fun playing!

Ur-Quan Masters HD released

Tuesday, January 1st, 2013

Happy new year everyone!

So today I found out about this really cool project to improve the graphics of the open-source (with freeware media) classic Ur-Quan Masters (aka Star Control 2):

Having played the SD version back in the day on my GP2X handheld (and it seems to be available for Android nowadays too ;) ), I can assure you that the game holds up very well to today’s standards, with a really cool and funny story and awesome voice acting. Higher resolution graphics thus can only make it better ;)

So, NO excuses now… give it a try!

Some upcoming releases

Sunday, December 16th, 2012

Looks like we will get some nice x-mas presents this year:

A bit delayed but probably right on time for the Mayan end of the world, we will see a long awaited new release of Cube2:Sauerbraten. Read about the release announcement here. Hmm, I wonder if it has already Occulus Rift support…

Also on the FPS front, AlienArena is having a major engine update, with a claimed massive 3-4 times speed increase in BSP rendering and more VBO improvements.

Mars meets CounterStrike?

Furthermore they announce a new game-mode to be added soon, which tries to slow down the game-play of AlienArena a bit and add a more tactical appeal. Sounds a bit like selling out to the CounterStrike/ModernWarefare crowd to me, but lets see how it will play ;)

Last but not least, GarageGames has announced that after the recent FOSS licensed release of their 3D engine Torque3D (see latest updates here, sadly no working Linux port yet), they will also open-source their 2D engine!

And in fact it will not only be a source-drop, but rather a significant update including a merger of their iOS code with the rest of the Torque2D one.

Also no Linux port yet, but just as for the 3D engine one will hopefully show up sooner or later.

P.S.: In case someone has missed it: SuperTuxKart had a very nice new release recently, bumping it up to version 0.8. See a video of it in action here.

Video updates (various)

Thursday, December 13th, 2012

Today I let the videos speak:
First of all a nice FOSS bullet hell SHMUP, called Shmupacabra:

Taisei Project is maybe also relevant if you like getting killed ALOT (hehe, insider joke for q).

Previously mentioned Cube Trains (based on Frogatto) has reached version 1.0:

You can support the developer of this nice puzzle game by buying the Expansion-pack for 2 Canadian bucks or more! Another option to try and fund FOSS game development… maybe there will be some sales figures published at some point?

Next on the list: open-source engine reimplementation project Corsix-th:

You will need the original game for the non-free artworks though.

And last but not least: 0 A.D. got a brand new website: www.play0ad.com! Celebrating this they also made some nice video tutorials for total beginners:

Have a look at tutorial 2 and tutorial 3 also.

Signing off :)

Edit: Small interview with the 0 A.D. developers.