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April 24, 2014

Xonotic

Halogene’s Newbie Corner – Comprehensive Tutorial

newbie-corner-banner2
Good news everyone! I have updated, revised and combined the previous Newbie Corner blog posts and generated a comprehensive Newbie Tutorial out of them. Initially I wanted to post the result here, but it turned out to be too much to be comfortably readable for a single blog post. So Samual came up with the idea to put it onto the wiki, where I can easily update it whenever needed – and so I did.

New features include (but are not limited to)

  • an illustrated bunny hopping section with a step by step illustration of strafe turning,
  • showing ramp jumps on the map Glowplant, and
  • Crylink running added to crylink description!

You can access the entire Tutorial here. Enjoy!

 

 

by Halogene at April 24, 2014 09:28 PM

TORCS

TORCS version 1.3.6 released

TORCS version 1.3.6 is available for download. First I would like to thank the contributors which helped with patches, bug reports and feedback, these are Wolf-Dieter Beelitz, David Savinkoff and Rick. Thank you all very much. The most important changes in version 1.3.6 are new racing rules, new race manager configuration options (e.g. a fuel consumption factor from 0 to 5), better handling of penalties, more input device adjustments in the player options GUI, historic car setup adjustments based on real world data, and as usual bug fixes and code cleanups. To learn more about the new configuration options hit read more to review the full set of changes. Enjoy, Bernhard

April 24, 2014 03:35 PM

OpenClonk

Heavy Resources

This is the name of one of our branches (look here for shortlog) and I currently spend my much too short Clonk working time on this. Judging from the positive feedback I got so far, the project is popular among the devs and those people reading the forum (look here for feedback thread). This might very well become the standard in the next release and that is big enough to me for writing an article about it.

Heavy resources utilise the already existent ‘carry heavy’ library that you might or might not know from objects like the boompack or the barrel. In short: These are big and heavy objects that a clonk needs to carry with both hands, effectively blocking access to the regular inventory. Carrying such in melees is a tactical choice, in settlements it is slowing you down. With the heavy resource branch in effect, it will slow you even more, rendering the transport of resources more of a challenge than it is now (with a large space of 5 slots, the inventory is quite effective). Designing your transport routes will be a task to consider.

The clonk is carrying a heavy rock.

This clonk is carrying a heavy rock.

The first change with big impact is to prevent the clonk from scaling and brachiating while carrying a heavy object. The landscape, especially the shape you gave it, becomes an obstacles again. In addition, all material objects (rock, ore, coal, …) are replaced by a carry heavy version. Trees can be cut into logs which are also carry heavy. Refined materials (metal, planks) also get carry heavy.

What are planks you ask? Planks are obtained from the sawmill by cutting logs. Planks will serve as high tier construction material. The sawmill will change from a must-have to a nice-to-have building, giving you more freedom to choose the first steps into a settlement game.

My next steps will be to iron out all the small flaws that make handling the heavy objects weird right now. Also, I need to remotivate the graphics department because as you can see, the heavy objects lack proper graphics right now.  Testing is already possible for those who have downloaded the repository; just switch to the ‘heavy resources’ branch. I haven’t done any engine changes yet, so using an autobuild is possible. I will also see to upload a ready-to-go package with all game files necessary to play.

After that, me and hopefully everyone else will think about new ways to make transportation more exciting. Ideas are welcome. How can we make changing the landscape more comfortable? Do we need new buildings or vehicles to ease movement of the big chunks? Especially a whole lot of them?

by Clonkonaut at April 24, 2014 02:16 PM

Battle for Wesnoth

Welcome, Google Summer of Code 2014 Students!

GSoC 2014 logo

As we previously announced, the Battle for Wesnoth Project was once again accepted into the Google Summer of Code program as a mentoring organization. This Monday, April 21st, Google published the final list of accepted student proposals.
We are now excited to announce the students who will be working with us during the following months:
They will commence work on their projects soon, and the results are expected to become part of future releases of the 1.13.x development series.
Welcome to Wesnoth, students, and good luck!

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April 24, 2014 01:24 AM

Wesnoth 1.11.13 (1.12 beta 4): Development Release

The thirteenth development release in this series, Wesnoth 1.11.13, continues to deliver a vast number of bug fixes, improvements, and translation updates. Check the forum thread with the full announcement and release notes for a brief description of the most notable changes in this version.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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April 24, 2014 01:24 AM

April 23, 2014

SuperTuxKart

GSoC students announced

Two days ago, the list of selected GSoC students along with their projects were released by Google. Our students are as follows (nicknames only, I leave it up to the students to introduce themselves if they want): elath, leyyin, nixt, sachith500 and solistice.

Meanwhile, here's a picture of me at OVER 9000 (filler alert)!














elath's project will be to create a simple track editor for beginners. Note that it will not replace Blender as a general modelling tool nor will it be nearly as advanced, but having both tools available will hopefully bring a lot of budding track creators to our community.

leyyin will put some needed attention on online user administration, needed for the upcoming online play and surrounding services such as the stkaddons website. Among other user-visible features players will be able to report bugs to addon maintainers, add friends and view achievements from the site.

nixt is a returning student from last year, though he was not selected then. I just want to mention that because it shows perseverance can pay off, so if you were among the unlucky students this time, maybe you will get another opportunity later.
His project will include physics and gameplay, with the main focus on loop-de-loops, corkscrews and other screwy roads. The AI will also need the necessary adjustments so they know how to drive within a topsy-turvy world, along with items, rescuing and other elements which will need the same awareness.

sachith500 will create a scripting engine for the game, which will allow for interesting kart and scenery interactions, and also for less hardcoding of various existing features. The API will primarily be robust and extensible so more features can easily be added later as they are needed.

solistice will also work on physics and gameplay, but his focus will be on karts and other vehicle types such as bikes, and also unique properties for each. He'll also be looking at making a replay system which will allow uploading so others can race against it and also verify submitted highscores.

Well that was the very high-level view of what's going to happen; obviously there are quite a few details that I didn't include, but I think it's best to let them emerge naturally with time, or from the horses... err, students mouths themselves. Also there are bound to be some adjustments that will have to be done along the way.
For the rejected students this year, we encourage you to keep in touch if you have time and motivation for it - obviously you won't have as much of either one as you would otherwise but we'd be much obliged if you could stay. And any contribution, small or otherwise is much appreciated.

by noreply@blogger.com (Arthur) at April 23, 2014 07:45 PM

Battle for Wesnoth

Wesnoth 1.11.12 (1.12 beta 3): Development Release

The twelfth release of this development series, Wesnoth 1.11.12, continues to deliver bug fixes, improvements, and translation updates. Check the forum thread with the full announcement and release notes for a brief description of the most notable changes in this version.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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April 23, 2014 01:21 AM

SDL 2 Transition

In the next development series (1.13.x), The Battle for Wesnoth will switch from the SDL 1.2 library to version 2.0. The SDL library is one of the main libraries used by Wesnoth:
  • It handles processing the mouse, keyboard, and joystick inputs.
  • It plays the music and sound effects.
  • And most importantly, it draws everything on the screen.
One of the most important improvements in the new version of the library is better support for mobile platforms like Android and iOS. However, supporting these platforms needs more work than just porting Wesnoth to SDL 2.0. The initial goal will be porting Wesnoth to SDL 2.0, once that is done, work can be done on porting Wesnoth to Android and iOS. (Not sure who wants to work on this part.)
The changes between SDL 1.2 and SDL 2.0 are huge, so converting Wesnoth to use the new version of the library will be a lot of work and will probably affect stability while porting. Among the things that will be entirely rewritten are the drawing routines. Currently we only redraw the parts of the screen which have changed since the last frame was drawn. We intend to move to a model where we redraw the entire screen for every frame and let the graphics card figure out what really needs to be updated. This new model is also used in OpenGL, which is used in a lot of modern games.
Wesnoth supports a lot of platforms, but some of them are no longer actively maintained, meaning there are no testers for these platforms. Since the conversion to SDL 2.0 will need a lot of testing, support for these platforms will be dropped. Of course, if somebody steps up to start maintaining one of these platforms again, we will not drop support for that platform. The affected platforms are: OS/2, AmigaOS, and BeOS.

― ­Mordante

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April 23, 2014 01:21 AM

Wesnoth 1.11.11 (1.12 beta 2): Development Release

The eleventh development release in this series, Wesnoth 1.11.11, delivers a number of bug fixes and improvements in various areas. Players and content authors running 1.11.10 are strongly encouraged to upgrade to this version to solve an existing important issue affecting many campaigns and scenarios. Check the forum thread with the full announcement and release notes for a brief description of this and other notable fixes and improvements.
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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April 23, 2014 01:21 AM

Google Summer of Code 2014

What is Google Summer of Code? GSoC is an option provided by Google which allows students to work fulltime on open source projects during the summer. Meaning Google will pay students money to work on cool projects. The students are mentored and selected by those open source projects.
GSoC 2014 logo

As in the past years the Wesnoth team submitted an application as mentoring organization for Google Summer of Code 2014. Just some hours ago the list with accepted organizations was published. Wesnoth has been accepted into GSoC 2014. So if you are a student eligible to participate in Summer of Code and interested in earning a hoodie (yes, this year it will not be a t-shirt), why not consider working on a Wesnoth related project? So what should you do? Here is a short list:
  1. Get an idea what a suitable project could be by looking at our ideas page.
  2. Join our IRC channel #wesnoth-dev on irc.freenode.net and talk to the devs about your possible idea. We will be able to help you refine the idea and can show you how to transform it into a really good proposal.
  3. Make sure to follow all the other small steps provided in the wiki.
  4. Do not hesitate to ask questions in IRC.
  5. Have fun!

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April 23, 2014 01:21 AM

Wesnoth 1.11.10 (1.12 beta 1): Development Release

At long last, the first beta for the upcoming 1.12 stable series is here! As the tenth development release in this series, Wesnoth 1.11.10 delivers more features and improvements along with the usual assortment of bug fixes. Check the forum thread with the full announcement and release notes for a brief description of the most notable changes in this version, as well as the plans for version 1.12.0 and the various ways you can help us!
As with previous releases, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a (relatively) more complete and technical full changelog with more detailed contents.
The source code, Windows, Mac OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Bear in mind that this is a beta version for the next stable series — as such, it is likely to be affected by bugs that you should report so we can fix them before 1.12.0!
You may comment on this release in the forums.

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April 23, 2014 01:21 AM

April 21, 2014

Hedgewars

Happy Easter!

HAPPY EASTER to you and your families!


May the colored eggs be with you!

side note

Most of us developers are quite busy these days, but that doesn't mean we're idle in Hedgewars!

E.g. unC0Rr and nemo have been working hard on making map previews prettier and on enabling the game to preview script-generated maps (like ShoppaMap).

Also they are working on a new map generator for random maps - It will allow generation of extremly random maps that will look way morediverse and interesting than current random maps - while still being suitable battlegrounds!

Stay tuned - and see you on the battlefield!

by sheepluva at April 21, 2014 02:18 PM

FAR Colony

Tech Tree: A Zoomed Out View

Here is a small post to show you a screenshot of the unified tech tree in all its messy beauty :)


This document is only one part of the data, the second part is an ODS file that stores all the technoscience's data.
It will not be filled up before the release of the alpha 10, but as I said in the previous post only a small part will be effectively in the game. But yes it's some work already.
 I just push the design work because the technosciences are spread into two other ODG files  (souvenirs from the previous failed iterations).

Stay tuned.

by Jeff B (noreply@blogger.com) at April 21, 2014 01:49 AM