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April 28, 2016

Battle for Wesnoth

Wesnoth 1.13.4: Development Release

Wesnoth 1.13.4 is now available! This is the fourth development release in the 1.13.x series and it delivers a number of improvements, bug fixes, as well as a major framework update. If you want to know more about it, check out the forum thread with the list of changes in this version.

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April 28, 2016 04:59 AM

Wesnoth 1.13.2: Development Release

Wesnoth 1.13.2 is now available, right in time for the holidays! This is the third development release in the 1.13.x series and it delivers a number of improvements, bug fixes, and a few visible graphic updates including a brand-new logo! If you want to know more about it, check out the forum thread with the list of changes in this version.

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April 28, 2016 04:59 AM

April 27, 2016

FAR Colony

Alpha 10 - iteration #07: Fixes and Graphics

For now some fixes have been applied, like the one which prevent the crash of FARC when the window of the game loading/saving is invoked and there are no game saved (with no game directories present).
Also, the configuration and saved games are now located into the appdata/roaming folder

I also added a meme, Spirit of Entitlement, to the game and since yesterday night I'm working on graphics research for the first pass of update of the Colony Panel; icons to illustrate the colony's data (like Cohesion, Instruction, Energy Stored, Reserves and so on).
Less text and more graphics is always better. I will use of HTML hints to gives more information for the player. Like what we can see in the Europa Universalis game, in a less pretty and AAA version :)

I found all of them yesterday, thanks to the people to OpenGameArt.org and other sources. I will need to work them a bit and will implement them shortly.

There will be many changes that will be applied to this panel, and not only for the infrastructures; like the one I think about, with the merging the two panels (the colony and surface ones) into a single one, to change of the size of the surface map for a biggger one and to make it sizeable friendly to accomodate people with high resolution screens.

I try to make it less cluttered with data, but FARC is what it is, a sorta of game with a lot of data so there is always a limit. And it is out of question to dumb it down anyway. Just making this beast a bit more easy to the eyes :)

That's all for now, stay tuned.

by Jeff B (noreply@blogger.com) at April 27, 2016 11:49 AM

April 26, 2016

Hedgewars

Random dev-screenie of the day

(The next release will allow to use fort-mode with more than two teams!)

by sheepluva at April 26, 2016 12:33 PM

April 25, 2016

FAR Colony

Alpha 10 - iteration #06: Word of Warning

Just a notice to inform that the configuration file from the previous versions isn't compatible anymore.

If you have an error message at the application start, just remove the config.xml in your MyDocuments/farcolony  dir. The game will generate a new one.

Sorry for the trouble.

by Jeff B (noreply@blogger.com) at April 25, 2016 10:27 AM

Alpha 10 - iteration#06 Release


And you know it's time to go
Through the sleet and driving snow
Across the fields of mourning
Light in the distance...
And you hunger for the time
Time to heal, desire, time
And your earth moves beneath
Your own dream landscape...
 U2 - A Sort of Homecoming

Well, here is the release that was near to never see the light of the day, due to my "small health problems".

Details
The alpha 10 [0.6.11.1028]it#06 is released.

FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

These two ways doesn't requires that FARC is previously installed.

If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.
If it isn't the case, just remove any previous version of FARC before to install this one.

If you take the manual way, please delete any previous version of FARC before.

Setup is here: FARColony-full-alpha_10it06-0.6.11.1028.exe.

Manual archive is here: FARColony-full-alpha_10it06-0.6.11.1028.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it06-0.6.11.1028.7z.
To apply the patch unpack into your install dir and overwrite anything.


Working Dates
From 2016-01-03 to 2016-04-24

What's Missing?
As usual I wasn't able to put anything I wanted in this iteration.

  • Bits of interface for the Geological Survey.
  • 1 new meme and one policy.
What's Next?
The iteration #07 will be about adding 90% of interface with the Colony Panel (and more precisely the infrastructures), some new assets (infrastructures, products, and the missing SPM items), and expanding the encyclopedia.

Changes
  • 3D:
    • the zoom/unzoom with the mouse wheel is now limited to avoid extreme zoom and unzoom.
  • Encyclopedia:
    • the topic Planetary Survey is renamed into Planetary Exploration.
    • New Entries:
      • CPS:
        • Status, Details.
        • The Colonization Viability Score (CVS).
      • Annex - Energy Generation Modes:
        • Nuclear Fission.
        • Photon Energy.
  • Game Saving/Loading:
    • if the colony panel was opened before a new game is loaded, this one is closed.
  • Graphics:
    • new texture for black holes.
  • Help Panel / Encyclopedia:
    • full bringtofront for the panel if it is hovered by the mouse.
  • Interface - Colony Panel: 
    • full bringtofront for the colony and surface panel if the colony panel is hovered by the mouse.
  • Interface - General:
    • the two fonts for the default texts and the secondary elements have been replaced by two new which appears to be more readable.
    • the automated font sizing has been changed for certain elements.
    • the color of the SPM and CSM events modifiers are adjusted according to the meaning of positive and negative value for each modifier.
    • fixed the credit page display with a bug when displaying empty or n/a licenses.
    • the main title bar can be hidden or displayed. An option allow to switch the proper mode.
    • the menu bar can now be hidden and popup when needed. An option allow to switch into the fixed or dynamic mode.
    • the option submenu, of the main menu, is better arranged.
  • Interface - Planetary Exploration:
    • if a type of vehicle doesn't use any crew, the interface is formatted to taking it into account.
    • Expedition Setup:
      • small change into how the arrows to select the number of vehicles groups are displayed in the case where the colony has in its storage only one unit of a vehicles group.
      • the capabilities of each vehicles group is now fully displayed and uses icons to do so.
    •  Survey Details:
      • "duration" of a phase is replaced by "elapsed time".
  • Interface - Surface Panel:
    • full bringtofront for the colony and surface panel if the surface panel is hovered by the mouse.
    • the display, on how the geological survey buttons and the infos (including the resource spots) are made, is finalized..
  • Messages:
    • New Messages:
      • Planetary Exploration / Resources Survey: when a vehicles group is arrived on site and begin the survey.
  • Misc:
    • full code audit (refactoring, code cleanup, optimizations, bug fixing) of the Planetary Exploration system and the Resources Survey subsystem.
  • Missions:
    • Colonization:
      • the Distance to Atmosphere Entry is correctly displayed when the Mission panel is triggered.
  • Planetary Exloration:
    • full implementation of the automation options.
    • fix CurrentPlanetarySurvey init. Raise a bug when more than one survey in same time.
    • fix CurrentVehiclesGroup init. Completely flawed logic.
    • fix in the core processing of the survey.
    • little overhaul; now planetary exploration is composed of two differents surveys; geological and biological survey.
    • before to remove the data of a finished exploration, the system test if all the groups of vehicles of a same expedition have effectively a mission completion (are back to base).
    • fix: resources spots with rarity = absent aren't anymore included into a resource survey, as they should have.
    • the distance toward the target region is moved to the exploration/expedition data and not group of vehicles by groups of vehicles.
    • the last survey progress for a geological survey in a region is now stored besides the surveyed resources spots.
    • PS_completionPercent; restore with the SRS_surveyedRegions[Region].SR_lastSurveyProgress. Thus it allows to resume any previous geological survey that was not completed..
  • Population:
    • initialization of a new unit for the future instruction & training subsystem (ITS).
    • the assignation and un-assignation of one category is now made through its proper method.
  • Socio-Political Matrix (SPM):
    • new memes ( total = 21 ):
      • Nuclear Fear.
      • Planetary Chauvinism.

by Jeff B (noreply@blogger.com) at April 25, 2016 12:19 AM

April 21, 2016

GearHead2

Dishonorable tactics for fun and profit

GH1_Vadel

If you’re looking for a bit of an edge in GH1, here’s a nice degenerate tactic you can try. I like this one because it gives some insight into how the game works.

The first thing you need to know is that GearHead is a clock-based system. Actions take a certain amount of time. After a character performs an action, a certain amount of time has to pass before they can perform their next action. Generally this period is the character’s Reaction Time, which is calculated based on Speed and the Initiative skill. There is one big exception to this: movement. Since it wouldn’t make sense to return control to the PC in the middle of a movement action, movement ignores Reaction Time and instead returns control to the PC when the move is completed.

To exploit this, first you need a very fast mecha, preferably loaded with overchargers. The Vadel is a good choice. Next, load it up with high-speed weapons. The more and the faster the better. In combat, start moving at full speed straight towards the enemies. Because of the movement exception described above, you will be able to attack every time the mecha moves into a new tile, regardless of your character’s Speed. If you can boost your mecha’s top speed to 300dpr or so this means an attack every two seconds.

This tactic doesn’t work in GH2, where the movement exception only occurs if movement is slower than Reaction Time.

by Joseph Hewitt at April 21, 2016 02:21 PM