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April 24, 2015

FreeGamer

New FOSS 3D RTS Engine, OpenRTS!

I had been following this really awesome looking tile based RTS 3D engine project (think Starcraft2 like) on the jMonkey Engine forums for a while, and it is now fully FOSS including the arts assets.
Don't expect a playable RTS game, but as you can seen in this video of the in-game level editor a lot of work has been done already:



You can contribute to the MIT licensed source on their github page (the author asks for help) and/or head over to the website of engine it uses, jMonkeyEngine, a great project written in Java.

by noreply@blogger.com (Julius) at April 24, 2015 02:19 PM

April 21, 2015

SuperTuxKart

SuperTuxKart 0.9 released


It has been a rather long time since our last official release - nearly one and a half year. But we have not been idle during this, actually more the opposite. The 0.9 release contains some significant changes - especially (though not only) visual changes:
High res version of the poster available here.
French translation of this article available here

Celebrating the new rendering engine

Pictures weren't enough to show the progress done. So our lead artist Samuncle did a trailer to present the new version

Vlj significantly updated our rendering engine. While it is still based on irrlicht, it now uses a modern OpenGL shader based backend. But to avoid confusion with vanilla irrlicht we decided to give it its own name: Antarctica. A brief overview of the graphical features implemented are on the Antarctica pages. The usage of an improved rendering gave our artists significant opportunities to improve the looks of SuperTuxKart:


This release contains two completely new designed high-quality tracks


Grand Paradiso Island, a beautiful tropical island famous for it's sandy beaches and the Princess Sara TransContinental Airport with spectacular landings: 
Royal Cupcake jetliner landing

Cocoa temple, a track in Val Verde, a south American country with ancient pyramids and massive jungles.
Mirarosas water lock
Many other tracks have been improved as well to make use of the new features, for example Northern Resort:
Sara racing with her snowmobile in the alpine village

Google Summer of Code

While Vlj has done significant work on the rendering backend, the original work on improving the looks was actually started by Cand during the 2013 Google Summer of Code (GSoC). We have participated twice in GSoC - in 2013 and 2014. If you don't know what GSoC is: it is an initiative by Google to support and extend Open Source development. Mentoring organisation, such as SuperTuxKart, mentor students for over two months full time, and google pays the students during this time. This is the first SuperTuxKart release to include the work done by students over the last two years. Besides Cand starting with a shader based rendering engine, this release also includes the work of Unitraxx (online features and voting for addons), Leyyin (improved admin interface and bug tracker for our addons web page), and Solistice (different kart physics). We also had Mcsab working on a stand alone track editor, which is included in the windows and linux binary package. Even though we decided not to participate in GSoC 2015, we have more exciting work from students in the pipeline for the next releases.
While this is all very good news, the one thing we have not progressed enough with for a release is online racing. This release does include important base features necessary for online racing (like online account creation, friends, ...), but support for online racing will be added over the next release in the 0.9 series.

Gnu in the airport terminal of Gran Paradiso Island



Highlights of the 0.9 release:

  • Fully shader-based rendering engine 
    •  New tracks Cocoa Temple and Gran Paradiso 
    • Graphical improvements to many other tracks
    • New karts Amanda, Gavroche, Sara (as wizard and racer)
    • Improved tux, adiumy, Suzanne and Xue.
  • Online login which allows to: 
    • connect with friends and see when they are playing 
    • vote for addons 
    • collect online achievements
  • Different kart physics
  • In-game Grand Prix editor
  • Random Grand Prix generation
  • Achievement system

But as can be expected, the improved features will increase the minimum hardware specs necessary to run SuperTuxKart. We have spent a lot of time trying to iron out bugs (not only our own, but especially bugs in various OpenGL drivers), and to support lower end hardware. The graphics hardware must at least support OpenGL 3.1 (which is 6 years old). Based on our somewhat limited testing the following graphics adapters should be fast enough at low graphics settings (go into settings, video to increase or decrease the graphical details):
  • ATI/AMD Radeon HD 3650 
  • Intel HD 3000
  • NVIDIA GeForce 8600
We also recommend your graphics adapter to have at least 1 GB VRAM available when playing. Note that these are estimates and weaker hardware may be able to run the game, but perhaps not at playable framerates. You should also have at least 600MB free hard drive space, 1GB free memory, and a 1.2 GHz processor.

Gift package for donations

We have one additional news items. Since we now support free online accounts for all players and we utilise our own servers, we do need donations to pay for the ongoing running and development costs (e.g. hardware). Many people have already donated in the past. We have decided to offer a thank-you package for all donators (new and in the past). Samuncle has worked on a new track, and the package will include a sneak peek of this track. It is fully playable, you can use it already in the Grand Prix editor, and play any race mode on it - welcome to Antediluvian Abyss:



This track will be included in the 0.9.1 release of SuperTuxKart, though additional work will be done. The package will also include some concepts art, and a special version of Cocoa Temple: "Carnival del Cocoa", the version used in our trailer. All work in the gift package is released under CC-BY-SA-NC 4.0. Any donation from our donation page of $1.00 or more (sorry, otherwise paypal's fees are too high, and we actually get nothing) will get a link to the download page for this package. For all previous donators: please send an email to supertuxkart.official at gmail dot com with the email address you used in your donation, and we will send you the link.

Finally, please note that the addons website has now moved to addons.supertuxkart.net. The previous website (stkaddons.net) is now read-only. SuperTuxKart 0.9 will only support addons from the new website, so all help is welcome to port addons to the new engine and submit them to the new addons repository!

Oh, before we forget - the most important point: you can download binaries for Linux, Windows (Windows Vista and newer, though we provide an unsupported XP binary as well), OSX (10.9 or newer) on our download page.

We hope you enjoy this release of SuperTuxKart. As always, we welcome feedback (but please be aware that neither a blog nor twitter is the right place for bug reports or support requests, use either our forum or bug tracker for that).

Your SuperTuxKart Team

by noreply@blogger.com (Arthur) at April 21, 2015 12:47 AM

April 20, 2015

Battle for Wesnoth

Wesnoth 1.13.0: Development Release

The first release of the new development series, Wesnoth 1.13.0, is now available. Check the forum thread for a list of the most notable changes in this version.
As on previous occasions, 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 more technical full changelog for enthusiasts and content creators. Be warned that both changelogs are extremely long this time around, since this is the very first development release in the series and many changes have piled up since 1.12 beta 2 (version 1.11.11) was released.
The source code and the Windows installer 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 development version — as such, it is likely to include a lot of new bugs, some of which are already listed in the release notes. If you encounter other issues, make sure to report them to us so they can be fixed for future releases.
You may comment on this release in the forums.

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April 20, 2015 08:55 AM

Wesnoth 1.12.2: Maintenance Release & Security Advisory

Wesnoth 1.12.2 is now available. This is a maintenance release for the stable 1.12.x series including a critical security fix, as well as an assortment of other bug fixes and improvements over version 1.12.1.
We urge users of all previous versions to upgrade immediately.
Check the forum thread for a list of the most notable changes in this version, and the security advisory for previous versions.
As usual, 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 more technical full changelog for enthusiasts and content creators.
The source code, Windows, Apple 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.
You may comment on this release in the forums.

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April 20, 2015 02:55 AM

Wesnoth 1.12.1: Maintenance Release

Wesnoth 1.12.1 is now available. This is a maintenance release for the stable 1.12.x series and, as such, it delivers an assortment of bug fixes and other improvements over version 1.12.0. Check the forum thread for a list of the most notable changes in this version.
As on previous occasions, 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 more technical full changelog for enthusiasts and content creators.
The source code, Windows, and Apple OS X packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
You may comment on this release in the forums.

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April 20, 2015 02:55 AM

Wesnoth 1.12.0

Nearly three years after our previous milestone, we are now proud to present The Battle for Wesnoth 1.12.0, the first release of a new stable series bringing forth loads of new features for players and content creators, as well as a vast number of bug fixes and small enhancements. A new multiplayer faction, a refurnished game interface, and an improved map editor comprise only a small fraction of the changes this new version has to offer to veterans from previous versions. For more information, read our official release notes, available in several other languages for your convenience.
This stable series is compatible with previous 1.12 RC releases (1.11.17 through 1.11.19). The source code and ready-to-use packages for Microsoft Windows, Apple OS X, and OpenPandora, are already available on the downloads page.
Your feedback is most welcome in our dedicated forum thread, which also includes a list of bug fixes done since 1.12 RC 3, as well as important last-minute information for Windows users.
We hope there are no game-breaking bugs left in this version, but should you find any, make sure to report them to us as soon as possible!
Being a community-driven open-source project with over 6 million downloads on SourceForge.net and over 60,000 commits on GitHub, The Battle for Wesnoth is always looking for help in various areas of development. We are in particular need of C++ programmers comfortable working with Windows, Apple OS X, and Linux systems; graphic artists capable of creating new portraits, animated unit sprites, terrain art, and campaign story illustrations; sound artists; translators; and WML coders able to maintain any of our mainline campaigns. If you want to help develop future versions of Wesnoth, come join us in our official forums board and our IRC channel, #wesnoth-dev on irc.freenode.net.

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April 20, 2015 02:55 AM

Wesnoth 1.11.19: 1.12 Release Candidate 3

Wesnoth 1.11.19, our third and likely final release candidate for Wesnoth 1.12, is now available. Check the forum thread for a list of the most notable changes in this release.
As on previous occasions, 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 considerably more technical full changelog.
The source code, Windows, 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.
Although this is a release candidate for the next stable series and should be — in theory — rid of game-breaking bugs, there may still be issues that have not been reported to us yet. There are also a few known bugs listed in the full announcement. Do not forget to report to us any other issues you find!
You may comment on this release in the forums.

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April 20, 2015 02:55 AM

April 18, 2015

LBA Prequel

Sanitarium reverse engineering

wake-in-fright

Back in 2006, I’ve started to be really interesting in reversing an old game called Sanitarium. A psychological point-n-click adventure game released in 1998 that I like a lot.

I’ve started by trying to understand the game files format and creating some tools to read and change the content of the game. After I had found the game postmortem, it made me understand more about the game architecture and be even more interested in reserve the game.
One of the main goals was to be able to read the game language texts and be able to translate the whole game to Portuguese.

TextEditor (Sanitarium Text Editor – Allow to translate the game to different languages)

EditAsylum (Edit Asylum – Sanitarium resource management, that allow us to change game’s content)

GraphicEditor (Sanitarium Graphic Editor – Allow to view the in-game images and scenes)

These tools introduced me to other fans of the game with the same passion than I. So, it was in 2009 when myself and a group of lads from the ScummVM community started to reverse engineering Sanitarium, and called the project Asylum Engine.

Since then a lot of the project has been reversed with periods of activity and inactivity. One of this periods started again recently and some nice progress were made in the game.

Chapter1

The free time I have to spend in the project is not that much to allow me to create new things, or check what is exactly missing in the whole engine, so I decided to spend some time fixing current bugs and make the game more playable.
A lot of the game was already reversed but the game wasn’t yet playable due to bad scripting interpretation or suddenly crashes. There was no way to complete the very first chapter.

After a few commits and checking the reversed code against the original disassembled, I’ve found some of the issues that were blocking us to play the game.

I’ve created a little screen capture of the game so you can see for yourself the current progress. Beware, I have spoiled how to complete the first chapter.
Sorry about the bad sound quality but it was recorded using my built-in microphone.

by xesf at April 18, 2015 09:48 PM

FAR Colony

Alpha 10 - iteration #03: Dev Status

  • [WIP] to update the interface for the CSM events.
  • =[DONE]= to complete the CSM events cancellation.
  • =[DONE]= to change the display of the population of a colony.
  • =[DONE]= to overhaul the messaging system (including addition of new messages).
  • to include new messages for events and other parts of the game.
  • to update the main keyboard shortcuts.
  • to add a hint subsystem accessible to any part of the interface.
  • [WIP] to update the encyclopedia.
Two work-in-progress in one.

Stay tuned

by Jeff B (noreply@blogger.com) at April 18, 2015 04:18 PM

FreeGamer

Top Futuristic Open Source Racing Games on Linux


F-Zero and Wipeout set the standard for the futuristic sci-fi racing games genre and inspire many game developers.

Over the years, four projects of that genre were started and developed to a playable state that are now open source code:




H-Craft by Irrgheist is a free sci-fi racer with IAP on Android. It is built with the Irrlicht engine and was recently released as free software with freeware data.

While gameplay is simple without pickups, boosts or weapons, the campaign keeps it interesting. The 180°-Turns used in H-Craft level design are very refreshing to the genre.




CoreBreach is a commercial anti-gravity racing game with combat gameplay. There is a freeware dataset that allows compiling and playing a simpler-looking version.

Being an Objective C project, it was unusual to compile for me on latest Arch Linux but possible. Campaign mode, weapons and split-screen multiplayer make it cover many bases.




Racer is the only project with 100% free as in freedom data, yet unfortunately it does not compile on current Arch Linux.

Of our four projects, this is the only that has the classic drive-over boost fields.




Ecksdee is the oldest of the bunch and has challenging time trial single-player gameplay.

There are weapon pickups but without AI or human competitors they serve no purpose yet.



Project Comparison



H-Craft CoreBreach Racer* Ecksdee
Latest Version 2015-02-23 (1.3) 2012-11-30 (git) 2010-10-10 (r349) 2006-11-24 (0.0.9)
Campaign Mode yes yes no no
Split-Screen Multiplayer no yes yes no
Weapons no yes no yes
AI yes yes no no
Gamepad Support yes yes yes no
Menu UI Look good ok good ok
Music yes yes no yes
Sounds yes yes yes yes
Linux Builds or Compiling not tested, build used complicated but compiles fails fails, win32 build/wine used
Art Asset License(s) Mostly no-modify-no-distribute no-distribution, GPL, CC-BY 3.0 CC-BY-SA 3.0 GPL, CC-BY-NC, CC-BY-NC-ND
Is It Cool? yes yes yes yes
* Could not build racer, reviewing from long term memory



Related projects


Stunt Rally has a F-Zero-esque antigrav vehicles and futuristic levels but primarily it's a car racing game. The default physics don't seem to be working for a futuristic racing style.




The cool Blender Game Engine project RGP has it's .blend file available but it does not have license information. The .blend contains no audio and only one level without AI.




HexGL is pretty but has no sound, no ai, only one level and is CC 3.0 BY-NC licensed (including code) at the moment. If anybody is interested in contributing: the developer indicated interest in the MIT license.



TheRush seem to be Windows-only and does not run in Wine.

by noreply@blogger.com (Iwan Gabovitch) at April 18, 2015 08:27 AM