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Showing posts with label platform-osx. Show all posts
Showing posts with label platform-osx. Show all posts

Thursday, December 13, 2012

Video updates (various)

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



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 :)


Tuesday, November 27, 2012

D3 BFG source drop, and new hosted forum

Hot off the press is the news that id software has released the source-code to their Doom3 remastered BFG edition. Have a look at the code here. It seems like Mr. Carmack has back-ported a few nifty things from idTech5, so this is potentially quite useful for upcoming idtech4 based FOSS games.

In unrelated news, I am happy to report that we are now hosting the forums for the nice off-road racing game StuntRally. Join the discussion here.

Old StuntRally screenshot, too lazy to find another right now ;)
One of the really awesome features of that game is the track-editor by the way... have a look at some awesome video tutorials here. Given the Techno-style music in these and the awesome spline-based tracks, I actually think that a WipeOut like modification of this game would really rock, join the discussion I started on that here :D

Sunday, November 25, 2012

0 A.D. and Megaglest updates

Some assorted news from the FOSS RTS thematic area.

First of all, Megagest saw another somewhat bigger release (3.7.x), and someone also made a nice cinematic for them:



Sadly no news on the planned graphical update, as the merger with GAE seems on hold, but the new version adds a lot of nice usability enhancements.

Much more active on the graphics front is 0 A.D. on the other hand. In their recent development update #9 they talk about completely switching to their new shader based renderer, and the guy behind these renderer improvements recently gave a short interview too.

Some other interesting news include this recent forum posts of some modders trying to switch to the 0 A.D. engine for their modern warfare RTS called Rogue Republic.
Asset integration seems to work already as you can see here:

Rogue Republic assets in O A.D.

The thread over at the 0 A.D. forums has a few additional details, but no significant info on the FOSS status they are aiming at in regards to their media.
Never the less, it looks like it might become a RTS project to follow more closely.

Monday, November 19, 2012

Cinematic ZeroK trailer

Busy for a while moving... and the crickets take over FreeGamer it seems *chirp* *chirp* :D
Anyways, I am partially back in business, so a warm HELLO from East Africa!!!

So nothing much to report right now, except that there is a really nice cinematic trailer available for the FOSS RTS ZeroK (which is based on the Spring engine):


They also released a new version not all that long ago, so give it a try if you haven't so far.

Stay tuned, as I struggle to get into my regular FOSS-Games blogging habit again ;)

Tuesday, November 6, 2012

Engine reimplementation day!


This is a guest post by user Hythlodaeus, discussing GPLed video game engine reimplementations, and presenting several projects related to the topic.


I thought I should take some time to discuss in detail one form of project that has been sometimes featured here, on FreeGamer, and is generally quite popular in the FLOSS gaming world: engine rebuilds / re-implementations.

Rather than being wholly original projects or Intellectual Property-free clones of more popular games, engine rebuilds (also known colloquially as �engine clones�) are essentially an attempt to completely reconstruct and improve upon the features of a given original game, without going trough the trouble or replacing original game art assets and without creating a new whole, free-of-restrictions and copyrights IP. Thus, engine rebuilds merely reproduce the rules, mechanics, and game logic of the original game, while still being dependent on some other form of original data.

These projects frequently arise as a form of preservation: the need to ensure and expand compatibility of a proprietary game out of its original borders, and to make sure the target game will not only be able to run on future systems, but also to be ported to different platforms where it wasn't originally available, without damaging the profits of the original developers or breaking any form of copyright. Better than that, engine rebuilds are a great way to fully enjoy many video game classics in a purely free-as-in-freedom environment, while still rewarding the original developers by purchasing the original game. As of now, I have four particular projects under my radar which I would like to talk to you about.

VCMI

VCMI is an engine re implementation of New World Computing's turn-based strategy classic, Heroes of Might and Magic 3. It aims to replicate the original game, and introduce many new features that will make it a more pleasant and customizeable experience, as well as providing a platform for scenario building, mod making, and even the creation of completely new games.

VCMI has also been noted for its portability outside of the desktop computer environment, with some developers outside of the main dev team apparently creating an Android port, and other similar mobile versions.

With the recent release of version 0.90, and bordering closer and closer to the 1.0 release, VCMI is the brightest hope for the huge Heroes of Might and Magic fan community which still holds HOMM3 as its all-time favorite game in this long-running series, and whose official releases and reeditions tend to run poorly on modern operating systems, including Windows.

FreeSynd


The second project is the Syndicate reconstruction known as FreeSynd. For those that are too young to have ever played the original game, Syndicate was a dystopian organized crime simulator, in which the player controlled a team of cybernetically enhanced zombies (!!!) in a campaign to achieve complete global domination.

Syndicate was known for its fast-paced, guns-blazing gameplay, and, after many years since its original release, it's still highly regarded as one of former British developer Bullfrog's best titles. FreeSynd is currently on version 0.6, with updates oozing out slowly, once in every few months.

The goal of the developers is to replicate the original game as it was, when released, with further upgrades and improvements coming only after version 1.0 is finished.

At its current form, many missions can be fully played, but the game still has many bugs and much to is left to be made. However, as a fan of the original game, I still felt it was my duty to talk about it and maybe motivate some of you to lend some help to what promises to be a fantastic game. Naturally, you will still require the original game data to run FreeSynd.

NXEngine


Next up we have NXEngine. So far, I'm really surprised how come this one escaped most people's attention, especially at the FLOSS gaming sphere. NXEngine is none other than a free, open source recreation of the legendary freeware game Cave Story. Now the original game is not only freeware, it has already been ported to as many platforms you can shake a stick at (including GNU/Linux). However the game creator, Daisuke Amaya, AKA �Pixel�, always requested people in charge of porting the game to never share the source code, due to the deal previously signed by Pixel to distribute the game commercially. This, however, did not stop programmer Caitlin Shaw from rebuilding the whole game engine from scratch, requiring only for the user to download a copy of the original freeware version, and extract all art and music assets from its bowels.

As of the current version of NXEngine (1.0.0.4), the game runs flawlessly, even more swiftly than the freeware original. Having played both in their entirety, I can say the only slight inconsistencies going for NXEngine, are a couple of enemy attack patterns which are slightly different, and barely affect game experience in any way. All in all, it's Cave Story, running free-as-in-freedom. And that's a great achievement by itself.

OpenXcom


Finally four our fourth project, we have OpenXcom. Many of you might be familiar with the game it is based on, as it was considered many times as one of the best PC games ever made. OpenXcom is a full reconstruction of this great tactical simulator, once again aiming for expanded compatibility and a more stable, smoother gameplay, along with many improved features and mod support planned along the way.

If you disliked the Firaxis remake, maybe you should keep an eye on this one. It's pure, classic X-COM with all the rough edges trimmed, and even at its 0.45 release, it already seems like an impressive achievement. If you feared for the future of X-COM, fear no more. OpenXcom is here.

That's all for now! I'm sure there are other great engine rebuild projects around there, many of which have been discussed here on FreeGamer previously. Feel free to post your own suggestions or comment on this matter.

Wednesday, October 31, 2012

Open-source head-tracking

So unless you are living under a rock, you have probably heard about the new VR-google craze soon to hit every hard-core gamers cave (e.g. Occulus Rift). We talked about the FOSS engine getting Occulus support before, and now that id software promised to release the Doom3 BFG Edition source code too, it looks like VR in FOSS games will become quite common soon.

However, hidden in the (flight-)sim genre another quite nice system has been developed, using only a (sufficient frames per second) webcam:


The video is shot with FlightGear, everyones favorite open-source flight-sim. More details how to get it running with FlightGear can be found here, the system itself is not FlightGear specific though.

The source-code can be found here to be adapted to to your game (any 3D game that doesn't require too fast head-movement is basically suitable). The face-tracking is based on OpenCV, which will take some juice from your idling quad-core CPUs ;)

Less resource demanding are infrared LED tracker version, which do not need to follow a face and also work rather nicely in a dark room. For those, some propitiatory solutions have been available for some time, but you can also find Linux compatible open-source code for such a system here (instructions for FlightGear here).

Personally I was always to lazy to build myself a proper 3 dot LED cap, so I think the face tracking solutions are more convenient. If you are into non-FOSS games on the Windows platform, I can thus also recommend the partial open-source FaceTrackNoIR software, which supports quite a few really nice flight-sims, racing games and even FPS.

Monday, October 29, 2012

Force: Leashed - GPL First-Person Gravity Not-Like-Portal

Force: Leashed is a free first person gravity fiddler. To advance, you need to guide rockets to their targets using spherical potential fields. And no, it's not like Portal. That much.
Force: Leashed was started as one of the 2012 7DFPS prototypes. It is based on GPL-licensed Darkplaces which for example also powers Xonotic.

Force: Leashed is available for free download for Linux, Mac OS X and Windows from its website.

The art asset license status is unknown. Watch this tweet for further information.


Friday, October 26, 2012

Scavenger: Atmospheric Open Source 2D Space Exploration


Image: Scavenger in-game credits

Scavenger is a simple space exploration game set in a large debris field, created by Fiona Burrows in December 2009.

It is polished, very atmospheric and expresses a subtle sense of humor inside item/object names.

Scavenger was voted 2nd place in the "overall" category at Ludum Dare 16 (48 hour dev jam). It recently was released in a github repository under MIT license (both code and art!).

The code is written in Python and runs on Linux, Mac OS X and Windows.

Video: Scavenger

On her blog, Fiona writes about her development process:
  1. Pick a simple idea and roll with it.
  2. Never leave an unfinished feature.
  3. If anything can be polished then do it - If an animation can be added to something then do it, if a small particle effect can be added here then do it.
  4. Don't stress over running out of time. When it doubt, pretend this was the plan all along.

Monday, October 15, 2012

Aleona's Tales (Stratagus game)

Small retro-style quick news today, so that you don't hear the crickets here on FreeGamer:

There is a new game available for the FOSS classic engine Stratagus (read up on the history of it here). It is called Aleona's Tales:

Looks very familiar, right? Yes Grandpa!
You can download it here (only windows builds) and discuss with its creator on the Stratagus forums. Graphics are sadly a mix of various Free and non-Free licenses... but at least you get it for freeeee...

Monday, October 8, 2012

Major Unvanquished update (Alpha 8)

UPDATE: Here is a nice video of the (Note: Alpha) gameplay:



Yesterday (following their monthly release cycle) a new alpha from Unvanqished was released. For those with bad short term memory: Unvanquished is trying to revitalize the RTS/FPS hybrid Tremulous.

New Unvanquished human player and weapon model
Besides the changes already mentioned previously, they have also replaced some more weapon models and now also have a really nice new webpage!

Still lots of things to do... but big thumbs up for the progress so far!


Tuesday, October 2, 2012

Promising Open Source jRPG: Valyria Tear


Valyria Tear [blog, GitHub] is making stable progress! One new code contributor on GitHub, one new art contributor on OpenGameArt, a stable commit history.

If you are looking for a free, open source jRPG and are done with Fall of Imiryn, then this is the place for you to test, develop and contribute!
git clone https://github.com/Bertram25/ValyriaTear.git
cd ValyriaTear/
cmake .
make
./src/valyriatear
Valyria Tear is easy to compile with CMake and features about 30 to 60 minutes of gameplay so far.

Monday, September 24, 2012

Twine: interactive stories builder


Twine is a tool for creating non-linear stories that can be played in HTML. Here are some examples. It's available under GPL and runs on Linux, Mac OS X and Windows.

There's also a tutorial available by a game designer I follow.

Beginning this Thursday, there will be a one-week-long Virtual Game Jam in a community of gamers that are feminist, queer, disabled, people of color, transgender, poor, gay, lesbian, and others who belong to marginalized groups, as well as allies. They have an IRC channel.

I will give this tool a try at the next Berlin 8-hour Jam.

Friday, September 21, 2012

Torque 3D engine liberated

The people behind the always very indi friendly and well renowned commercial Torque 3D engine announced a fews weeks ago that they will release the quite fully featured engine and tool-box under the very liberal and FOSS MIT license.


Well, and today they made an release announcement and opened up their repositories!

Some of you might remember the engine from the good old days of Tribes 2, but as you can see it has advanced quite a bit since then. Sadly it also lost its Linux and MacOS ports along the way, which is something the creators hope to have restored more quickly in the open-source version. Other show-stoppers on non-Windows platforms are a few remaining to be removed propitiatory qt-lib in the editor framework and so on. So if you think you can help them with either or those problems, have a look at their git repo here (click on "zip" to download you local copy).

Hmm... what does that mean for the FOSS gamer (besides some commercial game ports to Linux probably soon)? Well Torque is a really good tool-set to create new FOSS games, and they really tried to keep the entry barrier low, which is something that sadly can not be said for most other FOSS 3D engines. So in the longer run there might be some cool new games utilizing it. But for now I hope to see a fully FOSS version of this little gem soon ;)

As always... we will keep you updated with our irregular posts ;)

Wednesday, September 12, 2012

Shorts: FreeOrion 0.4.1 and Xonotic Vehicle Gameplay

FreeOrion

image: Moving a fleet around in FreeOrion

video: FreeOrion testplay (best viewed at 720p HD)

FreeOrion 0.4.1 has been released a month ago. There still is no manual ship combat mode and there is a certain sluggishness regarding GUI responsiveness but the beautiful audio and graphics and consistent writing are definitely worth a try.

You can check out a preview of current 3d ship combat tech demo in this video (7m30s in).

Xonotic


Unsealed Trial 2 - Xonotic1233544-00
image: Sniping a Hovercraft on Unsealed Trial 2 in Xonotic (more screens)



I have been playing Xonotic on the [MoN] Vehicle Gameplay server and quite enjoying it lately. Just recently, a first version of Unsealed Trial 2 (screenshots) has been released there.

Some helpful vote commands:
vcall timelimit 600 (for when the time is draining too quickly)
vcall gotomap unseal (for when you realize that Unsealed Trial is the only playable map ;) )

If you'd like to record your own videos, all you need to know is on Xonotic's Democapture wiki page.

Tuesday, September 11, 2012

Shorts: LambdaCube + StuntCarRacer, Naval Warfare, 0 A.D. Alpha 11


StuntCarRacer (last release 2006) got re-born as a demo for LambdaCube 3D, a Haskell-based rendering engine.


Naval Warfare is a game in progress being made at Universidade de Bras�lia, using Gear2D (Linux/Windows).

image: celtic settlement in 0 A.D.

0 A.D. Alpha 11 got released.

Some of these news have been powered by SourceForge's ability to sort games by update date.

Saturday, September 1, 2012

Intergalactic news (new Red Eclipse version)

Somewhat related to the previous blog post (don't forget to vote to give a VR kit to the Cube2 developers), I can bring you the news that you can now download a new release (1.3 Galactic Edition) of Red Eclipse. By the words of the developers this is mostly a bugfix release:
This release sees a semi-stabilisation of the gameplay in favour of implementing a variety of bugfixes and user requests. We've removed some old cruft and implemented a few new game types to replace them, like coop (humans fight high powered bots), and king-of-the-hill (control and defend one flag). Due to the popularity of the impulse/parkour system we have introduced a new "impulse vaulting", where you can hold down your parkour key to "vault" over low obstacles, making it that much easier to navigate around busy levels.
But you can read up on the full changelog in the release thread on our forums. Oh and maybe you can help them out and create a new teaser video for their website?

On our forums I was also recently reminded of a Red Eclipse based mod called MekArcade (see more infos on their Moddb site), which as you can guess adds Mechs to the game.
Some MekArcade mechs
Information is otherwise relatively sparse (I couldn't find any word on their media license for example... but given RE's CC-By-SA licensing scheme I hope they sticked to the same), but they plan to release a first version relatively soon (Maybe they waited for the RE 1.3 release?).
The screenshots released so far look quite nice also and first released video gives off a Mechwarrior like vibe too, so I guess I am looking forward to their first release ;)

Tuesday, August 28, 2012

OpenMW 0.17.0: Changes and Freedom(!?)



The OpenMW engine re-implementation for proprietary RPG classic Morrowind brings fixes, a pause menu, camera modes and proper player control, potion usage, drain/fortify dynamic stats/attributes magic effects and other changes in release 0.17.0.


Work has also begun on an Editor and The Example Suite.

A Free-as-in-Freedom OpenMW game?

The Example Suite is going to be a small standalone game that does not contain any Bethesda owned art assets. Therefore, even those who do not own Morrowind will be able to play with OpenMW and test it.

The project uses the "Release early and often" mantra and so hopefully we will have an early build available for download soon.

If you can help with; skills in animating, music, sounds, modeling or are an experience modder please visit The Example Suite forum.

An editor for OpenMW!

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project and he could use some help. Visit the OpenMW Editor forum.

Additional links:





Monday, August 20, 2012

Unvanquished development news

I have to apologize for the recent lack in FG updates, but at least *I* have a good excuse as first my Internet broke down, and now I am preparing to relocate to another continent (extra points for guessing which in the comments ;) ).

Anyways... it seems like there is now a "winner" out of the total breakdown and split-up of the efforts to revitalize Tremulous earlier this year. I will not go into details, but I can assure you it was not pretty, and I decided to skip any news coverage on it until the dust had settled.
I hope this is now the case, and for now it seems only one of the projects really shows some progress... that is unless the other is not working in stealth mode.

Lets see... at least Unvanquished is actually releasing alphas of their game, so I am leaning toward them when it comes to which will actually become a nice, playable game soon.

You can follow development quite well on one of the team-member's blog here. In the most recent post, some nice screenshots surfaced, and both their new modeling, GUI and animation work seems quite nice too.

Unvanquished: Human base preparing for an attack

Anyways, check out the other cool news from them, and maybe try one of their recent alphas... however don't expect a fully refurbished Tremulous yet.

Saturday, August 11, 2012

Also out of Beta: Annex:CTW Release 3

We are a bit late to the party (partially due to my current German Telekom induced Internet abstinence at home :( ), but last month the first stable release of Annex: Conquer the World was released.




For those out of the loop: Annex is a so called total conversion mod (albeit standalone) of Megaglest. You can read up on its development and the latest news in their forum post on the MG forums.

Friday, July 6, 2012

AlienArena reloaded edition

The PR machine behind AlienArena seems to have found out by rigorous focus-group testing and public surveying, that a re-branding of the idtech2 based arena FPS, was in order...
But here on the uncompromising last resort of free and unbiased game journalism we call it what it is: a nice new release, bumping the version number to 7.60; because as you should know... a higher number is always better :p

New alien spider bots!
Obviously it wasn't just the number that changed, and the list of engine, art and gameplay improvements is actually quite impressive for this release.
Another thing they updated is their website (the old one was quite horrible), and while this is a open-source game only by its engine code and sadly not media, I really like their new slogan:
Open Sourced. Ever Evolving.
Which has a certain ring to it ;)

Speaking of PR efforts, there is now a dedicated PR team for War�ow and the long awaited 0.7 release is slowly moving forward and you can see (incl. many nice screenshots) what kind of changes you can expect here.

Screenshot from the War�ow 0.7 changelog thread
There is also an BETA release of the version 0.7 (which according to standard version naming schemes should be a beta itself I guess ;) ) which can be downloaded here.