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Showing posts from May, 2010

Shotgun Debugger

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In Shotgun Debugger , you play a hacker on the run from black-shades-agents and fight against armies of droids. Projectile and energy weapons serve your cause, the most original of which gets reflected by walls and can be used to destroy enemies out of sight. Game mechanics include damage-inducing surfaces, exploding barrels and droids and simple press-the-button or find-the-key tasks. The story progresses in text boxes which appear between levels. Varying level styles... Relatively simple puzzles... Various weapons, including grenades... ... a kind of 'blue rocket launcher'... ... and a reflecting laser rifle Shotgun Debugger has two problems: default control and perspective, thus here are two hints for playing the game: Press 'v'. It will fix the perspective. Use WASD and mouse (or set different keys in ~/.sdb/preferences.txt) Also, here's one hint, in case you get stuck in the first level: "behind the police car". I didn't know about 'v' and

Free as in F..Dragon History.. and cyberpunk

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Some of Dragon History's GPLv2-ed assets You might remember this video-heavy post about Dragon History , a comical fantasy adventure game for ScummVM. I wanted to inform you that the game art, including music, graphics and text are all covered by the GPLv2. They can be downloaded here . The game is originally written in Czech and properly translated to the Polish language. If you have the necessary language skills and want to make the game accessible to a wider audience, it would be great if you could work on cleaning up the English translation. The contact information of the maintainer is on his homepage . If you want to turn this into a team project, feel free to use FreeGameDev's general forum for a thread. Speaking of free assets: The current OpenGameArt friday challenge is " Near Future " and I have no idea what to.. hm.. cyberpunk? To the six finished challenges, 50 pieces of game art have been submitted. It's quite fun to follow new art and picking the b

Penumbra engine open source (non-free 32bit library dependancy)

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Penumbra 1's engine now FOSS The engine of the best proprietary horror game in existence (Penumbra Overture) has been released under GPLv3 , and some parts under even more liberal licenses. The engine features a physics interaction system, which is extremely well-balanced between complexity of possible interactions and intuitive usability. A few test maps and some objects and textures were released under By-Sa-3 (in comparison: Lugaru comes with no freely-licensed assets). The textures that come with Penumbra There is a guide available on how to compile Penumbra and you can get some help on #penumbra or on the official forums . The biggest task is to get rid of the legacy Newton Dynamics dependency and replace it with Bullet . This 'procedure' has been applied to DungeonHack a year ago or so. About Lugaru: there is a thread that contains some thoughts on adding free (faif free hopefully) content to it.

Of Summoning Wars and RakNet

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When I found out that  Summoning Wars , it in fact uses a freely licensed network library, I wanted to test it, but failed at compiling. Today, with fresh Subversion checkout, I succeeded and was surprised by a Diablo-rules-style RPG with 3D graphics ( OGRE ) a lot of dialog (hours and hours of tutorials ;) ), choices, different character classes and various spells and items. Sarcophagus open up! (And let me take precious loot!) Enlightening zombies in a dark cave with fireballs Leaving loot behind Why am I  even writing these captions? Action-RPG GUI layout 101: Left: Character, Right: Skills or Inventory Scaring goblins to death with a lovely mask 4-way dialog sequences make plot confusing fun! Video: Rescuing some NPC [ .ogg (shorter)] I wonder what the network part is all about. I could imagine cooperative plot-games to be fun.. Anyways, about the net lib: The popular network library RakNet is neither open source nor free software , as defined by OSI and FSF. However, version 2.4

Combing Github for Games

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I am bored. SF.net doesn't produce many new foss game findings, so I say: "Let's try GitHub's search function!" Searching "game" quickly turned into "game -warcraft -framework -iPhone -life -cocos -Invaders" and I gave up such a general approach. Next up " fps ". maroxe/fps - Soya3D -based shooter. Doesn't run, so I write a report . Project probably inactive, the history tells me. Next. ctmammoth/mammoth - "Tactical/strategy CTF-style FPS". Contains just a .sln (Visual Studio) file and dlls in the repo. Is written in C#. Obviously non-Linux. Next. treeform/simple-fps - "Simple fps demo for panda3d". Last action October 2009. It runs! Let's make a quick video, even though it's nothing, but the texture is kind of interesting. Lagging in the video [ YT , TO ] because of recording app I think. Next. mlambir/Pygame-FPS  - "Wolfenstein st

Lugaru open source on GNU/Linux (64bit)

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Lugaru was open sourced (the code, not the assets). Aquaria, Gish and Penumbra Overture are to follow in a time frame of three days. Here 's the counter (top right). Lugaru is a 3d martial arts fighting game that mainly plays in open-air levels in it's proprietary version. Besides kicking and jumping, sneaking and weapon use are main features of the game. A fork allowed me to compile Lugaru on 64bit Linux with ease . Hopefully tutorials for creating completely original content will appear soon, so there can be some fully faif fun foon (soon) with fully free content, for example with a gnu fighter from Ryzom. Lugaru open source main menu, if you add the proprietary content Recent Lugaru videos Open source discussion on official forums   Official announcement

Port and Configure - Specialists Wanted for Diablo-like and 3D and cute pixels!

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Holyspirit is a good-looking hack & slash game with (rendered?) 3D graphics, which I unfortunately was only able to run using wine (and it wasn't very stable either: entering some areas and saving would cause it to freeze). It appears however, that it should be very simple to make it compile on Linux, somebody will just have to figure out how to make Code::Blocks (.cbp files is provided) find SFML , a SDL alternative that is used by Holyspirit and provide compile instructions. DotModeler is a 3D pixel editor which could use non- AZERTY language keyboard bindings and a little bit of English-language documentation (or anything that can be easily translated ). Kwest Kingdom is a Kwute roguelike which even a Nethack-hater like me can love! Here's a YT video [ TO ] of the kewtness. I haven't been able to compile the game (I think) but it apparently has 64bit Linux binaries in its GIT repository and Windows binaries for download. Still, I think the Makefile might use

Formula Retro

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Formula Retro is an actively developed "Sega's Virtua Racing look-alike". I found it to be somewhat buggy (but stable) and I like the look. Windows releases are available for download and here are GNU/Linux compile instructions, you will need to have irrlicht installed: svn co https://formularetro.svn.sourceforge.net/svnroot/formularetro/trunk formularetro cd formularetro find . -exec sed -i 's|../irrlicht/include|/usr/include/irrlicht|g' {} \; make ./dist/Debug/GNU-Linux-x86/formularetro If you like the art style, you might want to give SimCar a go. PS: I recorded a short video of the action and found out that the art license (CC-BY-SA 3.0 ES) is compatible with the international version of that license. tinyogg

Ryzom FOSS: The Art

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Ryzom has been released under AGPLv3 for server, client and "content creation tools" and BY-SAv3 for 17463 png image files and 7553 max 3d model files (see ). The 3D format is problematic, as .max is a proprietary format, but art is also available in the NeL shape format in ryzom's media browser (maybe not all of it, I'm not sure). "Porting the art" is one of the tasks for which Ryzom will welcome developer support. Finishing porting to GNU/Linux is another goal and I'm sure there will be a little more coverage about the game here on Free Gamer and on other blogs once it runs. :) (4 MB 24x24 preview of about 14000 of 17463) I think most ground textures I saw were rather small (128x128) but of high quality and also include to-transparency alpha-blend tiles that are helpful for transitions between ground types. There are also in-game icons and GUI elements. Here are the most popular resolutions, if you're curious: files resolution 5493 256x256