Posts

Anticube 2 - a game within a game

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So, as I sometimes peruse various forums, the occasional gem pops up. This is one of the best hidden gems in Open Source gaming. Anticube 2 is a map for Tesseract / Cube 2 that is inspired by the game Antichamber and NaissanceE . If you are unfamiliar with those, that means it is an abstract FPS puzzle game where things are not quite what they seem. Or, as the creator Lord Kv probably better explains: Anticube 2 is a puzzle map for Tesseract. You'll find yourself in an interactive, dynamic, non-euclidean world. Supported by 5000+ lines of Cubescript and GLSL code, this map will do things no other Cube 2 / Tesseract map has ever done before. Here is the trailer: There is also a gallery of screenshots for you to check out. I won't include them here because, to be honest, the screenshots won't mean much for this kind of game. I'm calling it a game, even though it is just a map for a game. You can tell it is worth checking out because of the reactions it elicits from...

Games with G (Gorynlich & Gigalomania)

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Great news for people who like GGGGames ;) The author of the new action roguelike dungeon crawler kind of darwen mayham game Gorynlich was so kind to inform us his game. It comes with this funny trailer (and some great programmer's art :p ): The code is licensed under the LGPL, while the assets are only freeware right now. But the author seems to be open to look into replacing the assets with Creative Commons licensed ones if someone is interested in doing so. Gorynlich is done by the same author as the ASCII game Goblin Hack by the way. Another nice game starting with G, is the awesome remake of the oldie Megalomania, appropriately called Gigalomania ! The author is still looking for improved art asset contributions, but the game itself is already quite playable (even on mobile devices and a bunch of other rare systems!). Also check out the other two cool games by the same developer: Erebus RPG and Conquests (a Civ like game) .

Stunt Rally 2.6 and Irrlamb 0.2

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Stunt Rally 2.6 has been released , with new features including pacenotes (i.e. corner speed/severity hints) and a rewritten sound system with reverberation ( changelog ). Stunt Rally is a sandbox racing game with a huge number of tracks (172 in 2.6) and lots of cars. It was originally forked from VDrift and features Ogre3D as a graphics engine instead of the custom (and less sophisticated) graphics engine in VDrift. A video is worth a thousand pictures and a picture a thousand words so, instead of me writing a million of those, I invite you to check out the gameplay in the video that accompanied the release: Also recently updated is Irrlamb . Those with incredibly good memories will recall this physics-based game originally appearing many years ago. I originally wrote about Irrlamb over 8 years ago on Free Gamer, and the previous release (0.1.1) is over 5 years old if I'm not mistaken (it is hard to check since things have moved on since then i.e. Google Code where its developm...

OpenDungeons and FreeOrion updates plus ReTux

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A couple of long standing open source game projects have received significant updates. OpenDungeons , an open source dungeon management game, has seen release 0.6 make it out the door. Release highlights from the changelog : New spell logic with cooldown, targets and cost management Fancy new spells: Heal, Explosion and Haste Particle effects! Reworked library logic and made research order configurable New creature overlays that show the creatures' mood Customisable creature sound effects! Doors to better block enemies and macromanage allies In-game settings menu support! New claimed walls graphics and various other graphical improvements New minimap camera with real-time rendering Dedicated server support with command-line parameters There's plenty of screenshots in the announcement on the frontpage of the OpenDungeons website (but no direct link for the announcement, frustratingly).     Explosions! Spells! The research tree The project has some very regular contributors...

Devcorner: Macros Are Evil

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The joys of programming - hours spent scratching one's head whilst trying to figure out why the seemingly correct code does not produce correct results. Hi, Charlie here. I used to post often. Where was I? Ah, yes, this nugget of brain fudgery from the VDrift forums posted by NaN: So I've spent some time today try to figure out why cars are still flying off in random directions when hitting curbs sometimes. It turns out it is a bug in Bullet, to be more specific in the SIMD_DEGS_PER_RAD macro. Code: #define SIMD_PI           btScalar(3.1415926535897932384626433832795029) #define SIMD_2_PI         btScalar(2.0) * SIMD_PI #define SIMD_HALF_PI      (SIMD_PI * btScalar(0.5)) #define SIMD_RADS_PER_DEG (SIMD_2_PI / btScalar(360.0)) #define SIMD_DEGS_PER_RAD  (btScalar(360.0) / SIMD_2_PI) The first one to spot it gets a virtual cookie. For the answer visit the thr...

Xonotic 0.8.1 released & related news

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For those that are not keeping up to the latest development branch ( via the autobuilds ), the Xonotic developers have released a new version with various smaller changes and new official maps. From the user "Antibody" ( known for his duel commentary videos ) comes this nice video overview of the new features: (please note that due to video capture performance reasons the graphic settings are pretty low, and the game can look much nicer with different settings) On the longer term horizon of Xonotic development, there is the very exiting news that they are currently porting their game to run on the same engine that Unvanquished uses. With this the future of Xonotic is indeed much brighter, as their current engine has not seem much development lately. See more details in this thread . Oh and while we are talking about FOSS arena FPS: A short while ago Red Eclipse also released a new version. Changes include updated to the AI Bots and a build in universal updater to easily fo...

Mini Sci-Fi Open Source Tower Defense Game

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Purely by chance, I found an obviously abandoned but still fun to play mini tower defense with a skippable tutorial level and two playable missions, beautiful graphics and performance settings. To be a master is to spam en mass So you place towers and the shoot enemies that move towards your base. I know this! Being an impatient player type, I skipped past the tutorial and was annihilated in level 1. Short enough messages in a hard enough tutorial level The degree of my destruction was such, that I was thankful for the tutorial being there at all. Even though I did die in it, it taught me enough about the all-or-nothing early game (which some might refer as to "unbalanced") to get my strategy right. Turn off for speed. Turn on for awesome! You get 3 towers: that allows you to build more tower, one that allows you to shoot more and one that shoots. You can block paths and create mazes. There are no tower upgrades and that's okay. All the plot. Space to continue. Take that ...