Showing posts with label jcrpg. Show all posts
Showing posts with label jcrpg. Show all posts

Tuesday, September 04, 2007

I'm baaaaaaaaack!

Whenever I have an extended FG absence (nearly 4 days this time!) it always makes me feel like shouting "I'm back" in the style of that guy from Independence Day. Maybe in a past life I had my dignity taken away from me by rectally-fascinated aliens? Who knows, but now it's out of my system I doubt I'll think it again.



So... since it's "tomorrow" now, I'll point people in the direction of a comment by FIFE developer mvbaracuda who corrects my "commercial quality techdemo" description of the upcoming joint venture between FIFE and Zero Projekt. So if you are interested in making adventure games then investigate further.




Paintown


Paintown is an old school beat-em-up like Double Dragon. It's been in development all year and has an installer for Windows and source download for other platforms (Linux only, I think, but not checked it thoroughly) and looks like a fun game.



I tried out Vega Strike which looks nice although I think these kind of space exploration games need a storyline to get people involved. Since it doesn't have one, there's no initial purpose to the game (other than make money I guess) so I didn't spend too long playing. The latest VS is only available from subversion but it's shaping up nicely so a release should come soon - before the end of the month, I reckon. The big news is the addition of shader support so it's going to look very pretty, in addition to tons of gameplay balancing and bug fixes.



I also tried out JCRPG which is turning into a very nice little game engine. The graphics are great and if the same determination and attention to detail is paid to the rest of the JCRPG goals then we will have something really special on our hands. There is a download available if you want to check it out - it's Java so you can, er, run it anywhere. That's what they say. ;-)



Fortress may be a long way away from anything releasable but, well, castles are cool. So check out the development blog for pictures of two contributed castles. I'm personally involved in the project so it's exciting for me and if those artistic efforts are a measure of what the game will look like, it's going to look absolutely awesome.

Friday, August 31, 2007

Common Media Project and loads more

The first major community effort is coming out of the FreeGameDev community. It has been identified that the major weakness in creating quality looking Free games is the lack of Free art - either hard to find or just non-existent. So, we will be creating the first Common Media Project. As yet untitled and unorganised, it will be an effort to create a set of quality artwork for a specific genre - the fantasy genre is looking like the choice of the involved artists - that will be hosted in an easy to find / use place so that Free game developers can easily use this common media to create the basis of their own game before branching off in their own artistic direction once they attract contributors. Games like Scourge, JCRPG, Xarvh, 8 Kingdoms, and the many other open source fantasy/medieval games out there.



Speaking of new projects, FIFEngine and Zero Projekt have announced that they will collaborate to create a commercial quality techdemo (i.e. mini-game) that will showcase FIFEngine as a platform. More on this tomorrow.



The guys attempting to revive the Tux Racer / Planet Penguin Racer project under the new moniker Extreme Tux Racer are, despite not meeting their own scheduled expectations, keeping at it. They have a spiffy new logo!





Well, well, what have we here... the inaugral release of Silver Tree, brainchild of Battle for Wesnoth creator Dave White. Given the "resources" he has at his disposal - some of the core Wesnoth developers and artists are also set to contribute to Silver Tree - this really has to be a project to watch. Still, it's early days for this 3D RPG and it's hybrid real-time and turn-based gameplay. I couldn't get it to compile (admittedly not trying to hard) so I'll wait a bit.



I wonder if Silver Tree signals the "end" of Wesnoth development - in that it has gotten as far as it can really get as a game, besides bugfixes, new campaigns etc - as the core team are essentially moving on.



I see Auteria on the game tome. Not Free but freeware, YA3DMMORPG. (Yet Another...) 'Nuff said. (The name makes me think 'autism'... nothing to do with the quality of the game, just the the name.)



An up-to-date Linux port of Egoboo Resurrection is almost a reality. It is buildable although there's a few reported issues. It looks like a public SVN is going to be made available, good news for the project, so helping out with development should be easier. The lead developer Zefz has been working hard on it in an unintentionally private manner.

Saturday, August 11, 2007

Testing Testing Testing

200 posts to this blog now. :-)




Pingus


Pingus revival efforts are looking for bug testers. That means we can expect a new Pingus release soon, and even sooner if you head over there and help test it.



Also looking for testers is iteam, the Gunbound/Worms clone. Test packages are avaialabe for Windows and Ubuntu. Links and compilation instructions can be found in the Ubuntu forums thread where the game concept was originally incepted.



There's another snapshot release of JCRPG too, which has very lovely foilage lately. Now a few modellers have started contributing to the project so in the next few weeks hopefully we'll see a bit more gameplay development and perhaps the beginnings of the first game to use JCRPG which itself is a framework project for creating classic RPGs.



Somebody commented on yesterday's article that perhaps the Flightgear team should be avoiding the version number 0.9.11 given that the game is a flight sim. What do you think?

Wednesday, August 01, 2007

Peragro Tempus

With the time I've spent sorting out the site I've had less time to stay in touch with general open source game developments, so slow news at the moment.



The author of Passenger and Nuclear Graveyard seems to be making headway on his latest project, Last Remaining:



I've just added some more hardened enemies to Last Remaining, and some more serious firepower. I don't want the game to become just another FPS, as the story is quite important, but it won't do any harm to have a bit of action in the middle of it!


He uploaded a version to Sourceforge on 25th July with 3 levels and the aforementioned hardened enemies. He's also looking for modellers. I will note that his games seem to lack a little graphical atmosphere due to using only simple lighting techniques, but I think this is something he is trying to address in Last Remaining.




JCRPG trees


I mention it a lot, but JCRPG is a nice regularly* updated** blog/project and his latest addition, billboard trees, look absolutely fantastic.



All the trees are billboarded. This means that the foliage is given by screen facing squares. But the further the tree is the less and bigger squares the foliage will be on. The furthest tree has only one foliage square.


I would like to see some more on this - trees / foilage are something that a lot of games really fail to get right but Paul (the JCRPG author) has put a lot of effort into it and other open source games would do well to copy or reuse his efforts.




PS or PT castle


Finally, I came across Peragro Tempus, what looks like an open source MMORPG in the making. Details are a little sketchy on the website but it looks very nice. It has the usual open source infrastructure - public SVN, wiki, mailing lists - and uses Crystal Space.



I came across it via this forum thread in the forums for the Planeshift project, and it seems to have a few modellers who used to contribute to popular MMORPG. I wasn't sure whether this castle was destined for Planeshift or Peragro Tempus but it's impressive nonetheless!



One of the main objections people have with contributing art to Planeshift is that you have to give the Planeshift project copyright over the art and it is kept under a closed license. This doesn't sit well with open source advocates or many potential contributors, and I get the impression was one of the motivations behind forming the Peragro Tempus project.



* BIG
** HINT

Monday, July 30, 2007

New Look

You may or may not have noticed - depending on whether you have had your morning coffee or not - that Free Gamer has a new look! Thanks go to Iwan 'qudobup' Gabovitch for a sterling contribution. It gives the site it's own identity and he has come up with a cool fg logo and smart little icons. Anyway I love it, so thanks Iwan. In the spirit of open source he has made his work available as public domain.



Only a short one today as I'm short on time and energy after sorting this out...



Java CRPG

Dungeon Craft


There's a new release of JCRPG. Whilst it's still a long way from being a game, it is looking very nice and a few people have started to contribute models. If development pace keeps up of this 3D classic RPG framework I think we can expect some interesting games to the not-too-distant future coming from this project.



Whilst reading the comments on the JCRPG blog, somebody brought up another Dungeon Master inspired game...



Dungeon Craft:



is an effort to develop an RPG and editor that mimics SSI's Forgotten Realms Unlimited Adventures (FRUA). This project began back in 1995 as an effort to learn more about Windows/DirectX programming.


It's Windows only :-( but has been in development for over 12 years and is still active! (That's impressive on it's own!) It looks quite nice. I wonder if there is any future scope to move it towards cross-platform technology like OpenGL?



Also the new FG forums [next in line for a makeover] have somewhat recovered since that rather annoying freeforums.org crash & data loss. Back to half the number of users and 25% of posts in just under a week which is quite good considering the [currently relatively small] size of the community. Do encourage your open source gaming contemporaries to join in - it would be good to have a central place for open source game [development] discussion outside the noise of larger sites that this guy describes, I think accurately, as ironically lonely places. Certainly there are many Free Software game projects that are very difficult to find - just like Dungeon Craft - because of the noise that accompanies a site the size of Sourceforge.



Anyway, back to normal tomorrow... hope you like the new look as much as I do!

Wednesday, July 25, 2007

New Forums Available

With many thanks to ghoulsblade and hagish of SFZ fame, there is a new Free Gamer forum. :-)



Unfortunately there is no way to transfer to old database over and even if it was possible the majority of useful content was posted during the period of data loss (anything after June 30th). However, lessons learned, this new forum should be more responsive (freeforums.org was slow), have better uptime (freeforums.org was frequently down) and is far more customizable (i.e. expect a FG theme in the near future etc).




Parallel Universe


There's a new release of Privateer Gemini Gold. Bug fixes and some improved artwork prompted the team to release 1.02a just a month after 1.02 - release early, release often so this is a good thing in my book. I'm not sure if they have addressed the reported high difficulty level of the game though. If you find PGG too difficult, check out Privateer Remake and/or Parallel Universe.



Or wait for the new Vega Strike release which is coming in August. It's looking sumptuous.



JCRPG development is still at a good pace. To get an idea of the feel of this old fashioned RPG engine, the author posted a video:





JCRPG in action

Tuesday, July 17, 2007

Last Remaining Air Carrier

Last Remaining


Last Remaining is a 3D FPS RPG in the same vein as Deus Ex. The idea is to have an engrossing storyline where the player must take whatever action is necessary to get to the bottom of the mystery. The game is written in Java with JMonkeyEngine and first version was uploaded yesterday. Intriguing and definitely one to watch. :-)



The author is the same guy behind Passenger and Nuclear Graveyard, and has a devblog on his various game programming endeavours.



A previous release of Nuclear Graveyard had managed to become corrupted when uploaded, a fact which - much to the author's dismay - nobody reported for nearly 2 months despite over 100 downloads. Anyway, if you were one of those people who downloaded the game and (benefit of the doubt) was unable to get it working then now would be a good time to try again!



He is also moving Passenger from JOGL to jMonkeyEngine (which uses JOGL) which should make subsequent development of the game easier. Anybody who things Java is slow and rubbish for games may want to check out the jME showcase page.



Air Carrier


It turns out that at least one of the games on that showcase page is open source! Air Carrier looks like a splendid 3D aerial combat game. It aims to support single and multiplayer, with gameplay based around plane to plane dogfighting, and strategic use of airborne carriers.



Another notable open source project using jME is Java Classic RPG - the development of which is continuing at a nice pace.



All of these games mentioned today should support all major operating systems (at least Lin, Mac, Win plus anything else supported by JOGL) as they are written in Java - and Java is portable, right? ;-)



There is another good article over at Liberty Gaming that discusses stratagies for expanding Free gaming. He mentions Project Open which I need to really follow through on. Also I hope FG and the FG forums somewhat contribute towards making open source games more accessible, that's the intention anyhow.



I did have something else to mention but I'll save it for tomorrow.

Saturday, July 14, 2007

Outlaws on Interstates

A little bit late today, but that's ok because tomorrow is Sunday, a Holy day, a day of rest, so I don't have to post. :-D



Eek, where to start?



Tilt-n-Roll is an innovative open source project that uses the tilting mechanism in modern laptops to recreate the classic wooden labyrinth experience. GPL, runs on Lin, Mac, and Win. What more could you ask for?



Version 1.4 of the semi-open source 3D RPG game SoulFu is available for download from Aaron Bishop's homepage. The page only lists .exe downloads but I'm sure Linux versions will appear in the official forums sooner rather than later.





SoulFu minivid



Soul Fu creator Aaron has responsed to the general querying of his "unique" distribution methods for the game:



I wanted to make a good game, and I do want people to improve it -- I simply don't have the time or desire to do it myself. Getting millions and millions of people to play the game is a goal, but SoulFu is a lot of things... It's a little experiment in creative marketing, an object lesson in morality, a nice résumé, and a tool for would-be game makers. I personally think SoulFu is more fun than most games you'd buy in the store -- they sell the sizzle, not the steak. And it has the potential to be much more, especially if you get a couple of friends together...


The game has a lot of interest and support. If, from the get go, he'd released it as open source, set up merchandising with cafepress and added Google ads to his sites, he'd be making more money than he is now and SoulFu would have many more people contributing to it and helping him market it.



So, yesterday I commented on how similar Automanic and Interstate Outlaws were. The main author of IO dropped me an email:



Just letting you know whats going on with Automanic, as you seem to be hanging out for it. I'm the guy that was working on it, but I've since dropped Automanic, and am now coding Interstate Outlaws. That's probably why they seemed similar to you :) You should try IO, i think it is better than Automanic was, and is probably similar to what Automanic 0.3 or maybe 0.4 would have been.


D'oh.



After posting I did think to myself this could be the case but was busy with other stuff so didn't go back and post a note saying as such. Still, not much to say other than, "Common Sense 1 - 0 Charlie". That and Interstate Outlaws is a way cooler name than Automanic. ;-)



Java Classic RPG project has another snapshot release, showing off day-night cycles and lots of foilage. It's starting to look quite cool although a long way off being an actual game, but every step is a step closer. :-)



Also version 2.2.0 of Bygfoot Football Manager has been released. Not much change from the 2.1.x releases other than stability and translations. I still don't like the UI but haven't had time to work on my own creation yet... *evil grin* soon, my children, soon...

Tuesday, July 03, 2007

Oh No More Pingus!

I'm happy today. No, not just because Arsenal signed a quality striker, but also because it looks like a Pingus revival is on the cards. :-)



The game has been mostly ported to SDL but the SDL port is unplayable. The stable version depends on the aged and not well supported Clanlib 0.6 and it seems there is not enough interest or expertise in upgrading Pingus to Clanlib 0.8 which was released earlier this year. Anyway, a few people have expressed interest in working on the codebase so we can only hope that interest can be turned into tangible progress.



JCRPG continues to get new features, now featuring day and night cycles among other things. If that project keeps up the current development pace we'll have a tidy game come out of the JCRPG framework before the end of the year.



Orbiter. A mature 3D project for contemporary space flight simulation. No explosions.



Snowball is an interesting looking platform game. No development for two years but perhaps it does not need it? Next development is "on ice" - I'm going to inquire to see if that is still the case.



I'm running a little experiment in the FG forums. I've set up Project Open - a place to organise efforts for open sourcing games that would benefit from it, essentially freeware and abandonware games. I'm not going to make much of it until I've managed to successfully encourage somebody to open up their game, but the idea was not mine so it is obvious that there is a desire for this.

Wednesday, June 27, 2007

Sauerbraten, Vega Strike, Project Kilo

Did I not mention this Sauerbraten update? I don't recall doing so, and I swear it was not a thread in their forum at the weekend despite being listed as posted on the 12th June. Anyway... it fixes a whole lot of bugs, adds graphical enhancements, and cleans up scripting support a little. Probably more of an update for people making mods/games with Sauer than players but, shucks, I love this project. Embarrassingly this was a 2006 release... *oops*



There's the possibility of a StarShip Troopers: Last Defense, the Glest mod, becoming available for FreeBSD.



The Java Classic RPG project has posted a snapshot for anybody who wants to play with it in it's very early stages of development. Work continues at an impressively frantic pace, soldiering away on features. Hopefully a modeller or two can start contributing to the project to make the artwork updates as impressive as those to the codebase.



I keep pestering the Vega Strike team to make a new release. I, and others, frequently get pointed to the SVN version. However it turns out that there is a Windows build of the executable made every few weeks, although you will still need a subversion client to get the latest version of the game data.



Talking of pestering projects, I'm trying to convince the Project Kilo guys to use Sauerbraten as their game engine. Project Kilo is an effort (well, currenlty mostly an idea) to create an immersive single player 3D RPG game. Sauer is the engine also behind the Eisenstern project, another 3D single player RPG effort with slightly less lofty (but still impressive) goals than Kilo.



Eisenstern


The main feature of Sauer is in-game multiplayer map editing where all map elements are defined as cubes or combinations of cubes, it makes a lot of sense to map modellers. I think the combined nature of Sauer's very easy map creation and it's development supporting Eisenstern makes it really suitable for, at the very least, prototyping a concept like Project Kilo. With little or no code the Kilo team can be up and running in no-time, and (being open source) they can build additional features into Sauer as they require them and possibly even feed back upstream. I think it's a far more pragmatic route than taking an engine like Crystal Space or OGRE3D and creating the game logic from scratch. Map modelling itself will become far more of a burden using this approach, let alone the extra effort to make a playable scenario.



I'm not saying that Crystal Space and OGRE3D don't have their place in development - they are important game creation tools - but if somebody has done 95% of the work for you like the Sauer team has, by implementing a game [engine] that not only makes map modelling easy but lets you roam around massive maps with fancy effects and is easy to customize, then surely it makes sense to start there instead of starting far behind them.



People should do as I command suggest because I am always usually right. ;-)

Saturday, June 23, 2007

Medieval / fantasy models required

There's a couple of newish irrlamb gameplay videos. Worth watching if you want to see what the game is like and how devious some of the gameplay can be. For me, irrlamb is definitely one of the most exciting open source game projects around at the moment, being both innovative and challenging in it's gameplay.



Expect some really nice graphics in the next UFO:AI release. A few modelling maniacs seem to have gotten very interested in contributing, which is always good for an open source game project.



OpenTTD Hi-res


As of some time last week, an interesting major change landed in the OpenTTD development trunk - loading of 32bpp graphics and levels of zoom. It's one of the big steps along the road to getting high resolution graphics into OpenTTD. Also it provides a platform for the artwork contributors to see their art in game rather than have to paste it together to showcase it. A completely Free (no TTD required) and beautiful OpenTTD just got one step closer to reality. I'm hopeful that maybe a beta of this work might appear before the end of the year. The image to the right is an actual in-game shot! :-)



Java Classic RPG, the Eye of the Beholder & Dungeon Master inspired project, gained climates this week. If only the quality of the artwork matched the quality of the code developments! I was thinking about this, along with working a bit more on Fortress, and observing Scourge developments, and realising there are very few open source / free medieval and fantasy model resources going. Most projects with good artwork in this genre are either pixel art (like Wesnoth and Daimonin) or restricted (like Planeshift and Eternal Lands).



So, yeah, I think the scene needs a bit of dedicated medieval and fantasy modelling to happen so that all the exciting medieval and fantasy projects can pull quality artwork from a common base. Maybe there already is this kind of stuff available, do you know where? Or maybe there are people out there interested in modelling this kind of stuff. Do you know any? Spread the word!



I'll end today on a coding note. I was working on a layout engine (as part of Vexi, an open source project I lead) and came up against a problem where conversion between ints and floats and back (Java) was causing the assigned space between child boxes to be less than the parent box (box being a layout construct - don't worry about it). The solution was a bit of casting voodoo. I love it. :-)



// casting voodoo to make sure we don't have leftover pixels

diff = child.contentheight + (int)(slack+total) - (int)total;


My attempts to explain that to my girlfriend were a spectacular failure! :-D

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