Planet Free gaming

July 25, 2008

JCRPG

Tiling on a next level - smoother slopes

No, not releasing yet. It will take some more time because after discussing the tile based ground thing with Zphr who were in big favor of some better non-45 degree ground gen, I've found a quite goodly fitting way to add smoother slopes to the game - using jme's TerrainBlocks on a per tile basis and adding some additional 'cornerHeights' to the geo generated Cube class I could reach something like a thing seen in Transport Tycoons' tiled ground - quads with an angle. Check the screenshots. Some more tailoring will be needed before it's completely usable (trees, grass and such, plus override for economics), but I think it worths the time! :) We have been discussing this every now and then since the addition of 45 degree slopes, but now finally I could find the way that fits the classic cube based architecture of jcrpg! I'm quite happy about this fact...

by Paul (noreply@blogger.com) at July 25, 2008 10:01 PM

Liberty Gaming blog

RubyWeekend 2 Log #3: Do You Seriously Want to Continue This Insanity? You Cannot Save After This.

Qubodup and I have a discussion on whether or not we should ditch the game design. Since we don't have any better ideas, we decided to say yes to the question of whether or not to continue our insanity.

To compenstate for our insanity, we scale down our RTS design. Many of the features are simply cut outright in favor of completing the game in time. We can alway add them back into the game later. However we will suffer gameplay quality loss.

The biggest obstacle we see is probably pathfinding, since I have no experience in writing such system. It will probably be the most time consuming and difficult envendor that I have to do.

I managed to finish the game's terrain system and the game terrain map is currently being designed. But to me, this is not a lot of progress. I felt that we fell behind already. Completely my fault since I have to code all the features.

by Kiba (noreply@blogger.com) at July 25, 2008 07:59 PM

Rubygame Blog

RubyWeekend #2: "Opposites" has begun!

The theme of the RubyWeekend #2 game contest has just been announced, marking the start of the contest period! If you’re participating, you’ve got 60 hours to work on your game before you have to submit it!

The theme is “Opposites”. Will your game be about fire and ice, or black and white, or big and small… or something else? I expect to see lots of different interpretations on this very abstract theme!

Remember, we’ll be hanging out in #rubygame on the freenode.net IRC network all weekend, and posting in the Contests forum at rubygameforums.com. Drop by and visit us between coding sessions. :)

Good luck to all the contest participants, and don’t forget to have fun!

by jacius at July 25, 2008 04:15 PM

Liberty Gaming blog

RubyWeekend 2 Log #2

I am coding support for terrains so it will be replacing the background image. I also have some problem with git but I figured it out. This terrain system will definitely be merged back into the KRPGE codebase.

The progress is painstakingly slow though.

Qubodup has been working on the unit graphics. They are defintely better than what I can do.

I hope to finish the terrain system pretty soon. If not, qubodup and me are in serious trouble.

by Kiba (noreply@blogger.com) at July 25, 2008 04:41 PM

RubyWeekend 2 Log #1

The theme is Opposites.

The first hour or so, qubodup and I are coming up with game ideas. Then we settle on a game called Playground Wars.

It is about a bunch of kids, divided among gender line going to war with each other for ownership of the playground. Of course the adults all thought it was a cute game and is oblivious to the seriousness of the war.

You can visit the Playground Wars's github repository if you want to see some of the latest changes.

by Kiba (noreply@blogger.com) at July 25, 2008 01:29 PM

RubyWeekend Contest Goal

Since the RubyWeekend contest will start in one hour(assuming that the contest organizer is not tardy), I decided to write my goal for this contest.

My goal for the RubyWeekend contest:

1. Create a fun game to play.

2. Not rank dead last.

3. Have lot of fun!

And qubodup is my art partner in this contest. I'll also be blogging this contest the whole way like I did last time.

by Kiba (noreply@blogger.com) at July 25, 2008 09:14 AM

July 24, 2008

Liberty Gaming blog

Release Log #1

Hi, I just released a new version of the rbgooey library in preparation for the RubyWeekend contest.

This version is 0.0.6 and it fix the crash bug associated with opening too many TTF objects.

You can download it at rbgooey's rubyforge page.

by Kiba (noreply@blogger.com) at July 24, 2008 06:58 PM

Day 16: Mapeditor Progress Report

For Day 16, here is the mapeditor progress report:

I fixed a crash bug in my rbgooey library so the mapeditor program wouldn't crash just because it is refreshing texts.

I also made the input system completely functional. The only thing missing is that it didn't launch into editmode yet.

The EditMode class got a bunch of code addition that won't be used until all the necessary classes are in place. The classes that are necessary are pretty much in place, because I am reusing many of the game engine component for the map project. It is just a matter of integration and getting all the neccessary data into place.

by Kiba (noreply@blogger.com) at July 24, 2008 02:41 PM

Free Gamer

TORCS = fun, Dungeon Hack = beauty

TORCS 1.3.1

It has been a while since the last time I gave The Open Racing Car Simulator a try and this time I had unexpectedly much fun with it. Though some things are strange about it: the game generally runs smoothly, except for some rare, sporadic lags which make controls problematic for a second. There are great textures in the game but some of them are just bad (probably heritage from darker times.) I like the track's layouts but I wish there was an environment artist who would spice up TORCS' landscapes. Still, I think it's great.

There is a lack of a damage model, but it's still fun to practice an aggressive driving style sometimes. :) Oh yeah, I nearly forgot to tell you that I made a stupid little gameplay video.

I tried to compile the racing simulation from CVS and failed, but fortunately it is available in binary forms for Win/Lin/Mac and is easy to install.

One unusual aspect of the game's installer is that you can to choose to not install the unfree car models (although I don't know for sure how free the TORCS team's definition of free media is.)

Dungeon Hack landscape

Dungeon Hack, a spiritual remake of Daggerfall, will be blessed with an editor some time soon. Hopefully they will make the jump from awesome landscape generator to kick-butt role-playing game!

I also hope there will be a GNU/Linux version available soon. The only other application of which I'm eagerly waiting for a GNU/Linux port is FxGen.

Other than that, there's not much to say about Dungeon Hack. The current aim is programming and not already bother with gameplay/visual details. I think this is a good sign: they're not trying to rush things or to do everything at the same time.

You can get version Alpha build 23 of Digital Paint Paintball 2. The game is one of those, which I never figured out how to play. Problem was with the last version I tried, that I was unable to disable the too-much-for-my-gfxcard-water/reflection-effects.

FreedroidRPG 0.11rc1 town's new look

FreedroidRPG 0.11rc1 has lots of new features:

  • Level changes and additions
  • Weapon additions and balancing
  • Programs (spells) balancing and a new skill
  • New music!
  • Engine improvements (for example performance)
  • Editor improvements (for example undo/redo functions)
I need to find some time for checking out that editor thingey!

CatchemRPG detail
CatchemRPG is supposed to become a Pokemon games-like game.

Can't say I'm very interested, but the sprites do like rather nice (wonder where they are from. RPGMaker XP?) Also it's written in Java, so you don't loose much time giving it a shot.

PS: Apricot aka Yo Frankie! (sight) would very much like you to animate a character for them.

by qubodup (noreply@blogger.com) at July 24, 2008 04:50 AM

July 23, 2008

Rubygame Blog

RubyWeekend #2 contest this weekend!

The second RubyWeekend game creation contest is this weekend! The official rules and time have been posted, and everybody’s gearing up for some programming fun this weekend!

The contest starts at Friday, July 25, 2008 @ 16:00 UTC (find it in your time zone) and ends Monday, July 28, 2008 @ 04:00 UTC (find it in your time zone)! The theme will be announced at the start of the contest period.

We’ll be hanging out in #rubygame on freenode.net all weekend, and posting in the contests forum too. Hope you’ll join us!

by jacius at July 23, 2008 10:57 PM

Liberty Gaming blog

Day 15: Restarting Work on Map Editor

For Day 15, I restarted work on the map editor program for my KRPGE framework. However, I did not make much visible progress.

I have a tendency to have rendering problem but eventually that get solved. There were quite a bit of work on the input system and also work on gathering data so it can load files. The class for editing is created but not much is in there yet.

For the last hour of my programming time, I was investigating an interesting bug that crash my map editor after a certain amount of rendering. I found out that all the font that was opened stay open...so when I open enough of them, it crash.

Tommorow, I'll have to fix rbgooey's textrender class so it doesn't create excess files to the point of crashing the program and continue writing my map editor program.

by Kiba (noreply@blogger.com) at July 23, 2008 08:05 PM

Free Gamer

Back from dusmania, right to RubyWeekend...

Surt's goblin
Surt contributed the first model to OpenDungeons (and it looks good!) The model also was quickly incorporated by Timong into jClassicRPG.

Meanwhile, JackyJ (creator of the cool 3D platform-marble and physics game irrlamb) released the first version of Choria, which seems to be a parody of MMORPGs. It reminds me of the funny (though unfree) Progress Quest.

Word War vi has reached release 0.19! Controls are fine now and the side-scrolling arcade is lots of fun to play. It might be the first game with Xbox 360 controller rumble effects on Linux!

RubyWeekend #2 is happening this weekend. I'll be helping kiba with art stuffs. It's gonna be fuun! As you might have figured, the rules are to use ruby inside the time span of the weekend to create a game. :)

The 3D Ultima Online client remake Iris 2 scored first price (best project) at dusmania (german indie games ...party :) ).

Part of the dusmania was a overnight games creation competition. Our result (made with LÖVE) is lalalove (working title), a game inspired by Lost Garden's Celestial Music. Basically you connect stars, asteroids and planets, to create musical compositions. The current state isn't polished but playable and fun for some seconds. We're definitely going to make it kick ass!

Also: No more game videos on Vimeo allowed. Not sure if they permit videos of games you did yourself.

by qubodup (noreply@blogger.com) at July 23, 2008 09:03 AM

Game & engine news cluster

Nebula from FreeOrion

So let's see... what's going on in the open source gaming world today?

On the forum of FreeOrion are a bunch of awesome looking nebulae. Nice desktop backgrounds and even nicer galaxy view backgrounds!

I started a small smiley making competition for LÖVE. You can win a copy of a print version of my favorite web comic!

OpenDungeons (to be renamed) has been started and a forum was created on the FreeGameDev.net forums. "Another Dungeon Keeper clone!" you say? Well, the thing is that Dungeon Digger's development kind of stagnated... And the other thing is that Dungeon Keeper is/was pretty awesome...

So far, the game features a simple level editor (which I slightly fell in love with already - just think of the possibilities!) and some neat monsters are preparing for their way into the project's CVS!

There have been multiple (mostly bugfixing) releases of the action platform game Blob Wars : Blob And Conquer. But I have two problems with the game: 1. The controls are explosively sensitive and I was so far unable to overcome the first platform sequence in the first level. 2. The turning speed of my character is depending on the distance between bob and the camera, so when bob is standing back to a wall, it will be impossible to aim because the turning speed will be 40 degrees per 1 point mouse movement...

This apparently will not change:

Please note: the camera is not going to get much better than this. Minor niggles, etc. can be ironed out, but a full blown, intelligent and dynamic camera, as found in many multi million dollar budget games is not going to happen.
You can take a look at the first level of the game and at my issues with it in this gameplay video.

Also let me tell you that I appreciate very much, how Parallel Realities gave Blob Wars : Metal Blob Solid a nice story and setting, and made it a fun to play game. So I'm not giving up on the 3d platform/shooter just yet!

I just found out that ja2-stracciatella, is based on the unfree (although open) Jagged Alliance 2 source code. :( Thanks to Lightkey of Holarse (de) for giving me the license link!

FIFE's map editor

FIFE 2008.1 has been released! The flexible, isometric 2d game engine has seen many changes: It is now licensed under the LGPL (GPL before), dependencies have been removed (no more tinyxml), it features a small example game and muuuuuuch moooooooore.

What *really* makes me interested in this release, is the inclusion of a map editor! I unfortunately haven't been able to compile FIFE (apparently due to an error in the unstable Debian sid distribution), so as soon as I install Arch Linux, I'll be bombarding you with mapping videos again!

FIFE Is no Fallout Emulator btw!

Nice render for OpenAnno
Speaking of FIFE: OpenAnno 2008.0 was completed (the game uses FIFE as an engine.) There have been some art and code and documentation additions. And new teammates also! :) OpenAnno will be represented at a german indy game dev meeting that I'll be visiting this weekend.

This just in: Simutrans 100.0 (r1867) has been released! Last time I checked it, the game was a Transport Tycoon Deluxe clone with pretty graphics and a deadly/unfair AI.

by qubodup (noreply@blogger.com) at July 23, 2008 12:50 AM

July 22, 2008

Liberty Gaming blog

Day 14: Engine Release!

The KRPGE engine is finally released! You can visit the KRPGE homepage for more information and download.

Tomorrow, I will be tackling writing the KRPGE map editor.

That's it. I don't have much else to say.

Day 14 is complete and 16 more days to go.

by Kiba (noreply@blogger.com) at July 22, 2008 10:45 AM

July 21, 2008

Liberty Gaming blog

Day 13: Workload More Than Expected

Well, I certainly didn't ancipitate the amount of work it takes to get a framework ready. I could release just the engine but that mean developers have no context from which to work with. With the current workload, it seem that I will finish this in 3 days, not the next day. Never mind that the map editor will probably also take a long time too.

In any case, rbgooey-0.0.5 is released. This library will be necessary for the use of engine.

As for the experiment, I finished 13 days doing 4 hours of programming. As usual, there's a lot of commits. 17 more days to go.

by Kiba (noreply@blogger.com) at July 21, 2008 02:49 PM

Battle Tanks

Ukrainian localization

Our game now have Ukrainian localization. Thanks to Vadim Nehay.

This localization will be included to the final release 0.8.xxxx. Now it can be found in SVN.

By the way, we are wanna appeal to those who have translate our game to their languages. There are a lot of new phrases that need to be translated. We would appreciate if you renew your localization.

by private_face at July 21, 2008 12:18 PM

JCRPG

Nearing the next release

Well, although we're in summertime so I should expect low interest and low feedback still we're heading for the next release with ultra speed! Countless changes and improvements - again especially around combat. New sounds for spells, new UI graphics effects to easily spot who is doing things, flying 3D impact point counter for the enemies. Now you can quite easily follow the happenings of the combat with the cool turning encounter camera mode. :) Character sheet was improved too, added resistance point output to it. You can also try to leave a combat - in that turn you won't act, and if you survive enemy attacks you can escape. Neutralization social skills too have received real effect - you can neutralize enemies with social skills like Reasoning. :D Also some popups before starting a combat is added for better understanding of the situation. Zphr's actively helping out in the graphics part. Also Tranberry has created point bar graphics for the HUD bar elements! Thanks for them a lot!

by Paul (noreply@blogger.com) at July 21, 2008 11:18 AM

Polishing before release + new 2D elements

Many small fixes and minor enhancements are being added to the codebase. New 2D elements were created by Zphr meanwhile. HUD main log is now 2 rows longer thanks to the 2D changes. These are all in SVN. Light effect was added to spells, turn act window inventory lists are supporting item icons as well now. Some new sounds were added. Encounter Grounds generation was perfected, adding Cave Encounter ground for example. Logging to console was moved completely to text file logging to help later bug investigation.

by Paul (noreply@blogger.com) at July 21, 2008 11:17 AM

July 20, 2008

Liberty Gaming blog

Day 12: Game Engine Complete

Day 12: 45 commits and 48 hours logged so far.

Well, the game engine is completed and it now have a name: KRPGE(Kiba Role Playing Game Engine).

The only thing left is actually preparing it for release. I have to get rbgooey out the door first since rbgooey was updated for use on the engine.

After that, I will be working on preparing the game engine framework so people can actually use it. It will have blanks placeholder files so people can add their code to it.

Once I am done with releasing the framework, I will be working on the map editor again.

I hope to finish it all before RubyWeekend #2. If not, at least I have some advantage over my peers in term of how much I have to do.(assuming at least I get the engine out)

18 more days to go before I complete my training. :)

by Kiba (noreply@blogger.com) at July 20, 2008 11:58 AM

July 19, 2008

FIFE

Nomen est omen

Welcome to yet another FIFE blog update :-) This one will mainly focus on the planned name switch of the FIFE project.

Name switch

Why we're searching for a new name

When the FIFE project was founded it was planned to become an open source engine for the creation of RPGs like the Interplay classics Fallout 1 & 2. Furthermore we wanted to add support for the Fallout file formats to FIFE not just but also for having easy access to assets that could be used to test the engine. The other reason for Fallout support was that the Fallout engine was not designed for modding purposes. Our hope was to provide a better platform for Fallout-like games than the engine of the original game.

However things have changed. We moved away from our Fallout roots and old limitations and legacies have been removed among this way as well. FIFE stopped to be a Fallout-like engine and started to become a general purpose isometric game engine not limited to RPGs anymore. While browsing a bunch of forums we have discovered that the current name of the project (especially the "Fallout-like" part of it) gives a wrong impression of the possibilities of the engine. Therefore we would like to see a change in this field.

Possible options

There are basically three options for us:

Completely new name

We would totally abandon the FIFE name in this case and pick a cool new title for the project.

Advantages:

  • We might come up with something more catchy than "FIFE".
  • That would be the most effective way to show that FIFE is not related to Fallout anymore.

Disadvantages:

  • We would need to register a new domain for the website.
  • The FIFE brand has already at least a certain popularity and we would need to invest quite some time into advertizing the new name to make it well-known.

Change the meaning of the acronym

The second option is to stick to the name FIFE but to change the meaning of the acronym. We should get rid of the Fallout-like part of it at least though a completely new meaning for all letters would be possible as well.

Advantages:

  • The FIFE name is already quite well-known so we could profit from its popularity.
  • No new domain for the website needed.
  • We can show that the engine is not related to Fallout anymore (though a completely new name would work even better in this aspect).

Disadvantages:

  • We would need to spend some time to advertize the new meaning behind the FIFE acronym.
  • People might still think that the engine is limited to Fallout-like games because it's still called FIFE although we would have changed the meaning of the acronym.

Keep everything as it is

Last but not least we could stick to the name FIFE and don't change the meaning of the acronym either.

Advantages:

  • We wouldn't need to invest any time advertizing a new name / meaning of the acronym.

Disadvantages:

  • People looking for an engine that suits them might disregard FIFE because of its name.
  • Keeping the old name / meaning of the acronym feels like sticking to legacies just because of being afraid of change.

Roadmap to a new name

Now we don't want to decide on our own but we're sure that the community got some good ideas as well. Therefore we decided to make the possible name switch a three step process.

Collecting ideas

In the first phase we're collecting suggestions for new names as well as new meanings for the FIFE acronym. You got two weeks (2008/07/20 - 2008/08/03) to bring up proposals at the FIFE forums. You can post your ideas at this thread: http://forums.fifengine.de/index.php?topic=93.0

Voting

The second part of the process is to create a public poll at the forums that contains all proposals that have been collected in phase one. Every registered forums users can take part in the poll and can vote for two of the available options. The poll will be open for voting for four weeks (2008/08/04 - 2008/08/31).

Picking a winner

After the poll has ended the development team will take the top three choices from the poll and will try to agree on one of them. We hope that with just three options we can find a solution that the majority of the developers are pleased with.

So we encourage everyone to take part in the name switch process and support the project this way :-)

Project birthday

Slightly related to the name change: FIFE will turn three years old at Tuesday, 2008/09/11. We have hopefully picked a winner until then and can present the new (or old) name of the project at the IRC birthday party. Hopefully a bunch of developers will be around at the channel and answer your questions about FIFE. This is just an early announcement of the birthday party. You'll see a more detailed official birthday reminder at one of the following blog updates.

FIFE IRC channel can be found here: http://wiki.fifengine.de/IRC

Urban Breznik, a friend of our team member Lamoot, was so kind to provide us with a draft for a new FIFE logo; Urban is studying to become a professional visual designer. Although we have a bunch of different logos at the forums and wiki, we would like to agree on a new official logo together with the planned name switch. You can take a look at the draft here: http://wiki.fifengine.de/images/5/58/Fife_new_logo.jpg

All kind of feedback concerning the new logo is appreciated. Tell us what you like or dislike about it. Discussion takes place here: http://forums.fifengine.de/index.php?topic=86.0

Still searching for a web designer

And slighty related to name switch and new logo: we're still searching for a web designer who would like to help us to overwork the fifengine.de website. More information about the web designer position as well as a list of required skills and tasks that would need to be taken care of can be found here: http://wiki.fifengine.de/Help_wanted#Web_designer

That's from our side today :-)

Posted in: fife, name, helpwanted

by mvBarracuda@web.de at July 19, 2008 07:53 PM

Liberty Gaming blog

Day 11: Nearing Completion

I like self-mandated work hours. It make things goes WHOOOOOSH!

And it did for me today. Day 11 with 50 commits, marking 44 hours total of development logged. 19 more days to go

Well, my prediction that I won't finish the engine this week, barely. Unless you count Sunday as the end of the week, in that case, I will finish the engine.

Progress so far:

I finished pretty much everything except updating the file format and the player related features. The Player class isn't fully integrated into CharacterTracker class yet. The code, for the most part are there to support the full integration. It is just that there are special assumptions that are made about the Player class that shouldn't be there.

The CharactersTracker class also got some addition to help make life for users of the engine easier. For example, it can display the name of every characters on that map and return that list. The Character class also got an addition, the name attribute. This will make identifying the different characters on the map easier.


Plan:

Tommorow, I will probably be finished. I hope tommorow will be the release day of the game engine. If not, than it will be Monday. Then, I will start work on the vim inspired map editing tool.

by Kiba (noreply@blogger.com) at July 19, 2008 01:01 PM

July 18, 2008

Liberty Gaming blog

Day 10: Racing Toward the Deadline

For day 10, I made 54 commits and finished a task completely.

The enemytracker class is now officially cannibalized. It no longer exists and now live on through the characters tracker class. This mean that the characters, whether they are foes, npcs, or players are now managed by a single class.

I also begun work on moving the ItemsTracker out of the map engine, since it also have no direct relation to the map engine codebase.

The adapter class also completed it transition.

MapLaw got a bit cleaned out as a side effect of all the work on the other tasks.

The good news is that I have no consideration for redesign of the engine, for now. This should mean no unexpected delay, bar coding roadblocks. However, I don't expect to finish the codebase by the end of this week unless I pull an all nighter. The goal is to finish it by the time of the RubyWeekend contest. If neccessary, I will do a longer coding session to finish it.

Excluding the RubyWeekend #2 contest(2 days suspension), I have 20 more days to go until I complete my training and productivity experiment. Since RubyWeekend is expected to take all of my time and goes beyond a mere 4 hours, it will not void the experiment.

by Kiba (noreply@blogger.com) at July 18, 2008 12:44 PM

July 17, 2008

FIFE

FIFE searching for a web designer!

We're currently in the planning stages of replacing our fifengine.de website with a better looking version that shares a consistent design among the majority of its subpages and introduces some new functionality (integration of blog & forums so users can comment on blog articles as well as planet functionality for aggregating all FIFE-related feeds in one central place).

A collection of all ideas concerning the new website can be found at our wiki: http://wiki.fifengine.de/Website

Tasks

We're looking for somebody who could take care of the following tasks:

  • Either create a new design from scratch or pick one from http://www.oswd.org/ and modify it for our needs. There are already some design-related notes at the wiki article linked above. Solid (X)HTML & CSS knowledge required.
  • Create templates of the new design for the following software solutions that we plan to use for the new website:
    • Mediawiki (wiki functionality)
    • Drupal (planet functionality; for a first test version see: http://planet.fifengine.de/)
    • SMF (forums)
    • Wordpress or any blogging solution of your choice
  • Optional: find a way to integrate a blogging solution into our forums (we're using the SMF software). We looked into a couple of bridges for Wordpress but we haven't really decided on a solution yet so we would appreciate any pointer from somebody who had done something similar in the past.

If you would like to help us with this undertaking please head over to our IRC channel or the forums and let us know! :-)

Posted in: fifengine.de, website, webdesigner

by mvBarracuda@web.de at July 17, 2008 06:25 PM

Liberty Gaming blog

Day 9: A Codebase in Chaos

For Day 9, I am continuing my effort to finish the RPG engine. This time, however, the codebase is thrown into chaos.

Several new classes has been created all over the place, as well placeholder code until classes are complete. We also have some bugfixes so that the game can work properly again.

One of the newfanged class is the CharactersTracker class, which track all the players, npcs, and mobs. The class will cannibalize the EnemyTracker class in favor of a more generic version. Along with the cannibalization, it will be possible to "plug" in different kind of characters.

Another happening is the cleanup of MapLaw and GameLaw classes. Documentation are added as well the cleanup of magic variables. It is also planned that the maplaw and gamelaw class will move out of mapengine class and into the game engine class.

We will also have to address the camera's following issue, as the code will have to be refactored to take into account the CharacterTracker class.

That's a lot of work right there. I think this is it...I hope.

21 more days to go until I complete this productivity training.

by Kiba (noreply@blogger.com) at July 17, 2008 12:32 PM

July 16, 2008

Liberty Gaming blog

Day 8: The Last of the Cleanup?

For Day 8 of my productivity experiment, I decided to focus on map engine cleanup so I can have something to release by the end of this week.

Day 8 yield two important changes in the codebase.

First, the map engine class is further spilt into two new classes. In this case, the game engine class is managing the map engine class. The changes happen because there were classes that does not have anything directly to do with our map engine code. Since this was not intended to be merely a generic map engine, it was to be an RPG type, so I decided to expand the scope of the engine code. I will be expecting a few new classes and movement of code away from the map engine code as a result of this deciesion. Hopefully, it isn't something I'll regret.

Secondly, further changes were made to de-hardcode the enigne. The MapLaw class is now spilt into two classes. One is the generic MapLaw class, managing common functionality relating to the maps, while another is the GameLaw class, which defines custom triggers and events on the map and other objects. The GameLaw class inherit all the MapLaw functionality and is required by the map engine to function. I still do not know of other way to de-hardcoded it. It is also possible that further redesign and classes spilt will happen before we got the API down.

All of this changes, of course, doesn't in any way impact The CopyPirates' gameplay or multimedia capability. However, the map engine should serve as a strong foundation for the game once we're finished.

It seem that I am on the verge of finishing the engine codebase so it should be released soon. However, look can be deceving and it may take a bit longer than expected. I hope to not be disappointed by the end of this release.

by Kiba (noreply@blogger.com) at July 16, 2008 08:16 PM

Rubygame Blog

July 25 : RubyWeekend #2 Game Contest

The second RubyWeekend Game Contest is almost here! The weekend of July 25 - 27, compete with other Ruby programmers to create a game in 2 days!

A theme will be announced on July 25 at the start of the contest period. Then, create a game based on the theme, working alone or in pairs (2 people). You can use any Ruby library available (Rubygame, Gosu, Shoes, etc.) for your game, as long as your game code is written in Ruby.

For more info as the contest date approaches, or to check out the winning games from RubyWeekend #1, check out the Contests forum on rubygameforums.com:

http://www.rubygameforums.com/viewforum.php?f=10

Hope to see you there on July 25!

- John

by jacius at July 16, 2008 04:21 AM

RubyWeekend Game Contest, June 13 - 15

A bit of short notice, but we’ve having a small game creation contest starting this Friday, June 13 at 20:00 GMT <add>16:00 GMT</add>, and lasting until Sunday <add>Monday</add> 04:00 GMT . The contest is called RubyWeekend, as a cheap knock-off of Pygame’s “PyWeek” (just like Rubygame is a cheap knock-off of Pygame, right?). The idea is to promote Ruby as a viable language for writing games, and have a lot of fun doing it.

The contest starts when the theme is announced on Friday – then you have to write a game with that theme before the contest ends on Sunday!

Think it’s impossible to write a game in just 2 days? The key is to come up with a fun and creative idea that won’t take a lot of time to implement. You’ll also have to manage your time well, not letting yourself get stuck on little details, and deciding when (or if) to sleep! It’s a lot of fun, and a huge adrenaline rush!

You’re not limited to only Rubygame – you can use whatever you like, as long your game is written in Ruby. That could be Gosu, Ruby-Opengl, Ruby/SDL, Rails (for a web game), or even just a text game with plain Ruby. It’s up to you.

Even if you can’t dedicate the full weekend to writing a game (especially on short notice, if this is the first you heard about it), you could write a simple little game in an afternoon and evening, just for the fun and experience.

I hope you’ll join us in writing a game with Ruby this weekend!

by jacius at July 16, 2008 04:08 AM

Vote for your favorite RubyWeekend entry!

The RubyWeekend contest finished up this past Sunday/Monday (timezone depending). We got 7 entries: 4 written in Rubygame, 2 in Gosu, and 1 simple ‘game’ just using the text console!

You’ve still got a few days to try them out and vote for your 3 favorites! There are also screencast videos of all the games in action, and post-mortems from the developers talking about their experience.

Despite some organization troubles and short notice, the contest was a lot of fun for all involved. We’ll probably have another contest next month!

by jacius at July 16, 2008 04:07 AM

July 15, 2008

Liberty Gaming blog

Day 7: Slowly but Surely




Day 7 marks another day in the development of the map editor. I am still stuck in the mapeditor's file menu system. The good news is that I am on the verge of moving toward the editing system.

I created three distinct UI element. These are typepad, the logger, and the file scroller. I also used the modal system instead of the regular toolbars. The logger element lists event that has tooken place such as loading files. The scroller is responsible for displaying files. The typepad is for typing. So far, the scroller is the only complete element. Logger's functionality is almost complete. It only lack deleting old messages thus any more messages over 5 will overflow the screen. Typepad is functional for typing but the event triggers are not programmed in yet.

The mapeditor, by design, is modal(just like vim). For example, if you want to type, you have to press tab.(and disable all keyboard functionality except typing) To finish typing, you also have to press tab. When you're finished, all the other keyboard functionality become available.

by Kiba (noreply@blogger.com) at July 15, 2008 01:26 PM

July 14, 2008

Liberty Gaming blog

Day 6: Inching toward a Map Editor

For today, I done some work on the map editor's file menu system and the map engine code. In particular, I finished work on displaying the content directory and showing new files via pseudo scrolling. It was tricky, as it require a bit of thought to implement it.

Map engine code is relatively easy, as it is merely a cleanup job. I was dissatisfied by the ugliness of some code so I refactored them. Eventually, it lead to a code reduction as the codebase got ridden of outdated attributes and unnecessary long code. There is still the MapLaw class to go through though.

As for the productivity experiment, I got 24 days more to go.

by Kiba (noreply@blogger.com) at July 14, 2008 07:18 PM

JCRPG

Zphr's BoarMage ready to kill + Encounter Grounds :)

Zphr's übercool new Boarman Mage model is ready to rock the battlegrounds of jcrpg! It's completely suitable for a great battle - shooting fire sparks at you if you don't put them to sleep with your Fumes Of Twilight alchemy spell. :D

Another big change has been invented! Discussing encounter visualization with Zphr, we ended up with the idea to introduce Encounter Grounds. The tiled labyrinths and cities where you'll be walking around won't be enough empty and clear space for a goodly visible scenario, so it's a reasonable solution to have a separate 'walked zone' dependent Encounter scenario. Your view will be switched to a 'battle' ground like in many other classic games you were - but still you won't walk on that scene either, we still have the first person view and 'battle line' philosophy of Wizardry 7 and predecessor, instead of the 2d walk-around of other games like the Gold Box series AD&D game. The encounter scenario generated will depend on your actually walked ground's climate/economic zone. I've added a test screenshot with the jungle Encounter Grounds AND the BoarMage. Enjoy! :)

Meanwhile there's now a camera changing method too, in encounter mode, the camera will switch to the actually acting unit and after act the target unit. Cool, isn't it?

by Paul (noreply@blogger.com) at July 14, 2008 10:11 AM

Rubygame Blog

Quack, quack! (Duck Typing)

I’m pondering Duck Typing tonight as I write event classes and their associated specs.

Here’s an abbreviated spec for the WindowResized event, which holds an [x, y] array with the new size of the window:

1
2
3
it "should reject non-array objects as size" do
    lambda { WindowResized.new( 20 ) }.should raise_error(ArgumentError)
end

Giving the number 20 as the size doesn’t make sense, and you’d run into an error sooner or later. In this case, without any checks, the error would probably show up when you tried to set the Screen mode again to the new size. Because of the delayed effect of the event queue, the backtrace wouldn’t have anything to do with the real problem – that you gave the event an invalid argument.

So, the rationale behind this spec is that the class should complain loudly at the soonest opportunity, so that the location of the error is easy to find.

To make this spec pass, I might write the following:

1
2
3
4
5
# this is not duck typing
unless size.kind_of? Array
    raise ArgumentError, "size has to be an Array"
end
@size = size

The spec would pass, but the code would be pretty inflexible. Suppose someone wrote a Size class which had 2 elements, but wasn’t actually an Array. This check would reject it, even though it might have been usable. A conundrum!

Duck typing to the rescue, right?

After thinking about it for a while, I realized that the size parameter doesn’t have to be an Array per se, it just has to be something that can be converted into an Array before I store it. Since anything that can be converted to an array should have a #to_ary method, I could check that it has that:

1
2
3
4
5
# getting warmer...
unless size.respond_to?( :to_ary )
    raise ArgumentError, "size has to be convertable to an Array"
end
@size = size.to_ary

The spec still passes, and I’m getting more duck-typey. Or at least chicken-typey. We could go a step further:

1
2
# quack, quack!
@size = size.to_ary

Since the goal was just to complain loudly if the argument is invalid, and we’ve decided that an argument is invalid if it can’t be converted to an Array, then we don’t really need to check that it responds to anything. Just try calling the method! If it doesn’t have that method, you’ll get an error, just like you’re supposed to (although we’d have to tweak the spec to expect NoMethodError instead of ArgumentError). If it does have the method, you have a (presumably) valid parameter. So, it’s all good.

It would be even more duck-typey to have no checks at all (and no specs for the checks), and instead just assume that everybody who uses the method has read the docs and knows to pass the right sort of thing. But as I explained earlier, not checking is not a good idea here. (Well, maybe in this specific case it would work out fine, since users wouldn’t usually be creating their own instances of this event. But in general, no.)

So, what’s my point? I don’t have one. I just wrote this as a thought experiment to help me decide what to do. Thanks for listening!

by jacius at July 14, 2008 02:15 AM

July 13, 2008

FIFE

Lesser release

Introduction

Welcome to the FIFE 2008.1 README. This snapshot is based on SVN revision 2512.

Download

Theme of this release

For the 2008.1 release we decided to stick to the tropical island concept and called our example game "Rio de hola".

Caution: this release is still lacking a lot of polish, especially the "Rio de hola" game that ships with it. It lacks almost any form of gameplay but there is a reason why we decided to ship the release in its current form nevertheless. We planned to release future FIFE milestones under the LGPL to offer a less "restrictive" license to possible FIFE users (we know that the term "restrictive" is just our personal point of view).

We had to clear up the legal situation first and fortunately the software freedom law center (http://www.softwarefreedom.org/) helped us with the transition. The agreement of all developers who contributed code that was still used in FIFE was needed and because over three dozens of people contributed code to the project, this took us a lot of time. We were not able to reach all of them so we decided to either remove or rewrite the code of the contributors who didn't reply to our license switch proposal mails (from scratch).

We were able to replace the last parts of the problematic code today so now FIFE is officially LGPL'ed software. We're glad that we were able to make this step after it took us so long and we think that the new license alone is worth a release. Therefore we're proud to finally present the first FIFE release that is published under LGPL 2.1 or newer (your choice).

Engine and the editor tool made _huge_ steps forward since the last release about 5 months ago. Therefore we decided to release the current status as stable release although it offers not many new aspects on the content side and the content that is in place is very likely to change with the 2008.2 release.

The milestone itself seems to be a very important step into the right direction. You can build your own maps now with the help of the editor tool. Furthermore a basic application structure is in place that should give you an idea how can create your own FIFE-based game; this release is stable enough to start working on your game now :-)

Important changes since the 2008.0 release

Model improvements & simplifications

  • Elevations removed (Fallout legacy).
  • Support for namespaces:
    • New resource infrastructure migrated into whole engine. This enables:
      • uniform pooling for all resources that need to be pooled.
      • uniform loading for all resources (model stuff, images, sounds...).
      • uniform saving for resources which support saving (model stuff).
    • Datasets are now stored in a flat list in model instead of dataset hierarchy.
    • Changes in model are now bookkeeped. Observer interfaces provided for change listeners.
      • This enables e.g. reacting only to changes instead of polling on every round.
      • Also critical enabler for triggers.
    • Instances now support initial rotation value.
    • Objects support default actions.
    • Further model cleanup.

XML format changes

  • All resources are now defined with principle 1 file / 1 resource.
  • Importing of objects can now be done also based on directories where they are contained.
  • Relative paths are now used instead of absolute ones.

Loaders

  • All loading happens now from python (tinyxml dependency removed).
  • Improved error reporting.

Editor

  • Possibility to move instances on map.
  • Possibility to rotate instances on map.
  • Possibility to zoom the map (OpenGL mode only).
  • Painting with currently selected instance (e.g. large ground areas).
  • Importing of multiple objects based on given directory.
  • Initial map creation wizard (still work in progress).

Rio de hola game

Pychan improvements

  • Hiding of scrollbars.
  • Text wrapping.
  • A lot of smaller improvements.

Functionality

  • Pixel perfect instance picking (taking transparency into account).
  • Ability to get list of instances from given screen rectangle.
  • Distance calculations made easy, exposed to scripts.
  • Instance outlining.
  • Instance coloring.
  • Screenshots are now saved in png format (instead of bmp).
  • Stereo sound support in linux (introduced with the help of openal-soft).

Video / view improvements

  • Both renderbackend and separate images can now render graphical primitives (e.g. lines, dots..).
  • Each camera now has separate set of renderers. Allows truly adjusting cameras independently.
  • Zooming capability (currently properly supported only by OpenGL backend).
  • Support for drag cursor definitions.
  • OpenGL graphics chunking size is now definable in settings. Should help e.g. with large backgrounds.
  • GenericRenderer? adding customised rendering capabilities for scripts.

Misc. changes

  • Initial package structure defined for FIFE clients.
  • Updated guichan to the latest release 0.8.1.
  • Usage of unittest++ instead of boost unittests.
  • Lots of bug fixes.

Non-code related changes

  • Switch from GPL 2.0 to LGPL 2.1 (or newer).

Features

A complete list of the features that FIFE offers can be found at the project wiki:

License

The source code (*.cpp, *.h & *.py) is licensed under LGPL 2.1 or newer:

Content was taken from a lot a lot of different 3rd party sources. Therefore each client directory comes with a separate LICENSE file that states the origin of the content, the author and the actual license it was published under.

Building & running FIFE

Dependencies

A list of all dependencies (including accurate version numbers) that you'll need to obtain to build FIFE on your platform can be found at the project wiki:

General notes

FIFE utilizes the SCons (http://www.scons.org) build system. Here is a quick list of scons commands that can be important for building FIFE on your platform:

  • 'scons ext=1' will build specific FIFE dependencies from source that usually don't reside in the most important Linux package managers.
  • 'scons -h' will list additional compile options.
  • 'scons' will build FIFE.
  • 'scons tests=1' will build FIFE and the unittests (needed for test_fife.py).
  • 'scons -c' clears any compiled objects (= scons equivalent of 'make clean').

Platform specific details how to build FIFE can be found down below.

Linux

Detailed information how to build FIFE on Linux-based distributions can be found at the project wiki:

After FIFE has been built successfully move into the <FIFE>/clients/rio_de_hola directory and run: python run.py

Mac

Detailed information how to build FIFE on Macintosh systems can be found at the project wiki:

Caution: the Mac compile guide is currently heavily outdated! We would like to improve this situation but we're lacking a Mac maintainer who could take care of that. In case you're interested in the position feel free to get in contact with our developers on the project's IRC channel:

In case you manage to build FIFE on your Mac system you can move into the <FIFE>/clients/rio_de_hola directory and run: python run.py

Win32

The Win32 package ships with precompiled binaries. Simply unpack the package to location of your choice. After that you'll need to install ActivePython? 2.5 to run the techdemo:

Move into the <FIFE>\clients\rio_de_hola directory and start the run.py script. You can simply double-click with your mouse on it. It should be automatically associated with the Python interpreter after installing ActivePython?.

The editor tool can be found within the <FIFE>\clients\editor directory. You can launch it by running run.py.

Last but not least there is an example client residing in <FIFE>\clients\pychan_demo that shows how the pychan GUI library works. Start the GUI demo application by running pychan_test.py.

Configuration

The engine utilizes special settings files for configuring FIFE. This file is called settings.py and resides in the same directory as the run.py scripts. You can customize FIFE by editing this file.

Known issues

  • All included maps are still really early work in progress versions that lack proper blocking. Furthermore a lot of planned map objects are missing because we're still searching for 3d artists who could help us with the creation of those.
  • Despite the Rio de hola client is labeled as a game, it does not feature any relevant kind of gameplay yet. We can hopefully improve this over the next releases. We released FIFE in its current form nevertheless because the license switch as well as the engine and editor improvements are huge steps forward in our opinion.
  • Win32 users tend to suffer from problems with the OpenAL drivers. If you don't hear the background music playing while running Rio de hola, run oalinst.exe that ships with the Win32 package. This is the latest OpenAL driver for Win32.
  • The unittests are broken on Win32 (if used in combination with scons & mingw). We plan to address this issue but we're lacking active Win32 developers to look into these kind of problems as the vast majority of the active developers are running Linux. If you would like to help out with Win32-related issues please contact us at our IRC channel: http://wiki.fifengine.de/index.php?title=IRC

Feedback

We appreciate every kind of feedback concerning the release, the project in general and the bundled techdemo. Feedback is a great way to help us to improve FIFE. If you would like to get in contact with us and provide feedback you can either visit our IRC channel or our forums:

Signature

Have fun with the release and let us know what you think about it! -- The FIFE team.

http://www.fifengine.de/

2008/07/13

Posted in: gpl, 2008.1, lgpl

by mvBarracuda@web.de at July 13, 2008 05:48 PM

Liberty Gaming blog

Day 5: Roadblock Destroyed

Well, for day 5, I easily destroyed the roadblock that has plagued me the last two day.

As expected, it was my unforeseen silly mistake that has put me into this roadblock situation. Nonetheless, I did get over it.

I think I made lot of progress today. Here is the rundown of what I was able to accomplish:

Like I said, I cleared the roadblock regarding saving and writing yaml files. Then, I finished the transition from ruby file to a map format. After that, I worked on the map file menu once again. Background graphics were created and the beginning of the file browsing system begun to take shape. Before that, it displayed every single files, now it only displays 10 of them at a time. Plus I added control for looking at more files, though the menu didn't display anything new yet.

Well, I got 25 more days to go. The experiment is looking really good.

by Kiba (noreply@blogger.com) at July 13, 2008 03:58 PM

Free Gamer

Apricot's aim, Battle Tanks and FreeCol map editing

Frank and mushroom from Apricot

There was a change of focus in the Apricot project: From create full functional industry quality game prototype to create a full functional level in the Crystal Space engine, focused on visual quality, speed and character-environment interactions and create several levels in the Blender Game Engine, focused on artistic quality and game play prototyping.

Now this may sound worrying, as "some levels" are only one of many parts of "a game". And to be honest, I am a bit worried that the project will not prove the "you can make awesome open source games" theory, and instead be a demonstration of how nice-looking things made with Blender can be.

The apricot team members come from Blender and Crystal Space backgrounds, which means that they are likely to be most interested in visuals. So perhaps my expectation of "an awesome game" was wrong and should have been "an awesome looking game" (which is actually the only thing able to make the industry pay attention to Blender and Crystal Space. ) Nobody cares about story and depth and such after all, right?

However, the svn repository will be opened this weekend and who knows? Maybe with some community help, the project will reach a higher level of what is now intended before it's deadline of 31, July?

FreeCol map editor
FreeCol 0.8.0-alpha has been released. It features displaying of settlement names, soft unit movement and main menu music.

FreeCol and it's editor are both written in Java, which saved me some compilation minutes. The map editor is pretty simple and unproblematic to use.

Battle Tanks 0.8-rc1 has been shipped! Capture the flag! Team deathmatch! Internet play! The few existing servers are empty though, so why don't ya go and fill them up? Get it here in Windows-binary or source flavor! The team asks for feedback, which is pretty common with open source projects and might be even superfluous to tell, but it always gives me a good feeling when teams ask for criticism on their products.

In case you have never before seen Battle Tanks in action, I recorded a video of AI-aided defend-the-base-style cooperative gameplay.

Battle Tanks' maps can be edited via Tiled, as demonstrated below. The editor is a general-purpose tile-based map editor written in Java, which means that it's cross-platform and relatively easy to run. It's feature-rich but also pretty simple to use : there are layers and you draw tiles on them. Effective! It resembles RPG Maker in some ways, but as a map editor it is far more advanced.

Item placement in Battle Tanks is being done via a specialized, also pretty simple editor, which has no documentation as far as I can tell and which tends to crash a lot.

by qubodup (noreply@blogger.com) at July 13, 2008 10:07 AM

JCRPG

90% ready Skill Act Form architecture - skill/spell tree to design!

Well, the good thing is a really big part of the Skill Act Form system (at least for Turn act phase) is quite ready! This means that we have:

  • basic impact form to decrease or increase all kind of points with the given act form - so you can create normal spells or combat attack forms that decrease stamina or health etc.
  • weapons / ammunitions with BonusSkillActForms for spell and such effects - for creating artifacts (of course with attribute/resistance bonus modifiers too if you want that)
  • armors body part dependent, that can also contain bonus Resistances/Attributes for enchantment
  • State effects - so you can create long time effects for spells like sleep, poison, an elemental shield, long term burning spells etc.
  • act forms can specify contra attributes/resistances that help the attacked resist them
  • usable objects with bonus act forms - to create potions, kits etc. even with long term effects (with the help of the new State effects)
So basically it's time to create the different State Effects (like I've already added Sleep, ElementalResistance, PhysicalResistance), the system of spells and combat forms, a long list of artifacts, armors, potions and the like. Nice, isn't it? And the prettiest thing is - this all works well with the combat system - although AI is lacking a refined choice algorithm yet, it will bash you with the most powerful skill it has at hand. :D (Not that it won't prove efficient - you can easily die! ;-) ) But that AI decision mechanism too will change soon!

by Paul (noreply@blogger.com) at July 13, 2008 12:42 AM

July 12, 2008

Liberty Gaming blog

Day 4: The Road to Kicking Ass continues!

Well, since I didn't overcome the roadblock yesterday, I decided to focus on writing the rubygame tutorial. You can visit this project at the kibabase wiki.

As you can see, this is called the Rubygame book project, designed to be the ultimate tutorial for rubygame beginners.

I was almost completed with part 1 when I was done with the 4 hours. It didn't look like much but I have to wrestle with the mediawiki extension, which took quite a bit of time. But now the mediawiki have increased functionality when it come to source code, as it should be for a game development wiki.

Tommorow, I am going to hit the roadblock hard and hopefully break through to complete the map engine module project by next week.

26 more days until I start kicking some very serious ass and rock the world with my madz coding skills and discipline..

by Kiba (noreply@blogger.com) at July 12, 2008 04:14 PM

July 11, 2008

Liberty Gaming blog

Day 3: Coding Roadblocks

I finished the third day of my 4 hours for 30 days productivity experiment. 27 more days to go. That's the good news.

The bad news is, I am encountering coding roadblocks for pretty much everything I tried to work on.

First, it was the rake task for generating files. I tried to write rake tasks that accept argument but I got weird bug before I was able to finished it.

Then I spent three hours trying to figure out how to use hashes loaded from yaml file.

These 4 hours are not very productive. However, the important thing is that I am learning discipline. The roadblocks are only temporary. The long term gain will pay off big. I just need to keep doing this experiment all the way to the end.

by Kiba (noreply@blogger.com) at July 11, 2008 10:31 PM

Battle Tanks

After five years months of hard work and million sleepless nights…

Five months and 1679 commits passed since build 0.7.5800 has been published. Finally we decided that we should no longer wait for release, and we must publish it ASAP. But the code is not yet free of bugs, and we present an intermediate build 0.8-RC1. It has so many new features that our small team needs your help in testing it.

Here is a brief list of innovations:

Muliplayer

  • Ability to play in teams. Two new modes: Team DeathMatch and Capture the Flag.
  • World-wide-internet-network game. We have established three servers that are available across the planet; each one serves one type of network game (CTF, TDM and good old Cooperative). Currently, the servers are in test mode, but everybody may connect: just click Scan button in Join the Game menu and find btanks.media.netive.ru in a list.
  • Enthusiasts may set up their own standalone servers.

Video and Audio

  • Thanks to our D3dSDL library, BTanks for Microsoft® Windows™ now use DirectX™® and not OpenGL™. This has really increased the overall performance.
  • Screen resolutions are now taken from SDL.
  • We no longer support OpenAL because we have our own Clunk library now.
  • Some new sounds are added.

Controls and Gameplay

  • The effect of slowing/speeding-up is eliminated.
  • Diagonal shooting is improved (yeah we did that!).
  • Shilka looked a bit boring, so we have improved its turret: now it rotates and self-aims.
  • Grenades and mortair missiles now fly over obstacles.
  • Frags are counted better; a telefrag trick is added (if two people enter the same teleport, only the last one survives).
  • Join/leave/death messages are sent to chat automatically. Messages from players are coloured according to colors of teams.

Maps

  • A new ‘Four Rooms’ map is added for CTF anf TDM.
  • The map editor is now shipped with the game. It is still user-unfriendly. We are not sorry.
  • Timers and OBEY effect are added to scripts to help controlling objects with LUA. Now scripting is much more powerful!

Code
An incremental network protocol, a new serialization model, compression with dictionary made it possible to decrease network traffic in times! All code is ported to g++ 4.3. All game resources are packed into a single resources.dat file (DEB, RPM and other ebuilds builders must be happy). sigc++ is no longer used because we now have our own library. Random number generator is improved.

Phew… These are only the most important things, so if you want to find out more–see the changelog. And we look forward to your bugreports!

P.S. Oh, dear Mac users, you will unfortunately have to wait for the new build. But we do remember you!

by whoozle at July 11, 2008 12:28 PM

July 10, 2008

JCRPG

Qubodup's recent Boarman/Particle/Combat demo Video

Steady progress in the turn act phase/combat mode calculations. Armors, enchanted artifacts, potions, some new spells, more complex calculations were added in the meanwhile. You can check it in SVN. Qubodup @ freegamer has given a shot for a recent SVN revision and created a video on vimeo.com. It shows well off what's going on in jcrpg nowadays. He said it's a bit boring (boaring? :)), but I say it's cool that blog readers can have a look at this, so here it is!


JClassicalRPG revision 1279 from qubodup on Vimeo.

by Paul (noreply@blogger.com) at July 10, 2008 11:21 PM

Liberty Gaming blog

Ongoing Experiment in Right Direction

I must say, the early results were promising.

In the past two days, I was able to make in excess of 20 commits per day. And I also made a lot of progress. Here is the rundown for what I did for the last two days.


Day 1: I moved lot of code to the mapengine class and rename lot of variables. I also took time to eliminate unnecessary code and unclear magic variables. One of big highlight of this day is the work on the character class, which incorporates common elements from both Player and Enemy class. This eventually allow me to update both Player and Enemy class with the same code. At the end of the day, the codebase become more modular and less hardcoded.
I also written a rake task to lessen the burden of syncing the codebase to the remote git repoistory.

Day 2: Major work has been done on the mapengine's map format and map file management. I also started work on the map editor, which is a major project in itself. I only got so far to directory list user interface and beginning work on input system. As for the map file management class, I added major features that spit out directory information, create blank maps, as well read certain files from directory. I also created a rakefile to create maps using the new class too.

Wow. That's a lot of progress I made in two days with a mere 8 hours. 28 more days to go before I can make this practically second nature.

by Kiba (noreply@blogger.com) at July 10, 2008 07:54 PM

July 09, 2008

Liberty Gaming blog

4 Hours 30 Day Experiment

Today, I am going to commit an experiment in productivity. 4 hours of coding for 30 days straight on any gaming projects that I choose to do.

The idea is that 4 hours is going to add up a lot of completed games and cool game projects, as well money.

I know I didn't find the groove for productivity yet so it may yet be another in a long string of failures. Maybe I get lucky with this one. Who know?

Also, I'll try to blog my development effort with more diligence. It should provide me with extra motivation.

by Kiba (noreply@blogger.com) at July 09, 2008 08:51 AM

Rubygame Blog

Fixing Rubygame's fragile development model

Deadlines and work-related stress continue to stomp on my head. I have very little energy / motivation left for anything else, lately.

What’s that? <q>Go cry, emo kid,</q> you say? You’re right, enough of my whining.

Two things are becoming increasingly clear:

  1. I really need to figure out a way to reduce the work stress, and have more motivation for other things.
  2. Rubygame’s development model is very fragile.

#1 is not very interesting to you, so I’ll talk about #2.

Rubygame’s development model is fragile, for the simple reason that I’m the only “active” Rubygame developer. This has been true for most of Rubygame’s lifetime, aside from brief periods where some developer would come along for a while, then wander off.

And given the amount of time I’ve been able to put into Rubygame lately, calling me an “active” developer is stretching the word quite a bit. Really, there aren’t any active Rubygame developers. Nobody’s actively working on it. It’s just sitting there. (Sadly, this too has been true for most of Rubygame’s lifetime, aside from brief bursts of productivity.)

Clearly, that’s a problem. The obvious solution is to get more people involved, so that even when I’m busy, Rubygame doesn’t stagnate.

How would somebody get involved? Maybe like this:

  1. Choose an open ticket that you think you could handle. Or something new. Whatever floats your boat. I’m not picky, I just want to keep Rubygame active and relevant.
  2. Create a fork of Rubygame on Github.
  3. Do the work in your fork.
  4. Send me a pull request.
  5. I’ll pull the changes, and if it looks good, merge them into the “official” Rubygame and close the ticket.

The nice thing about that system is that you don’t have to dedicate yourself to Rubygame if you don’t want to. Yeah, it would be really nice to have a dozen developers making weekly contributions to Rubygame, but not everybody has the time for that. The system would work fine even if you only make one contribution to Rubygame.

Anyway, that’s my idea. If it still seems sane in the morning, I’ll see if I can write up a call for developers and go fishing.

by jacius at July 09, 2008 05:50 AM

Free Gamer

Radakan's WorldTool and the importance of game content creation tools

Today I finally gave WorldTool (release 3) a try, which is a map editor for Radakan. To use the tool, one has to download it, extract it and then run java -Djava.library.path=. -jar WorldTool.jar.

The tool allows you to create a map and to raise and lower the terrain and paint textures on it via brushes. You can place objects on it, which will automatically be at the correct height relative to the ground.

It is fun to play around with (though not for too long, as the art asset is tiny and I don't know how to import additional media and because all I can do is make a map, not walk with a character on it or place items or monsters. - Mind you, the editor is in an early stage.)

While using it, I got the thought that if such tools were developed enough to be able to produce content to truly enrich games, their ease of use would attract many potential contributers and could turn a player into a contributor. Even if the advanced features (like creating characters with dialog options) would be more complicated, the simple things would be easy to do, which means that there will be motivation enough to learn how to do the more complicated work.

I haven't given much thought to game-specific editors before, but I will take a closer look at the ones I can find and figure out where their limitations are and if there are any faults with them and write my findings here. Please tell me if you know of any such tools (besides the ones for SilverTreeRPG, Sauerbraten, SuperTuxKart and FreedroidRPG that is. ;) )

In not so dashing news: you can vote for Apricot's official name now. The suggestions are kind of cute ("point blank frank", "frankie’s reign of terror") but I really would prefer "Apricot". Do you like the name "Bick Buck Bunny"? I don't too much..

by qubodup (noreply@blogger.com) at July 09, 2008 04:16 AM

July 08, 2008

Fydo

… And here’s the scan!

Click to make the image bigger (and much more readable)
Hooray! See my last post for more information about this. It’s from Linux Format Magazine, issue 108. Huge thanks to Mike Saunders for this scan.

\

by fydo at July 08, 2008 04:22 AM

July 07, 2008

Fydo

I’m in Linux Format!

UPDATE: I got a scan of it!

Wow! Big news!
According to a friend of mine in the UK, the open-source game I created, Pillows, has a short write-up in Linux Format Magazine! It’s in the latest issue, #108!
If I can get ahold of a scan of it, I’ll post it, but here is a excerpt of it:

Finally we have Pillows, a deceptively simple yet hugely addictive game which doesn’t really fit into any regular genre. Here’s the plot; an unknown aggressor is firing huge missiles at the Earth. Using a giant catapult and “ridiculously overstuffed” pillows, your job is to cushion the blow of those missiles protecting the world from impending doom. All you need is the space bar: watch the indicator in the top left, hit space when you’ve chosen the right angle, and hold down space until the correct power is set. You’ll fire a pillow into the air, and if it lands in the path of the missile the world is saved (and you go onto the next level!).

Very awesome! Thanks a bunch, Linux Format Magazine! Apparently a copy of the game is included on the DVD that comes with the magazine, too!
Also, if you haven’t already, you can check out the game right here.

by fydo at July 07, 2008 10:08 PM

July 03, 2008

Free Gamer

Good Morning Free Gamer

Well it's been a while since I chipped in. Q has been doing a fantastic job, I'm sure you will agree, of keeping us up to date with the Free gaming news. I've just been way too busy lately and it's great to see that I can disappear and things keep ticking. Hopefully in the future others will join us in our mission to conquer enlighten the world.

Blood Frontier, the mod to make Sauerbraten look serious, has it's next demo release tomorrow. You may or may not notice a lovely new website. I'm sure Q will follow up on this after the release.

Boarman in JCRPG Woman by Grumbel

There's also been tons of progress on JCRPG which is looking more and more impressive. There's a fully animated boarman, contributed by artist Zphr, who has almost completed a boarman mage as well. Both are released under an open source license (CC by SA, I think).

There's a gorgeous new portait image contributed by Grumbel. Whilst JCRPG and Scourge have picked it up, this and his other portaits are available under an open source license (CC-by-SA or GPL3) and you can find out more information, lavish praise, or even make requests (!) in this topic in the FreeGameDev forums.

In other fantasy-game news, DungeonHack progress continues and they finally have the project in SVN (direct link) so interested people can check out their progress which is apparently pretty good. It's a Daggerfall-inspired game, which can only be a good thing.

Did you know FreeOrion will soon have 3D combat? Check out this topic on the Ogre forums for some preview screenshots. In the meantime, they released 0.3.10 with the usual raft of bug fixes and minor improvements. Downloads are available, from different places, for Linux and Windows.

The White Chamber

Studio Trophis have released the source for their very lovely looking game The White Chamber. It's an anime themed 2D point and click horror adventure game. It requires the WinterMute engine and I'm not sure whether that's Free Software although it seems the source is available but under no specific license EDIT: - it's not open source at all. The White Chamber source is at the bottom of the Studio Trophis downloads page. It looks like it's all Windows-only =( but I could be wrong.

A while back I made some hullabaloo about Portalized, a perhaps-to-be-open-source better-than-Portal engine. Well, the guy working on it (who, by the way, is only 16 - shame on us all who are older and less productive than him) now has a blog with some interesting commentary on his efforts as well as some gorgeous screenshots. It doesn't look like it'll be open source any time soon but I don't think he's ruled it out either, and now he has help so it'll be worth watching. Version 0.1 is on the way, so there's something to look forward to.

Well, hopefully that satisfies your Free game news needs for another day or so...

by Charlie (noreply@blogger.com) at July 03, 2008 04:30 PM

July 02, 2008

Free Gamer

Playing the first Apricot demo

The first playable demo of Apricot has been released! I am able to play it! (with low low low quality settings - Hint: disable shaders.) You have to get a recent "Apricot" Blender build from GraphicAll, then download this .blend file, open it with said Blender build and press "p". That's it! Sorry for spamming the blog with news related to that project lately, I think it's interesting... :)

Edit: An unofficial OpenArena 0.8.0 pre-release was posted. Testing it is encouraged, so that the official release can become a great one. I must admit that two months ago I thought that OA was probably the ugliest of the interesting games with QuakeI/II/III-engine roots. Now I know that it's getting prettier and prettier every now and then with new