Linux Game Awards: PotM March 2014 VOTE NOW!

It's time for another installment of the somewhat bi-monthly Linux Game Awards:

Project of the Month March 2014


The list of nominees is again quite interesting, so choose your favorite.

This months winner was 0 A.D. by the way... I guess we need to increase the promotion efforts a bit in case you weren't aware...

Preparing for a crowd-funding: Torque3D MIT Multi-platform

I mentioned the nice developments on the Torque3D OpenGL and Linux ports a few weeks back, and now it seems like it is getting even more serious:

Planned platforms of Torque3D


Now don't spill your beer just yet, as this is just the proposal the developer makes for a crowd-funding building up on his great previous Linux/OpenGL work.

One of the first (hopefully soon to be) FOSS games that could benefit from this, is the currently also looking for crowd-funding RoTC abstract FPS. Only 9 days left, but they made another good increase in the last couple of days, so it is still possible to reach their goal of $1500. In fact the older (mostly closed source) version was also recently updated and you can try it on some new servers.

The (more or less friendly) fork GREED tech MIT that aims to make a full FPS development kit out of Torque3D also seems to make some interesting progress, so it looks quite bright development wise for now :)

The Sky of Verdun 3D - dogfight in HTML5

Came across this seemingly fun little game over here, too bad I don't have a Occulus Rift (yet):



Check their page for the Win32 and browser server/client download.

Code Combat: Open Source Javascript Tutorial Gamification (In A Good Way)




Code Combat is a javascript programming learning IDE wrapped in a delicious cute RPG/2D RTS packaging that runs in the browser without any plugins. They recently announced their open source/free art release.

The current set of Code Combat tutorials starts with directional movement and activation of pre-programmed behavior, continues with coordinate movement and targeting and conditional behavior and continues towards prediction calculations.

Editor GUI


There is an editor, officially described as "broken". I can confirm that the text editor was slow when I tried using it. :)

All in all, a very exciting project. I have noticed a few possible drawbacks so far:
  • It's not yet clear which parts will not remain proprietary. It looks like the excellent humor (writing) unfortunately will do so (legal page).
  • The music tends to be too exciting to code to.
  • There's a CLA requirement for contributing.
What do you think? Persuaded to work on a HTML5 game yourself perhaps, seeing that this performs okay? :)

Happy new year & Congrats to the LGA January 2014 winner!

Hello 2014 and happy new year to everyone!

One of the new things for this year will be the regular Linux Game Awards done by various Linux and FOSS gaming site (and which has been spearheaded by the great LGDB).

And the first winner is:

Project of the Month Winner January 2014: 0 A.D.

The votes have been quite clear, but our friends from SuperTuxKart got a very respectable 2nd place:


You can expect some further promotional news coming up this month for 0 A.D. so stay tuned :)

Torque3D seems to finally get a Linux port!

Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.

Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that's what I understand by following this forum thread.

Torque3D running on Xubuntu 12.10

In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.

Great news if you ask me, so don't forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let's make this happen!

Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.

December RTS updates

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:



Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.

Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.

Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.

Let's Play Permissions for Open Source Games With Free Art

Let's Play (LP) is an uprising form of previewing and experiencing video games.

While a review summarizes the experience, a LP allows to look a player over their shoulder and indirectly experience the game from one perspective in its entirety - if both Let's Player and viewer have the endurance.

LPs have many styles: non-commented, informational, humorous... And their production quality varies too, be it video, audio or presentation.

Example of a Let's Play video in its natural environment

Some creators of LPs ("LPers") earn money using YouTube's monetization features. When they do, YouTube's semi-automatic moderation process starts paying more attention to the videos' compliance with copyright.

Sometimes, LPers will contact game developers to receive permission to create LPs. To many creators of games, LPs are a welcome form of promotion and they will always say yes.

Clint Bellanger of FLARE released a Let's Play policy, which elegantly covers both the situation in which a game's art assets are CC-BY-SA 3.0 licensed and where all copyright belongs to one person.

FLARE is a collaborative effort of many artists who agreed to release their art under CC-BY-SA 3.0 and I think that FLARE's LP policy reflects the intention of the license very well.

A complicated case might be a game which contains art that is under the GPL, which could be interpreted in a way, that requires the resulting video, as well as video project files to be made available under GPL as well.

In theory, any LP could be considered "fair use". However, for-profit use and use of large portions of a work are often considered as not being "fair use" - for example by YouTube.

For game designers, I consider LPs to be a valuable resource, allowing to look up features or part-experience gameplay, where acquiring, installing and playing the game would be impossible, due to time restrictions.

I recommend looking up games that you have fond memories of or which you always wanted to try but the installation effort was too high on lparchive.org or just YouTube's search function with "let's play" in the query.

If YouTube's HTML5 doesn't work for you, youtube-dl will allow you to circumvent flash player issues (monetized YouTube videos appear to require flash).

Reminder: 1 week left to vote

Voting for the Linux Game Awards January 2014 will come to an end in about one week (24th of December).



So if you haven't voted yet, don't waste any time!
You can read more about the award in this older blog entry.

Tales of Maj'Eyal (ToME) version 1.1.0 and Steam edition

The great roguelike RPG Tales of Maj'Eyal (ToME) is available as a new version (1.1.0) nicknamed "Full Steam Ahead". Here is a slightly older trailer for version 1.0.5.:



Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!
Interestingly it has also been "greenlit" on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.

Help to ROTC:Ethernet to become fully open-source

The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.



The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.

According to the author:
All I need is about a month's time and some cash to make it happen.
So lets give him the help he needs ;)

The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.

Progress on Octaforge

One of the newer engine/game projects I have been following closely is Octaforge. It is basically a fork of Tesseract, which in turn is an graphic improvement project by the makers of the well known Cube2 engine.

The main difference with Octaforge is that aims to become a game SDK and platform for easy creation of mods; And one of its prime new features for this is full scriptability with Lua.

Read about their progress on the latest beta here, which also includes this nice video showcasing the new player model and an test map:



Zelda can now be free as in freedom




Not only from the clutches of Ganondorf, but also from the dominion of proprietary software. All thanks to the magnificent Solarus Engine, a GPLed, SDL-based, 2D action RPG engine. This amazing project aims to provide a stable and easily customizable platform for users to create their own Zelda-like games, and so far, I must say, I am darn impressed by what I've seen. The engine already has two incredible launching titles, named The Legend of Zelda: Mystery of Solarus DX, and a parody of the former, Mystery of Solarus XD. Both are true love letters to the classic SNES RPG, The Legend of Zelda: A Link to the Past, and amazing and enjoyable games on their own.

Mystery of Solarus DX

But hark, the mere words of a mortal make no justice to the grandiosity of this undertaking. Sheathe thy sword, get thy green cap and ready yourself to adventure! You can start by marching straight to the Solarus download section, or, if your intentions are more creative, you can check the various sources here, and the quest editor here.



Code License: GPLv3
Mystery of Solarus DX Artwork License: Mixed  (original Solarus assets under CC-BY-SA, but the game also uses spritework taken directly the A Link to the Past rom)

Linux Game Awards voting open now!

Quietly in the background a group of open-source and Linux enthusiast websites (full disclosure: including FreeGamer ;) ) has developed a new platform for promoting open-source games: http://www.linuxgameawards.org/

One of its regular features will be a monthly award and a related promotion drive for the winner on all affiliated sites.

Project of the Month January 2014

As a start, our community came up with the first 10 nominees for the January 2014 award and you can now vote for your favorite game of those here.

P.S.: One of the nominated projects, SuperTuxKart, had a new release today also. Don't forget to check it out and vote for them if you like it.

Holiday Racer 2.2 released (aka Stunt Rally)

Obviously someone is having a hard time with the winter in the northern hemisphere right now:



More awesome screenshots of Stunt Rally 2.2 here, and don't miss the details of the new version in the full change log.

Last but not least, discuss it on our forums :)

Lips of Suna 0.8.0 released

And another great new release :)

Our favorite work in progress & not quite serious anime RPG Lips of Suna bumps its release number to 0.8 (change-log).

I know what you are thinking...
Most notable changes:
  • New player model and animations contributed by gruntunbur.
  • Lots of sound effects contributed by qubodup.
  • More powerful animation blending.
  • Performance improvements.
  • Better eye, face and hair color customization.
  • Fixed the AI not being able to use many kind of weapons correctly.
  • Procedural map area placement and planning system.
  • Procedural dungeon generation with corridors, rooms, treasures and monsters.
  • Balanced the movement speed and physics behavior of player characters.
  • Terrain chunks close to the player character load much faster.
Comment away below or in our forums.

Addition (2013-11-21): Now there are also windows binaries available.

MegaGlest 3.9.0 released

Since I am having internet troubles as of late, I'll keep it short and hope it will actually come through:

Megaglest 3.9.0 was released today, see changelog:
v3.9.0
- we hopefully now really solved the last out of sync problems for cross platform games.
- animated tileset object support. ( like trees moving in the wind )
- new tileset texturing possibilities
- new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
- greatly improved textures and animations for the roman faction
- new maps
- better network game performance / management to handle slower clients.
- easier ability to download game content from host and masterserver( if available there ).
- new arranged options menu with several sub menus
- menu gui improvements
- attack hotkey toggles through all attack types
- single player games can be sped up incrementally in steps.
- color picking is greatly improved and the default selection mode now for better compatibility
- greater ability to translate game content into your native language. (including techtrees)
- Added Hebrew, Arabic, Vietnamese (and others).
- screenshots for savegames without annoying menu in screenshot.
- addition of google-breakpad to better track down bugs.
- many new lua functions for scenario modders.
- cell coordinates are shown in the mapeditor
- tilesets can set default air unit heights
- added ability for stand alone mod's to customize more of the engine like about screen.
- performance improvements.
- and as always many bugs were fixed
- improved textures for tech faction

New releases from the Worldforge project.

Yesterday saw the release of a new version of the client-side software "Ember" for the Worldforge project (an open-source MMO framework).


The focus of this version was to improve the world-editing features, and if not yet included, the GoSC 2013 improvements (for example an updated terrain renderer) should arrive in Ember soon too.

Speaking of the GoSC 2013: Another project benefiting from it under the umbrella of Worldforge was Ryzom Core, the open-sourced MMORPG engine behind the (older) commercial Ryzom MMORPG.

It seems like their OpenGL3.0 renderer is making good progress (see some videos here), and they seem to have finally decided to tackle the lack of proper Blender tools by hiring someone to do it (see paid job advertisement on Blender Artists). As it is an open-source project this seems to have been initiated by one of the developers only, so maybe we can get some people to pledge some extra funds to add to the bounty he is offering?

Quick reminder: Free The Monsters open game art crowd-funding

We talked about it before here, but now there is only about 2 days left and even though all funds go to the team regardless of if the goal is reached, they are still a long way off what then would need to create a nice set of openly licensed fantasy monsters.

So please head over to their indiegogo fund-raiser page: "Free the Monsters" and donate.

DevCorner: jMonkeyEngine SDK 3.0 (stealth) release

The maybe most user friendly and complete FOSS game engine jMonkey Engine 3, has recently released the final version 3.0 of their very nice SDK.

Here is a list of the full changes:
Engine
- LWJGL base now works on MacOSX 10.7+ incl. Applets
- Hardware Skinning
- Shader Nodes
- Better Character (beta)
New LOD Generator!
TangentBinormalGenerator was refactored
- Better physics debug view
SDK
- Now bundles a compatible version of the JDK
- Now bundles a version of Blender for conversion and more
- Shader Node Editor (!)
- Code completion for assets
- Texture Atlas creation and packed texture handling
- External editor mesh updates for j3o files
- Seamless 3DS and Collada import through blender
- Improvements to model import tool, allows to locate and import textures
- Attach custom AppStates to the SDK editor scene
- New help and error log system, look for the monkey in the bottom right!
- Improved Font Importer
- Improved support for using other IDEs for code
- Improved obfuscation support for protecting your applications code

Besides general advanced of this Java based game engine, some changes of the list of new features are especially interesting! I think that for example their graphical editor of GLSL shaders is something that could benefit even projects not using jMonkey3 itself, and it is definitely something that was lacking as a FOSS game-dev tool (the half-heartily implementation for something like this in Blender has yet to reach the level of real usability).

Check out the link above to learn more about this shader node editor!

Frogatto & Friends looking to be "greenlit" on Steam

We have mentioned in the past a few times that it is a common misconception that FOSS games need to be also "freeware", and in fact the opposite can be quite beneficial to the overall development of a game or the engine it is build on.

The 2D jump & run  Frogatto & Friends has been for sale on mobile platforms for a while now, and its really high quality game-play and graphics are definitely a notch above most other open-source games:



All of it is possible through the use of their awesome open-source engine Anura.

Now they are looking to sell their game also on desktop computers through the very popular Steam digital distribution platform. You can vote for inclusion here.

As far as I am aware this is the first open-source game that actually aims to be sold through this channel, but recently another one, Warsow, was actually approved for inclusion as a freeware title.

As a launch of their "greenlight" campaign, the creators of Frogatto & Friends have started a Q&A session on reddit, where you can learn more about them and their awesome game(s).

Unrelated to that: please also check out our own "sub-reddit" about open-source gaming :)

Breaking news: The Dark Mod 2.0 stand alone version out now!

I guess quite a few people were waiting for this to finally happen :)

Have a look at the release announcement here and the full change-log here.

They also did a nice introduction video a few months ago:



Haven't got the chance to try it myself yet, but this is high on my list of open-source games to play!

Blender Game Making Challenge starts on the 20th of this month

While not necessary only for FOSS games, all will be done with the Blender3D included game engine (BGE). Check out their website here and/watch the video below:



The overall theme will be announce on the 20th when the contest starts.

Valyria Tear 0.6.0 released

I have to admit that we are a bit slow on reporting the news on FOSS gaming projects with we actually host ourselves via the freegamedev.net forums. Valyria Tear is sadly no exception, and their new 0.6.0 release has been out a few days already. Sorry to all whom this may concern.

For those not in the loop, Valyria Tear is based on the engine of Hero of Allacrost and aims to be an all FOSS jRPG. To give you a better idea of the game-play, here is a (slightly older) cool video of it done by some Linux enthusiasts:



(Thanks also to Rootgamer who reminded me of this news).

If you like the new release, give them some praise on our forums!

Fundraiser: Fantasy Creature under Creative Commons Attribution-ShareAlike


Free the Monsters! is a collaborative Indiegogo campaign to create and share five fantasy creature 3d models under CC-BY-SA 3.0


5 3d models and 10 works of concept art will be released if the goal of USD5000 is reached.

Perks include t-shirts and voting rights. Voting will be based on short creature descriptions. The top 10 will be turned into concept art and of those, the top 5 will be turned into 3d models.

Two additional creature concepts and models for each additional USD2000 will be produced.

Justin Nichol will be creating the concept art. You can find his past contributions to the free and open pool of game art on his OpenGameArt profile page.

Jonathan Williamson - partner at CG Cookie (aka Blender Cookie) - will be creating the 3d models.

Stephen Cameron: Space Nerds in Space Interview and Crew Gameplay Video

A 15 minutes long video profile of Stephen Cameron was published on YouTube by Jack Younger - hacker (presumed) at TX/RX Labs.


The video includes an interview of Cameron's about his latest project Space Nerds in Space including inspiration and actual authentic gameplay video footage of the crew (highlights at 08:30).

Video thumbnails

Some of Word War Vi's history also is covered in the video (4:00).

Do I need to spell it out? Press that like button if you can! :)

Source: Announcement on the FreeGameDev forums

Fundraising for GPL game Plee the Bear

This is a guest post by Julien Jorge, developer, artist and musician behind the open source indie games Plee the Bear and Andy's Super Great Park, here to present the fundraising campaign he launched for the former.

Some years ago, with the help of three of my friends and anonymous people on the web, I have created Plee the Bear, a great platformer in which you play an angry bear whose son has been kidnapped by god. Here is a guy hard to brave! You sure will jump in this amazing journey to find and rescue your son. Because you want to rescue him, don't you? Or to slap him? Maybe both….

The game was a spare time project for a long time, then we recently decided to create a real, full, complete, fun and original version out of the prototype. We have thus created our company, Stuffomatic, published a first game and now we are launching a fundraising campaign for Plee the Bear!

The prototypes of the game have always been released for Windows and Linux as free software, available under the terms of the GNU GPL and the CC by-sa licenses. The latest version contains three levels of the storyline and four mini-games; and has already generated very positive criticisms (e.g. on The Linux Game Tome). Players loved the fun, the graphics and the music; other indie developers were pleasantly surprised by the technical skills and the details of the game; and people in the free software movement appreciated the overall process and the quality of the resources, remarkable for a free game.

All these feedbacks motivated us to complete the game and to launch a fundraising campaign to help the development. The campaign is organized in order to implement the new contents of the game one after the other, each time with a new fundraiser. So, for the initial one, the feature you are welcome to support is a complete refresh of the existing work. You can see the details on the project's page on OpenFunding but let me show you how the game will look:


To be compared with the current release:

(The screen is larger in the new version, it's not just Plee who is smaller…) 

The animations will also be reworked. For example, here is a comparison of the changes in the animation of Plee walking. The old version is on the bright stripes, the new one is in the black stripes:


If you are a game developer, you may have already used some free resources from websites like OpenGameArt.org or Freesound.org. If you are a gamer, you may have played games using the resources of such websites. In both cases, you are certainly interested by our process consisting of releasing each part of the game under a free license. Actually, we have recently started to supply OpenGameArt.org with our assets.

So, if you like our project:
This way, we will all go toward a fun and good game :)


New Alien Arena, with included alpha-demo of in development commercial spin-off

Yes, it looks like the developers behind the long running idTech2 based AlienArena are going make a more slower paced & 'tactical' spin-off and try to sell it. As before the engine will stay open-source (GPLv2), but the assets for the spin-off will stop being free-as-in-beer.

Here is the official launch-trailer of the new update and the alpha demo:


Beside the new game-play mode, they have also finally updated the menu, and the new version of it is rather spiffy. You can see it in action and more of the regular game-play in this recently uploaded random YouTube vid (warning: goofy British accents and profanity). GamingOnLinux also recently had a small preview-article.

Last but not least (while we are on the topic of idTech2 based games), a small game-developer's advertisement of a new project currently unfolding in our forums. If you know your way around Quake(2) based engines and/or pixelish art, please join the effort ;)

meopoka@gmail.com. Powered by Blogger.

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