Maratis is a simple and visual game development tool designed for artists and developers. Tested on Windows, Mac and iPhone. [full feature list]Simple is good and Maratis' Interface is very pleasantly simple. I suspect the same thing (without iOS support) could be achieved by providing a simple blender UI setup and a few instructions. The default Blender interface is quite intimidating for beginners after all.
Friday, March 4, 2011
Maratis - Simple 3D Game Editor
Saturday, December 13, 2008
Word War vi 0.24, Daggerwind Scrolls, jClassicRPG music, Yo Frankie! download
Word War vi 0.24One super thing about it is that development and tweaking is being influenced by player criticism a lot. So for posting feedback on the game, use this thread.
Daggerwind Scrolls is a traditional 1st/3rd person CRPG dungeon crawl game written using C# for Mac OS X. Its a fan based project inspired by 'The Elder Scrolls Daggerfall', Bethesda Softworks 1994.I haven't given it a try (and won't do as long as there are no for-*nix instructions).
I now count four bigger The Elder Scrolls-related open source projects: Daggerwind Scrolls and DungeonHack (Daggerfall-inspired game projects), OpenMW and The Crystal Scrolls (Morrowind engines).
jClassicRPG's first soundtrack was released on Jamendo. The music was composed by the project's developer and there will be many more track additions in the near future, I presume.
Apricot (aka yofrankie) is now available for download. Is your definition of a video game "video game engine plus media"? I think Yo Frankie! shows that this is not true. :|
Should you download it? Sure, why not? Do it at least for checking out how cool it looks (if your machine can take it) and to watch the video tutorials (if you're into Blender editing at all).
Wednesday, October 15, 2008
Eying Eisenstern And Eye Candy
I had a few links collecting that I wanted to get off my chest. Nothing is worse than having a folder full of old links that would have been interesting, but are now out of date. That's a lie, I accidentally drank off-milk this morning - that was worse. Still, I'm digressing!
Significantly better than off-milk, is the activity burst on the new Eisenstern development effort. Basically the lead Sauer devs, who had been creating Eisenstern as a side project from their work on Sauerbraten, have turned it over to the community. The community has regrouped using Sourceforge and now (with 24 registered team members) it is one of the most active projects on the whole of Sourceforge. Using the rapid collaborative level creation abilities of Sauerbraten as well as all the other features that hard work has delivered over the years, I predict good things for Eisenstern - to finally fulfil that void of a good Free Software single player first person role playing game. Or, if you love acronym overload, a FOSS SP FPS RPG. Or FSFR if you love acronym acronyms. I'm digressing again... it's a bad habit!
The Apricot Project is coming to the final stages of it's effort, and thus the game Yo Frankie! nears it's official release. It looks really, really good. The graphics are fantastic and the gameplay looks fun too. Here's the video:
Blender 2.48 just got released, and it includes many improvements contributed by the Apricot Project during it's development of Yo Frankie!. (That '!' messes with my grammar, but I'll resist the temptation to digress.) It looks like a real boost to the Blender Game Engine as a platform for creating games:
Blender 2.48 includes all the work done on the Blender Game Engine and the Apricot Open Game "Yo Frankie!", with much better functioning game logic editing, character animation, and Blender Material based real-time shaders. And as last minute surprise a Bullet physics update with Softbody support.
Warzone2100 2.1-beta5 came out at the end of September, but I haven't seen it mentioned anywhere. Well \o/ it just got mentioned here! Erm, but, back on topic, WZ 2.1 is approaching "super stableness" which is always a good thing. Check it out if you love your 3D future war RTS games and open source. :-)
And to round off, lately there have been some awesome contributions to Vega Strike. There's some real eye candy to be had here. This alien space base or this massive space ship are two intimidatingly beautiful examples. There's plenty more to be found. (Disclaimer: I may have posted some of this before, I'm a big fan of the project.)
Friday, September 12, 2008
Tumbleweed
Well there was some, but let's tidy it up for a bit.
These days following Free Software game news is much easier, since we have planet.freegamedev.net. That place is ace but it means that the motivation to post here has dwindled. Still, for addicts, I suggest you tune in to there. I know I do.
For instance, if you did, you'd know that there's an updated version of Yo Frankie! (of Apricot project fame) available for download. Funnily enough, the post is no longer up as there was a problem with it (at least there was for me). Still, here is the download URL, and it uses 0launch which I'm afraid to say I really dislike.
You can also check out FreeCol 0.8-alpha2. I like that they are releasing early, releasing often. Future maintainers pay attention!
Another project that adopts that practise is Battle for Wesnoth. 1.4.x and 1.5.x updates are out with lots of polish. One wonders how much polish will go into that game before it loses momentum. There was hope that some of the community energy that goes into Wesnoth may move into the Silvertree project but at the moment it's somewhat stalled that did not happen and the lead developer is busy with some Frog-platform-like game called Frogatto (googlecode).
JCRPG looks ace these days. Lots of updates on the planet for that one. I love the pixelization on this shot :lookright: which enhances the "classic" (old-school) nature of the game experience. It's one of either a magic monkey brush or a depth of field shader. With loads of optimization lately as well means JCRPG won't need a mean machine to run.
Penultimately, why not take TORCS 1.3.1-test1 out for a test drive? There's a lot of momentum with TORCS development lately and to be honest I was pleasantly surprised how fun it was the last time I played it. It's a good game.
Finally, project admins, did you know that now Sourceforge offers a service called Hosted Apps - that is, they host MediaWiki and phpBB for you, all integrated with SF.net logins. Check out the announcement. Damn, all that effort of mine for nothing.
Friday, July 11, 2008
Apricot's aim, Battle Tanks and FreeCol map editing
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 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.
Tuesday, July 8, 2008
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..
Tuesday, July 1, 2008
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 maps and models.
The GearHead 1/2 homepage has been updated a while ago. It now looks pretty pretty and has a sexy RSS feed. The GearHead games are Roguelike titles (which I find not that cool) involving Mechs (which I find cool) of the Japanese kind (meh). Totally unrelated: a webcomic based on the games' setting has started.
PS: In case you are interested in using glc as a game recording tool on GNU/Linux systems, this Arch Linux newsletter contains some usage hints for the cool application.
Saturday, June 28, 2008
Shadow game prototyping challange, FreedroidRPG lifesigns, recording GNU/Linux games with glc
Daniel Cook of Lost Garden started a shadow and light based game prototype challenge. Lost Garden is probably the best thing to read related to gaming. If you would like to participate via an open source project, feel free to gather a team on the FreeGameDev.net forums!
There's some activity surrounding FreedroidRPG. The students Kaisa Anttila, Markku Väisänen and Sami Mylly wrote an usability study of the game and it's editor. The criticism is very general and there are no direct solutions provided. The documents are supposed to serve interested developers in helping improving FreedroidRPG.
Version 0.11 of the game is scheduled for... soon? Anyways, for now the 0.11 pre-release candidate is available.
glc is now my tool of choice when it comes to recording game videos on GNU/Linux systems. It is faster than xvidcap, istanbul or gtk-recordMyDesktop and is also the only app that manages to records audio on my machine. It's also easy to install! (Hints: cat /proc/cpuinfo to find out what flags to use, O2 is written with an uppercase o, if you don't know where to install to install it to /usr/ and also execute the install script as root.) Using it is easy too! Just run glc-capture game-name and press Shift+F8 to start/stop recording. There is even a script provided, which will convert the glc files to mp4 (attention, non-free), the preferred format of Vimeo. If you know how to use ffmpeg to create an Theora/OGG video, you can probably export to that format instead.
glc is great! I want you to use it! I've used it a lot already. It is to my knowledge the first Linux direct rendering capturing tool that does not suck! If you have any trouble whatsoever with it, you're invited to ask for help in this thread. (There's also #glc on irc.freenode.net.)
Edit: Many thanks to Pyry for writing glc and making me aware of it!
Speaking of game videos, I discovered some game-exclusive video hosting services! GameVee even supports OGG/Theora!
One more thing: Apricot is looking for animators!
Thursday, June 26, 2008
Apricot ripens, NO just is and Warsow wants $
NO is a fun little puzzle game [video]. It is built on top of LÖVE, which is fairly easy to have for Win and Lin users. Mac builders wanted!
I found a list of open source games for the Mobile Edition of Java. About 25 puzzle/arcade titles, mostly GPL'ed.
The Apricot project is ripening with great speed! Further additions to blender have been made and videos of a playable prototype recorded and uploaded. The plan to unleash "real Open Source power" by opening Apricot's code repository has unfortunately not been fulfilled yet.
The opinion exists, that a game will be less fun for people who were able to play a development version of it. I don't think this problem is a big one and believe that simply because of the necessity for compiling, most people will wait for an official release.
An example of a story-based single-player game with an open Subversion repository is Rastullahs Lockenpracht, a TDE-based 3D RPG. I haven't tried it so far because the last time it caught my attention, compiling code was a large burden for me. Now I won't try it as it appears to be depending on non-free Nvidia and Fmod libraries.
It seems that the Apricot team has the same problems that I have when recording with recordMyDesktop: The recorded field doesn't fit the selected window, which results in capturing of unwanted space above and below the targeted window.
Warsow's developers started accepting donations. They want to use it for making participation in an own LAN party cheaper. I'm becoming more and more uncertain about the ultimate goal of the project. Is it profit? A fun game? An elitist community? Being popular? PS: What I'm talking about here is the "ultimate master plan" - which I'm certain every open source project secretly has. ;)
Monday, June 2, 2008
News salad
In case you're one of those who use youtube as a music player, now you can use it to listen to Wesnoth music.
The one-year-old, made-for-university, one-man game project Heroes of Wesnoth has a new release. There's not much to see yet and it's not the first and certainly not the last HoMM clone but I wish it the best of luck. Whatever it will turn out to be, at least it will have great Battle for Wesnoth art. :)
Last post I told you about Ardentryst. There's a mute gameplay video, I recommend you to take a look at what the game is like as I see some freshness in it.
A new version of the young platform game Plee The Bear has been released. The code has been cleaned and some images were added. It also features the new level editor called "Bear Factory". The next release has been promised for end of June. I think the level editor will make this project much more interesting, especially for game developers of other platform games.
l-echo, an open source clone of the abstract puzzle game Echochrome, is now 0.1.0 versions old. I haven't given it a try yet. I will. Because it does look very nifty.
The 1000 USD expensive tank simulator game is stuck at 52.8% of it's financial goal. I think sooner or later some generous comrades will throw their pennies in.
No sign of apricot opening it's repository yet, but in a recent video some features of apricot's blender branch are shown off: object snapping and shadow map baking. These improvements are supposed to ease game/level-design and are likely to find their way into the main blender branch sooner or later. You can get pre-built blender builds of all kinds and colors on GraphicAll.
There's also this YA2DGE LÖVE. What is impressive about it is the homepage's look and it's realistic roadmap. A clean look and decent sense of humor sure are a good way to catch my attention. LÖVE made me find Face Me and Scream. Thanks, LÖVE.
Oh by the way, have you noticed the blog's new look? :) Let us know what you think.
PS: (How could I forget?) jClassicalRPG has had it's first birthday! Paul aka Timong delivered a grand speech! (Worth reading!) The project is in "urgent need of 3d Mythic Monsters!!" though!
I also want to thank everyone posting to our game announcements forum! I wasn't expecting to provide news for more than 3-5 games today but then took a second look in said location..
PPS: OpenArena 0.7.7 for hardcore bug fixing is in the house!
PeeEss: Charlie just mentioned that I forgot to serve the news of Glest's new website and new 3.2 alpha 1 patch, which finally features scripted maps aka missions! Yehaw!
Saturday, May 24, 2008
News snippets & Big Buck Bunny aka Peach DVD released!
if you know something about packaging and bug tracking/solving write to us ! Apply to: res[-a-t-]crystalspace3d.org
OpenFrag 0.5.2 has been released on the project's fifth anniversary. You can get it here and read about the features in this thread.
Ardentryst by Jordan Trudgett is a side-scrolling fantasy rpg that focuses on story and character development. It's python-based and I was able to run it just like that! (it's only one level though.) It even has voices!! (well, ok - only in the intro.)
The open movie project Big Buck Bunny (BBB) DVD lay in my mailbox (the real one) today! The movie is what I expected it to be: cute, pretty, shallow, a bit funny. It runs for eight minutes and contains fifteen seconds of grotesque post-credits 'outtake' which some of you might find offensive. O_o
I'm disappointed about one thing though: The movie lacks sounds! Many scenes feel incomplete with no ear-feed. This problem would probably not exist, if Freesound, which recently reached a sound file count of fifty thousand, finally would support the use of the cc-by license and the public domain.
Watch BBB in Free Gamer neTV now:
Monday, March 31, 2008
Cruise Control
I was close to putting some kind of melodramatic title like "the beginning of the end" but it would have been, well, melodrama so opted for something more accurate. The blog is going into cruise control. Less posts, less frequently. Some time in the next week or so the forum RSS feeds will get integrated into the blog and this will basically mean the community gets to post news here and the blog itself will be more article focused.
My part in this, other than the actual integration work, will be that any game updates I find I will now post in the Game Announcements section in the forum. People who want to make a fuss about their games can post in the Game Showcase section. Projects that need help can post in the Help Wanted section. All three threads will be the focal point of the blog frontpage.
These days there's a lot of activity in the forums and it's a better place to go for info than the blog. Also there's plenty of project-specific news to be found on the FreeGameDev planet.
So, here's the last "game update" throw of the dice from the various places I've visited in the last 2 weeks.
There's tons of action in the Apricot game blog. There's not much point in me summarizing it, there's lots of screenshots and explanations of the cool things they are implementing that should make creating 3D games using Blender much easier (relative to how easy it is now).
Teeworlds, formerly known as teewars, is now fully open source having released under a homebrew license that they wrote with consultation from some of the legal team at Fedora.
There is some really cool artwork being created for the really cool space strategy game FreeOrion, which is now at version 0.3.8 (renamed from 0.3rc8). There's more than just that one thread, but you'll have to look around a bit.
Cave 9 (freshmeat page) is a nifty looking 3d cave navigation game.
Developers are needed to port strategy game The Kings of the Dark Age to Linux. They will only make it open source if it can be ported first, and the project is current written in VB (ouch) so the port is basically a rewrite of the game in C++ or Python or anything other than VB.
Everything else I have is related to freeware games. Space Exploration dev 6 (fun little space exploration game), new Portalized video (that is just so f'ing awesome - more info on Portalized), Throw In 0.86 (kick-off inspired game in Blitzmax)
I'll finish up with a lovely video of one of the projects of the moment, JCRPG.
Monday, December 10, 2007
Allo Allo with Allacrost
Ok, I've been slacking. I could make excuses (please somebody tell me a cheat so I can complete level 50 of Kobo Deluxe) but I won't.
Another Hero of Allacrost release is up for grabs on their website. This version does bring a few new features to the current tech demo status of the project, but it's a major rewrite of several parts so versions will hopefully be coming thicker and faster in the next few months.
I tried it out and it's impressive, although not very expansive yet. If they can keep up the production quality and go on to make a full game, it's going to be an amazing game indeed.
There has been plenty of work on the project that was started here earlier this year - Fortress. Check out the castle components courteousy of our very own povray magician, Rushhour. There'll be a playable tech demo soon so I'll post news of that when it arrives!
Sun Dog Resurrection is a project to make a Free Software successor to the classic game Sun Dog for the Apple II (now that's going back a ways). What makes this project interesting is that it's the original Sun Dog game author who instigated it. They had been a bit stagnant but there's activity on the sf.net project page.
Project Apricot got it's blog going. It's syndicated on the FreeGameDev planet, as are many other Free Software game project / developer blogs, so if you enjoy this blog then the planet is a good place for you to go as well.
Thursday, August 2, 2007
More on CSPop
A while ago I mentioned cspop, a 3D populus clone. Whilst the game itself hasn't yet gotten a website - the author is waiting until it's playable before really marketing it - there has been progress:
Work is still going on on the project, it is quite advanced already, but still some work on ui and some finishes on logic are needed to consider it playable.
Anyway I have a couple of EXCLUSIVE screenshots - to be seen nowhere else on the web. (Oh yeah, I make blogging sound more like magazine writing every day!) This is a very exciting looking project and I'm hopeful that it'll be "out there" sooner rather than later.
The daring can grab it from SVN. You'll need Crystal Space and CEL too. :-)
Speaking of exciting projects linked to Crystal Space, there's more details on Project Apricot following a CS conference last month. Project Apricot is going to be a high profile effort to create an open source game using Blender and Crystal Space.
Pingus revival efforts seem to have made some headway but there's still a few tasks left to do before it gets "re-released" as a more manageable project i.e. no new features yet but [supposedly] more maintainable code so less chance of it stagnating again and a greater likelihood of new features / levels in the future.
Something like that. ;-)
Wednesday, June 13, 2007
Just Keep Them Coming
Sometimes I finish a post feeling apprehensive about being able to find more information to populate the next days ramble on open source gaming matters. However, just earlier I was explaining to a friend the difference between open source games and commercial ones, and realise just why there always is something more to talk about - Free games are not just an end product for a player; they are a process, a community oriented process, with visible progress along the way.
There really are so many high quality open source game projects around, it's a joy to see them all evolving. :-)
Just to emphasise what I mean, Danger from the Deep 0.3.0 just popped up on Freshmeat. This rather awesome project simulating WWII submarine combat gains 4 more U-boats, shader support i.e. eye candy, and better sound support amongst other improvements.
It really does look so good. I remember playing some submarine game when I was younger and just loving the immersion, stalking enemy boats before blowing them out of the water. I just wish I had the hardware to recreate that experience with DftD - maybe by the time it's "complete" I will. ;-)
And another awesome game is looming on the horizon. As seen on /., the Blender Foundation have announced a project to create a high quality open source game in conjunction with Crystal Space project. For those who don't know, Blender does have a game engine but it does not scale very well and is notoriously difficult to debug games made with it.
The previous open effort by the Blender community was Project Orange (aka Elehpants Dream), so that is a benchmark for the quality we can expect to see. High, high quality. :-D
A few other miscellaneous things...
I was quite impressed by this glossary of Oolite ships. I really should play and review that game.
I really like seeing the new artwork going into games, such as this and this going into the next version of UFO:AI - another of those awesome open source game projects.
I managed to come across a resource I once had bookmarked but lost many years ago - Amit's game programming. I can't find the specific pages that interested me (there's a ton of information there to sift through) but I'm happy I found it nonetheless.
Running out of stuff to talk about? My posts seem to get longer by the day...



















