Shoot Your Goo, fun puzzle platformer made with FTEQW in 48h!
| 3:22 AM

By On 3:22 AM

Shoot Your Goo is (despite its name) a family friendly puzzle platformer made in just 48h for the GMTK Game Jam 2019. It could be described as a mix of Angry Birds and mini-golf, but see for yourself:


The source-code can be found here, and you can head over to InsideQC to discuss with the creators.

The team who made this has become quite proficient in turning out interesting game prototypes (Bloodletter, Escape from Space etc.)  with the very cool FTEQW engine... a much advanced Quake1 derived engine (unofficial developer's documentation on the QuakeWiki & source code).

There are also a few other interesting projects with FTEQW, such as CubiQuake, FreeCS, and it has even gotten to the point of being nearly ready as a functional drop in replacement engine for Xonotic.

Semi-OT: Trenchbroom, the modern take on Quake engine mapping is continuing with great improvements and should be on your list to check out for sure

Discuss on our forums here.


DevCorner: FreeDink sound design replacements
| 9:00 AM

By On 9:00 AM


FreeDink is older than some kids that downloaded open source games on their own by now. The two main cornerstones of the game are: low resolution, twisted humor. One really cool thing about FreeDink is that you can play it in a browser.

Anyway, I worked on replacing some sounds years ago and just recently the same bug bit me again and I made replacements for all sounds that didn't have free versions of themselves yet.


For creation, I remixed a *lot* of freesound.org sounds and uploaded all the remixes right back there. The attribution feature of Freesound is quite cool, especially if very different sounds are made (see screenshot above).

However, I underestimated how much effort it takes to test them and to give some clarity to myself as well as share the process with the world, I made a video showing the steps taken for testing sounds:


I could not have done it without the excellent documentation and progress report.

I will continue testing and hopefully, soon all the audio will be fully free on this um... cult classic™!

Dev's Corner is a featured article series focusing on tutorials and tips for game developers operating on a Libre Software environment.

DevCorner: Exciting news from the Godot Engine project
| 7:34 AM

By On 7:34 AM

The Godot Engine ("the open-source answer to Unity3D") continues to make exciting progress with the recent stable release of version 2.1. Besides lots of small usability improvements to the GUI, the main new feature is a asset sharing store build right into the editor:

This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from OpenGameArt.org transferred into it ;)

In related news, it was recently announced that there is work going on to allow C# (a extremely popular game scripting language also used in Unity3D) scripting in Godot besides the current Python based custom language. So this should lower the entry barrier for indie developers significantly, and maybe we will even see a conversion utility for open-sourcing simple Unity3D games?

Furthermore they are also working on a visual scripting system akin to Unreal's Blueprint or what you can use in the Blender Game Engine. Yeah, visual programming systems are usually pretty limited, but they have their use-cases and definitely lower the entry barrier for artists (map events or shader scripting). Or to put it in the Godot Engine developer's words:
To make it clearer, it is not our belief that forcing programmers to write code with visual blocks will result in a more efficient workflow. We know other game engines and solutions try to sell you this point of view, but rest assured that this is not our view or intention. We stand by programming and still believe it's the best.
So then, again, why visual scripting? Our goals with it are the following:
  • Provide a way for non-programmers to experience what developing in Godot feels like, by ensuring they have a way to manipulate their game's logic.
  • Allow programmers to set up their scenes, AI, etc. in a way they can expose the coarse parameters and logic to level designers or game designers. This way, they can do tweaks without bothering programmers.
  • Allow programmers to expose how data is organized in a visual way. Godot's VisualScript has so much flexibility in how the graph flows that it allows creating dialogue trees, coarse game flow, event handling, etc. with small effort.
Please understand it as just an extra tool, not as a replacement to programming. It will be possible to use both GDScript and VisualScript as complementary tool in a same project.
Sounds pretty good doesn't it?

Oh and last but not least, after long waiting the first version of the Godot based point and click adventure framework Escoria has been released. It is based on the work done for the pretty cool commercial game developed by the original team behind the Godot Engine, so it should be quite powerful. You can find the source code here and a nice manual here.

P.S.: There is also work on-going on a higher level networking support for Godot, which should really help with multi-player prototypes.

DevCorner: Atomic Game Engine MIT (Urho3D fork) and Godot 2.0
| 8:06 AM

By On 8:06 AM

First off (and you probably read it elsewhere before): The awesome Godot game engine got a really awesome 2.0 release a few weeks ago. It also got independent of it's original developers (who stay active in development), and the first larger commercial game with it was released on Steam just a few days ago.

Fresh of the press is a FOSS release of an pretty awesome competitor though:
The Atomic Game Engine was just released fully under the MIT license! Its render engine is a fork of the pretty nice Urho3D renderer, but it includes an cross-platform integrated development environment similar to Godot:

Looks nice, but where is the Linux binary release? :(
Dive into the source code here. Similar to Godot it features some neat platform support: Linux, Android, WebGL, Windows, iOS and OSX (resorted for significance ;) ); but unlike it you have much more and more common scripting languages at your disposal: JavaScript, TypeScript, C++, and C# scripting in the works. Especially the latter could be interesting if someone manages to make an Unity3D compatibility layer for migrating and open-sourcing Unity games...

For a nice overview, don't miss the GamesFromScratch video and introduction tutorial (from back in December 2015 when it was not yet MIT licensed):

DevCorner: Superpowers HTML5 collaborative game maker open-sourced!
| 2:59 AM

By On 2:59 AM

Great news for HTML5 game developers: a few days ago Superpowers was released under the ISC license.

What is Superpowers? A game development platform (an integrated editor but you can collaborate in realtime online; how cool is that! :D ) for making HTML5 games using TypeScript (a superset of Javascript). But you will also be able to work with other languages, so far support for the well known LÖVE2D is available.

Learn more in this video:


The source is available here and there is also an repository with a few sample games. If you like what they are doing, please consider becoming a supporter.

Looking forward to your new HTML5 games!

Devcorner: Macros Are Evil
| 7:23 AM

By On 7:23 AM

The joys of programming - hours spent scratching one's head whilst trying to figure out why the seemingly correct code does not produce correct results.

Hi, Charlie here. I used to post often.

Where was I? Ah, yes, this nugget of brain fudgery from the VDrift forums posted by NaN:

So I've spent some time today try to figure out why cars are still flying off in random directions when hitting curbs sometimes.

It turns out it is a bug in Bullet, to be more specific in the SIMD_DEGS_PER_RAD macro.

Code:

#define SIMD_PI           btScalar(3.1415926535897932384626433832795029)
#define SIMD_2_PI         btScalar(2.0) * SIMD_PI
#define SIMD_HALF_PI      (SIMD_PI * btScalar(0.5))
#define SIMD_RADS_PER_DEG (SIMD_2_PI / btScalar(360.0))
#define SIMD_DEGS_PER_RAD  (btScalar(360.0) / SIMD_2_PI)

The first one to spot it gets a virtual cookie.

For the answer visit the thread, I won't spoil it here. Instead, I'll post a screenshot, also sourced from said forums and taken by Stunt Rally author CrystalH.

 


For those who don't know, Stunt Rally is a friendly fork of VDrift.

DevCorner: GameDevelop goes open-source
| 2:30 PM

By On 2:30 PM

Thanks to GamingOnLinux for pointing out that this crossplattform *no-programming* 2D game development suite has gone fully FOSS.
It can export games to HTML5 and native code (x86 Linux and Windows).

Read the original announcement here. The github repository is here.

License infos:

  • The IDE (in the IDE folder) is licensed with GPL v3. 
  • The Core library, the native and HTML5 platforms (respectively Core, GDCpp and GDJS folders) are LGPL v3. 
  • Extensions (in the Extensions folder) are using zlib/libpng license. 
  • The name, Game Develop, and its logo are the exclusive property of Florian Rival.
Here is a small video to get you started:


& you can find some example games here.
----
By the way: I also recommend to have another look at the Godot engine which has had many improvements since it became open-source a few months ago.

DevCorner: Multiple new platforms for Torque2D MIT
| 9:11 AM

By On 9:11 AM

I tend to focus a bit on the 3D side of things, but the recently open-sourced Torque2D (note the "2") engine is pretty cool too:



And in fact it got a whole lot better in the last couple of weeks with it being ported to Linux, Android and your browser (through Mozilla's emscripten).

So if you are thinking about developing an open-source 2D game targeting multiple platforms, Torque2D has just became a serious contender.

DevCorner: jMonkeyEngine SDK 3.0 (stealth) release
| 2:08 PM

By On 2:08 PM

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!