Saturday, June 28, 2014

May the source be with you

I'm a big advocate of the phrase, "Release Early, Release Often." I think it is by far the best way to keep or gain community interest in a project.

Of course, that simple phrase doesn't quite sum up what you actually must do - simply uploading a release and announcing it on your mailing list is unlikely to attract interest. For example, who knew about Lincity-NG 2.9beta in lieu of the intended Lincity-NG 3.0?

Lincity-NG is in a bit of a mini-crisis. A victim of the shutdown of the Berlios developer services, all the web material is in a bit of a mess. Its home page is now on fedorahosted.org but still links back to the defunct Berlios page. There are entries on Google Code and Github that are up to date with the source, as well as an imported Sourceforge project* which is the only place you can currently find the beta, however all are unofficial / back up for now.

(* Not to be confused with this redundant redundant project)

Another game project which suffered was Battles of Antargis. It has re-emerged on Github and development seems to have resumed with C++ replacing the Ruby bits which previously encumbered the game. For a web presence, you have to use the Internet archive for its old Berlios page or external sites e.g. the LGBD entry or on Libregamewiki.

Battles of Antargis
It's not just Berlios that throws a spanner in people's works. Sourceforge has setback the oft-setback Extreme Tux Racer by closing down their hosted apps. The main communication medium was phpBB but now it is completely gone. They did manage to get an updated 0.6.0 release online before this, at least.

Since there doesn't appear to be any project communication channel for ETR, I have contacted them suggesting a FreeGameDev forum.

Speaking of FGD forums, there's plenty of activity amongst the projects there. Stunt Rally continues to gain more strings to its bow. Sci-fi hovercrafts! That ought to be interesting. Despite being one of the prettiest open source games and incredibly put together almost by one person, CryHam - well, not quite; it took VDrift's physics and Ogre3D's jazz - the project doesn't seem to get the attention it deserves.

Sci-fi overcrafts now in Stunty Rally
You can browse the tracks online. Check out this fun looking track with pyramids and chasms galore.

Another project gaining momentum is OpenDungeons. It's had its ups and downs, but seems to have gotten its footing now with regular test releases and several active contributors. The new website is coming along, but more importantly so is the game as especially Yohann Ferreira aka Bertram (of Valyria Tear fame) has come in and steadied the ship. I look forward to seeing creatures like this golem trudging dark, damp and dangerous dungeon corridors.

Of course the reality of open source game development is that it is not an overnight job. It takes years of perseverance to realise the goals of many projects. Over the course of that time, occasionally the rug may get pulled from under you. You just have to be prepared to dust yourself off, get up, and keep going.

Or you could just call it quits.

Tuesday, June 24, 2014

OpenRA also has a new release


OpenRA is a Free Software recreation of the famed Command & Conquer engine, and it aims to support and enhance all Westwood games originally built upon it, namely Tiberian Dawn, Red Alert, and Dune 2000. However, unlike most engine remakes, OpenRA isn't a simple 1:1 recreation with a little streamlining here and there, as the project also aims to optimize and rebalance the gameplay for purposes of online multiplayer. The project has recently released the latest stable version, fixing a lot of bugs and adding plenty of new features, as seen on the following release trailer:




Interestingly enough, in order to play all the games supported by OpenRA, you are not forced to own an original copy of any, given that all three ones were released gratis a few years ago. Though the package comes without any of this data, it immediately invites the player to download it from the project's own repositories, thus making all the games readily available to play.

The campaign mode is still not fully supported by OpenRA, with only some missions available for playing and no cinematics support at all, but we can only hope this will change in the future. In the meantime, you're free to enjoy all the supported games in skirmish mode, or play online against friends. So here's to the OpenRA team, and keep up the good work.

Code license: GPLv3
Assets license: Free-as-in-beer (available gratis, but still subject to copyright, as the C&C franchise is still intellectual property currently owned by EA)

Monday, June 23, 2014

Super Mario Land 2: Six Golden Coins


The Short

Pros
- Another fun, weird Mario game on the Game Boy
- An overworld connects six unique worlds each with crazy new gameplay
- The Rabbit Ears are a fun new Mario powerup to go alongside the fireball
- Music is killer and graphics pop even on the original Game Boy's screen
- Three save slots make this the first handheld Mario game to save
- Enemies and worlds maintain the strangeness of the previous Mario Land game

Cons
- ...but aren't quite strange enough to really match it.
- Level difficulty is all over the place and completely random
- Coin system to "gamble" for extra lives is unique but not particularly memorable
- Has the same weird physics non Miyamoto Mario games seem to have
- "Star Zone" is hard to find if you aren't clever, and you have to run a level every time you want to go back

Mario is back and in your pocket again. 

The Long

It's well known I'm a fan of Super Mario Land. The game was absurdly weird, had really wonky physics, and basically followed the Mario formula in name only, but...that's what made it special. The consoles had their regular running and jumping Mario, and Game Boy Mario drove a submarine. Why not.

Three years later, and after the release of Super Mario World on the fledgling SNES, the original creators of Super Mario Land returned to their handheld game with a new installment: Super Mario Land 2: Six Golden Coins. This time, however, they played it a little safer: an overworld (like Mario 3 and Land), traditional powerups (Fireballs aren't "Power Balls" anymore), and Mario looks more like Mario and less like someone sat on the NES Mario 1 sprite. They even introduced Wario (who Miyamoto later said he didn't like at all), who plays the primary villain in this game, instead of Bowser. But was a more traditional feel a good or a bad thing, and did Six Golden Coins lose it's unique flavor because of it?

Well, I don't think so, because this is one of my favorite Game Boy games of all time. But hey, let me explain why.

A much more "normal" Mario experience

Super Mario Land 2 takes place in not the Mushroom Kingdom...I think. My copy doesn't have a manual so I can't dive deep into the intricate backstory and character nuances of this portable game from 1992. But while there's one or two mushroom houses, the places here never appear again in another Mario game, so I'm going to bet this is another one-off adventure.

The goal is simple: there's Six Worlds (Tree Zone, Space Zone, Macro Zone, Mario Zone, Pumpkin Zone, and Turtle Zone), and in these worlds is a boss holding one of Six Golden Coins (hey, like in the title!). In order to bust into the castle and kick Wario's butt, you need these coins to...open the door somehow. Why not, I guess. 

Six is the traditional number for Mario worlds, though Land 2 does skimp a bit on the levels, with each having around 4-5, and a few (Tree Zone) even allowing you alternate paths to cut that level count down even further. Despite that, while the game can probably be beaten in two or three hours, for a game made to be played on the go it still works despite not being overcome with content.

Easter Bunny Mario, we hardly knew you.

While the feel of an overworld, somewhat more normal jumping physics, and bigger/more detailed sprites may make this seem like a regular Mario game, it pulls back into the weirdness of the Land franchise with it's worlds. And they're fantastic, totally bananas and all over the place. Mario Zone is you literally on the inside of a giant Mario robot, having to climb up until you get to his brain. Space Zone has low gravity the entire time, making for some crazy jumps (and a level that's a nod back to the space shooter level in Land 1). Macro zone shrinks Mario down to tiny size and tosses him into an...oddly normal house. And my favorite zone, Pumpkin Zone, is an all out halloween themed level, complete with Goombas wearing ski masks with swords sticking out of their heads. Yes, really. It's kind of incredible.

2spooky4mario

The improved enemy graphics let them go all out with totally nuts enemies aside from the serial killer goombas, like a boxing shark, bull fish cow thing, those one-eyed umbrella things from Japanese folklore, witches, the three little pigs (yes, really), and much more. While I will say the ant enemies show up a little too much for my liking (being the primary guys in Tree, Mario, and Macro Zone), there's still enough weird enemy variety to keep it fresh.

The zoomed in perspective is much different that Land, meaning the levels feel smaller, but really I like it. It does slow the pacing of the game down a bit (since your field of vision is decreased), and makes vertically based levels a challenge because of the limited real estate, but overall I can't complain.

Jumpin' through jello, dodging...whatever that thing is. 

The game's two powerups are surprisingly unique and actually work better than most this time around. You have the normal fireball, and a "new" bunny ears. I put "new" in quotes because it's basically the racoon tail from Mario 3 only with a better ability to keep you airborn if you mash jump but unable to let you fly if you run fast enough. I just wanted to say this: kudos to the developers for having fireball and rabbit ears do two distinctly different things to Mario's hat, making it very easy on a monochrome screen to determine which powerup you have.

I think these two powerups are the best balanced powerups (or at least, really well balanced powerups) in the Mario games. Why? Because both have very distinct benefits and the levels are built around them. In most cases, people would just stick with the rabbit ears, as the ability to hover almost indefinitely is a skill you don't want to lose, and the enemies aren't as big a problem in this game as they are in other games (it's built Mario Land style rather than Mario 3, meaning the enemies are much more forgiving and there's less of them per capita) so fireballs are less necessary. But they counter this by making there be specific blocks you can only break if you have fireballs, which often lead to awesome secrets and even a few new areas. So deciding which one to use is actually important, which is something that rarely happens in Mario games (you usually just get one of them and go, like my "use the Cape all the time" strat for Mario World). 

Eye blocks are no match for FIRE

That being said, the game feels like a mix between traditional Mario and Land in it's controls. Gravity doesn't suck you down like a black hole now, but you do continue to move after being hit (rather than the game pausing to "downgrade" you, like in other Mario games). Other Land mainstays are here too: there's a "low" exit and a "high" exit for each level, allowing you for a chance at a bonus game for lives and powerups if you get the high one. 

A rather big change is how coins work. Rather than every 100 giving you a 1up, you can now hold up to 999, and then you go gamble them on a spinner that accepts payment of varying intervals. The higher you bid (at 500 and 999, for example), the better the reward chance. It's a neat idea but honestly a bit annoying to have to walk back to the gambling...hill (?) to cash out all my coins. 

I am really bad at this claw game. 

Technically, Super Mario Land 2 is a marvel on the original Game Boy. I already mentioned the large sprites, but you really have to play the game to see how good they look (and the world map too looks phenomenal). And they mange to pull it off while still having enough contrast for everything to be visible on the crappy Game Boy screen (even "dark" levels, like Pumpkin and Space Zones). As a kid, this game's graphics blew my mind. 

The music is also phenomenal, though my bias might be in place here. I love it when games take a musical theme and variate on it across the game; it adds a sense of unity to a game that I feel ties it all together through sound (this is one of the reasons I like Banjo-Kazooie to this day, even if the gameplay itself hasn't aged particularly well). Mario Land 2 has a catchy theme that permeates nearly every level, and it sounds good in all of them. It's some of the best Mario music, to be sure.

Lastly, this game has a battery with three save slots (and the batteries last forever, unlike my Pokemon GB carts), and it autosaved constantly in the background so you could stop and go at any time. Great design.

I hope you like this song. You're gonna hear it variate a lot.

All in all, while Super Mario Land 2: Six Golden Coins might not be as totally insane as it's predecessor, it marks a step forward for the Land series. By mixing the better elements of the console Mario games with the charm and just plain weirdness of the Land game, Land 2 is fun, polished, and an exciting Mario adventure. The varying worlds are great, the graphics and music fantastic, the gameplay tight, and the powerups and enemies a blast. Honestly the only real sucky part is that the final level (Wario's castle) is massive, has no checkpoints, and is absurdly difficult. But hey, the game isn't that hard overall (though it's difficulty is kind of...all over the place), so what's wrong with a tough final boss?

All in all, there's very little to not like about Super Mario Land 2. Even today I find myself shoving it in my Game Boy Pocket, clearing a save, and playing for an hour or two. It's also available on the 3DS eShop, if you aren't crazy enough to go get an actual gameboy and cart. 

I may be rose-tinted gogglesing like crazy over here (this was the first Game Boy game I ever loved), but what the hell...it's still great. 

Five out of five stars. 

Though Puppet Mario still freaks me out.

YSoccer out of Beta

Since football is all the rage right now - unless you are hiding under a rock then you can't have escaped the World Cup - then a little bit of football game news seems appropriate!

The game formerly known as Yoda Soccer has left beta and been unleashed upon the classic pixel soccer game world as YSoccer.

YSoccer version 14

If you never played Sensible Soccer, then you may not yet get what the fuss is all about - if that's the case then you should download it and give it a try!

Sadly football games are a little under served in the open source game community. Bygfoot and Eat the Whistle are quite playable, if a little raw. Project Football is almost a game. Open Football and Open World Soccer never quite got off the ground.

Project Football looked great but was last updated 4 years ago

YSoccer stands out amongst them and deserves a bit more attention than it probably gets.

EDIT: I feel I was a little unfair to Open World Soccer. If you download 0.5 (the most recent release, from 2010) you can see it is quite close to being a playable game. It is by the same guys as YSoccer and was originally an attempt to get away from the proprietary language that YSoccer is written in. You could even say it was intended to be a full port of YSoccer from Blitzmax to C++ (the author suggests so).

Thursday, June 19, 2014

Motor Rock Free Download Game






Download Game Motor Rock - PC Game - Full Version

Motor Rock
Release Date: December 16, 2013
Platform: PC Game
Language: English

Genre:  Sports / Driving / Racing

Developer / Publisher: Yard Team


DOWNLOAD LINKS:

Download Motor Rock Free

Friday, June 13, 2014

OpenXcom hits 1.0



We have previously mentioned OpenXcom on several occasions before, but now the massive UFO: Enemy Unknown engine reimplementation project finally hit the long-awaited 1.0 mark, and they decided to celebrate by releasing this lovely trailer that sums up quite well the insane amount of detail and improvement put into the project over the course of 4 years. I'll let it do justice by itself, but not without thanking all the contributors for raising one of the most acclaimed DOS-era strategy classics from the stagnating swamps of buggy unsupported legacy releases and platform incompatibility.




On a final note, the engine is, of course, free-as-in-freedom, though it relies on original game data of proprietary nature. You can download OpenXcom here, and buy an affordable digital copy of the original game on Steam, or somewhere around the web.

Code License: GPLv3
Assets License: Relies on original proprietary data files. All new original art assets included in the OXC package available under CC-BY-SA

Wednesday, June 4, 2014

Vote now on Linux Game Awards for the PotM July 2014

You know the drill ;)

Project of the Month July 2014


For those a bit slow: yes you can vote for multiple projects... So lets share the love a bit and not only focus on a single title (you know which one I mean).

Otherwise: If you have great ideas how the award could be made even better than it already is (yes we know, this time the nominations are a bit random), comment below.