Sunday, December 20, 2015

SuperTux 0.4.0 Milestone 2

Over ten years after the last stable release of SuperTux (0.1.3 released July 2005) the SuperTux team have announced the release of the first stable version in the Milestone 2 series.

Compared to 0.1.3, this release features:
  • a nearly completely rewritten game engine based on OpenGL, OpenAL, SDL2, ...
  • support for translations
  • in-game manager for downloadable add-ons and translations
  • Bonus Island III, a for now unfinished Forest Island and the development levels in Incubator Island
  • a final boss in Icy Island
  • new and improved soundtracks and sound effects
  • new badguys, bonuses and power-ups (air-, earth- and ice-flower)
  • a halloween tilemap
  • new graphic effects (glowing objects, particles, ...)
  • levels and worldmaps are scriptable using squirrel
  • much more game objects: trampolines, switches, portable stones, wind, moving platforms, ... - most of them have scripting APIs
  • improved statistics
  • many invisible changes, like unit tests, efficiency improvements and more bugfixes
  • much more...
And of course we updated the official levels to make use of all the new features.

SuperTux 0.4.0 Overworld
It has been a long road for the project, and a lot has changed as the engine seems to have been largely rewritten to make it suitable for more advanced graphics and scripting. Whilst the existing content has been updated, it would seem that the one area in which the project is short is new tilesets and levels, with only a partially complete 2nd forest overworld of the (originally planned) 7 desired worlds.

That's where the community comes in though. With a stable game to work with, hopefully players and artists can combine to extend the game and make it enjoyable for generations to come.

My own 15 year old son remembers SuperTux 0.1.3 fondly as, he says, the best game he played as a young child.

Sunday, December 6, 2015

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Saturday, December 5, 2015

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Friday, December 4, 2015

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Thursday, December 3, 2015

3 Super Monkey Ball Alternatives - Open Sphere Rolling Games


Marbles have fascinated the population of the blue marble for centuries. Today, we take a look at three digital variants that are open source and playable cross-platform.

Veraball




The newest addition to the group of open source ball-rolling games is minimal and was made using the Godot engine.

Rock and jazz music accompanies your through the only two levels so far. None of them are super hard, making Veraball the most beginner-friendly game of the bunch.



Windows (both portable and installer) and Linux releases are available but since Godot Engine runs on Mac OS X, you can play it on that platform as well using the source.

irrlamb



A magical engine powers the blue sphere from the inside, allowing it to roll and jump without reasonable explanation. Its goal is to touch other glass balls filled with yellow light by balancing towards them.

You steer the blue sphere. But to what end? Deliver the coup de grâce to failed experiments? Free trapped spirits? Harvest sleeping souls to grow in power? Is it a grim prognosis about the effects of future commercialized space travel and interplanetary colonization?

Welcome to irrlamb. The atmosphere is mostly dark and dungeon-like, sometimes abstract, always at least a bit magical. The two skater parks feel clinically sanitized (no graffiti).


There are around 20 levels starting from beginner-friendly to absolutely insane.

There have been two releases this year (0.2 and 0.2.1). Most of the changes were usability improvements and bugfixes, although some levels have been added as well.

irrlamb 0.2.1 is available for Linux and Windows. Windows users have to manually install OpenAL.

For creating own levels, there is an export script available for Blender.

Neverball




Neverball has been around for a while. There are easy levels, there are hard levels, there are levels that were apparently made to challenge the game's developers.

Many levels take place in space, on grass squares floating under the sky, above the sea or above a city at night. Of our three games, this one is least suitable for those with acrophobia.


There is a lot of content (326 maps minus Neverputt levels) and only a small part of it is accessibly due to my lack of balancing skills. So I present to you the most and least favorite aspects of Neverball, as seen by a player with newbie skills:

Best: 1. The oh so many levels! 2. Different ball models available, some have character (by containing characters), making it easier to have some kind of emotional connection to the game. No animated cute animals though unfortunately.

Worst: 1. The old looking non-baked textures of the basic levels 2. The camera (does not allow you to zoom, moves in disturbing ways) and consequently the controls.

Conclusion


"If only projects X, Y and Z could join forces instead of trying to re-invent the wheel!" - what an annoying thing to say, don't you think? I hope you got the chance to play irrlamb, Neverball and Veraball - and if not I hope this review brought you closer to them - so that you can appreciate the different feels to the gameplay and scenery.

All I really want now are video tutorials for creating new levels...

Are there any open source games with similar mechanics that I missed? Are there proprietary games that developers should consider taking inspiration from other than Super Monkey Ball? Please let us know in the comments!

Wednesday, December 2, 2015

Warsow 2.0 is now almost fully FOSS!

Great news for the FOSS enthusiasts: after many years of constant nagging the latest release of the great parcour/arena FPS Warsow has now most of it's artistic content under the Creative Commons Attribution Share Alike 4.0 license (with a few remaining but clearly marked ones under CC-by-ND).

Also updated particle effects in Warsow 2.0
You can find more screen-shots in the above link and the full changelog here.

Rendering speed was also increased (claimed to be 30-50% faster) and a movement tutorial is now included.

So far I always recommended Xonotic over Warsow as the coolest (=most competitive; Red Eclipse is also cool, but much more casual) open-source arena FPS, but I think I might reconsider this now...

Happy fragging :p

Tuesday, December 1, 2015

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Wednesday, November 25, 2015

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Top 3 Open Source Pinball Games


The first flipper pinball machine was released 68 years and 1 month ago and yet there is only a handful of open source, cross-platform pinball video games available! Oh well, let's take them for a spin, shall we?

UPDATE
 Dec 1st, 2015: 1. Added Libre Pinball, see Honorable Mentions below. 2. Added conclusion section.

UPDATE
 Jul 17th, 2016: Updated Emilia Pinball links

Nexus Pinball




Started only a month ago, Nova Pinball's simple sole 2D table is a lot of fun and development has made good progress.

Emilia Pinball




The ancient 3D Emilia Pinball project has a recent fork on GitHub that adds more tables (the last official release had only 2, the new one has 5). The code is the ancient but consistent original SourceForge project and some new tables are flowing around patches/mailing list posts https://sf.net/p/pinball/

The game has 4 perspectives (F5-F8)


The models are very low-poly, which is fine and fast but the textures are sinfully low-resolution. However editing textures appears to be simple in existing tables, simply by overwriting them with higher-resolution files, as demonstrated with the angry gnu head in the screenshot above.

Creating new tables requires an editor, which I unfortunately was not able to compile yet (possibly due to lack of old Qt libraries).



There is a zombie/horror/Halloween table, which unfortunately contains non-free content.

Linball




The 2D Linball table is crazy fast but suffers from some sounds ripped from proprietary games (maybe there's more non-free content).

Honorable mentions



Libre Pinball (thread) is very atmospheric but has no missions and only very few table elements right now. It was made using the Godot Engine.


Sadly, Visual Pinball only runs on Windows (wine page).


Vector Pinball for Android unfortunately has no instructions for desktop/Linux compilation.



Devil's Pinball is a Blender-made pinball table. It's quite buggy when played in recent Blender and there is no license information.

Conclusion


I find the open pinball games on Linux more entertaining than I expected them to be. The major downside is decoration and context: while the themes of some tables are intriguing, they unfortunately exist in a widescreen world without a proper background that adds to the experience.

And of course some accessible (video) documentation on how to create new tables would be a huge plus.

Got theme ideas for open source pinball tables? Write them in the comments!

Tuesday, November 24, 2015

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Monday, November 23, 2015

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Sunday, November 22, 2015

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Saturday, November 21, 2015

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Friday, November 20, 2015

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Thursday, November 19, 2015

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Friday, November 13, 2015

Naev, Valyria Tear, Wyrmsun, ReTux

Wymrsun 1.6.0 was recently released (announcement on our forums and on Steam). Wyrmsun is inspired by the original Warcraft games and many reviewers on Steam compare it to Warcraft II. The project continues a steady development pace which is always a good sign so I encourage RTS fans to try it out.

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Naev 0.6.1 has been released. After a long period without releases until release 0.6.0 appeared in March, this follow up release indicates a return to regular progress for the project. Naev is a 2D space trading and combat game.


I couldn't find a more recent video but here's a bit of a development log of some features for the 0.6.0 release.

Speaking of resurgent projects, Valyria Tear has some news.
The most noticeable change is that I killed a few days ago a very nasty bug that was there from the beginning, making the lua threads never freed from memory. This means the game won't end up anymore swallowing gigs of memory for nothing and crash due to some memory overflow.
Well that does sound like a bit of a killjoy, so good to see it fixed. Other changes are in the blog post.

Onto more things slightly more dubiously open source in nature...

ReTux 0.2 has been released. ReTux is a new Super Tux inspired game. It is a completely rewritten (in Python) codebase although uses many of the assets from the original Super Tux so naturally people will mistake the two despite the significant differences. I already covered the IndieGoGo campaign in a previous article.

ReTux
I'm not really on board with the way the developer Onpon4 is now soliciting $20 for access to the code. I think he's both hurting himself by limiting exposure of the game (you need a password to access the downloads) as well as asking for a fairly significant sum in an age where AAA games are of a similar price a year after release (and regularly on offer, as any Humble Bundle or Steam user will know).

I would say he should just get it on Steam, sell it there, and be open source outside of that. Perhaps have additional levels in the Steam version but accept that charging for the source code is as pointless as it is ineffective.

Saturday, October 24, 2015

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Friday, October 23, 2015

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Thursday, October 22, 2015

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Saturday, October 10, 2015

Anticube 2 - a game within a game

So, as I sometimes peruse various forums, the occasional gem pops up. This is one of the best hidden gems in Open Source gaming.

Anticube 2 is a map for Tesseract / Cube 2 that is inspired by the game Antichamber and NaissanceE. If you are unfamiliar with those, that means it is an abstract FPS puzzle game where things are not quite what they seem. Or, as the creator Lord Kv probably better explains:
Anticube 2 is a puzzle map for Tesseract. You'll find yourself in an interactive, dynamic, non-euclidean world. Supported by 5000+ lines of Cubescript and GLSL code, this map will do things no other Cube 2 / Tesseract map has ever done before.

Here is the trailer:


There is also a gallery of screenshots for you to check out. I won't include them here because, to be honest, the screenshots won't mean much for this kind of game.

I'm calling it a game, even though it is just a map for a game. You can tell it is worth checking out because of the reactions it elicits from the Tesseract developers (warning: NSFW language). Here's what developer ImNotQ009 had to say about it:
Whoa, I would NEVER have though I'd see anything like this on BARE Tesseract.
This is one hell of an astonishing piece of work, the music is great, the whole atmosphere and the aesthetics are really good as well. With the exception of a little bit lousy looking (compared to everything else) terrain on the very last part but nevertheless I genuinely couldn't stop "wow-ing" through out the whole thing.
Anyway, check it out, let us know how you get on. This definitely deserves more attention than it has gotten up until now - but then again how does this kind of thing get more eyes on it when it is just a game within a game and one which is currently suffering from a severe lack of a player base? Hopefully we can change that starting here. :)

Tuesday, October 6, 2015

Games with G (Gorynlich & Gigalomania)

Great news for people who like GGGGames ;)

The author of the new action roguelike dungeon crawler kind of darwen mayham game Gorynlich was so kind to inform us his game. It comes with this funny trailer (and some great programmer's art :p ):



The code is licensed under the LGPL, while the assets are only freeware right now. But the author seems to be open to look into replacing the assets with Creative Commons licensed ones if someone is interested in doing so.
Gorynlich is done by the same author as the ASCII game Goblin Hack by the way.

Another nice game starting with G, is the awesome remake of the oldie Megalomania, appropriately called Gigalomania!


The author is still looking for improved art asset contributions, but the game itself is already quite playable (even on mobile devices and a bunch of other rare systems!). Also check out the other two cool games by the same developer: Erebus RPG and Conquests (a Civ like game).

Monday, September 21, 2015

Stunt Rally 2.6 and Irrlamb 0.2

Stunt Rally 2.6 has been released, with new features including pacenotes (i.e. corner speed/severity hints) and a rewritten sound system with reverberation (changelog).

Stunt Rally is a sandbox racing game with a huge number of tracks (172 in 2.6) and lots of cars. It was originally forked from VDrift and features Ogre3D as a graphics engine instead of the custom (and less sophisticated) graphics engine in VDrift.

A video is worth a thousand pictures and a picture a thousand words so, instead of me writing a million of those, I invite you to check out the gameplay in the video that accompanied the release:


Also recently updated is Irrlamb. Those with incredibly good memories will recall this physics-based game originally appearing many years ago. I originally wrote about Irrlamb over 8 years ago on Free Gamer, and the previous release (0.1.1) is over 5 years old if I'm not mistaken (it is hard to check since things have moved on since then i.e. Google Code where its development was originally hosted).

This release adds new graphical capabilities, new levels, gamepad support and various fixes - see the announcement for more details.

I'll also write a really lengthy... wait a minute! Let's link a video instead. ;)


Wednesday, September 9, 2015

OpenDungeons and FreeOrion updates plus ReTux

A couple of long standing open source game projects have received significant updates.

OpenDungeons, an open source dungeon management game, has seen release 0.6 make it out the door. Release highlights from the changelog:
  • New spell logic with cooldown, targets and cost management
  • Fancy new spells: Heal, Explosion and Haste
  • Particle effects!
  • Reworked library logic and made research order configurable
  • New creature overlays that show the creatures' mood
  • Customisable creature sound effects!
  • Doors to better block enemies and macromanage allies
  • In-game settings menu support!
  • New claimed walls graphics and various other graphical improvements
  • New minimap camera with real-time rendering
  • Dedicated server support with command-line parameters
There's plenty of screenshots in the announcement on the frontpage of the OpenDungeons website (but no direct link for the announcement, frustratingly).

   
Explosions! Spells!
The research tree

The project has some very regular contributors (both programming and art) and the game has multiplayer support which the developers test with the occasional weekend virtual lan party. OpenDungeons has certainly gone from strength to strength in the last year.

FreeOrion version 0.4.5 (announcement with changelog) wraps up the last year's worth of development. Much of the work seems to have been motivated by trying to make the game more fun to play — "performance, responsiveness, AI, balancing etc." —which is nice to see. At some point a project has to stop pushing new features and work on improving the game experience.

I couldn't find any screenshots of 0.4.5 to share, but here's a recent gameplay video posted on YouTube which should give an idea, although he's well into a game at this point:


Finally, and a little too late unfortunately, here's some coverage of ReTux. At first glance, it would seem somebody has taken Super Tux and tried to profit off of it. However, author Julian Merchant (onpon4 on the FGD forums) has written a new engine from scratch in Python. Whilst there are the obvious similarities with the original Super Tux, due to ReTux using many of the same graphics and sounds, there are a number of notable gameplay changes many of which can be seen in the 'Concept Castle' video (I really think his IndieGoGo campaign should have used this video at the very beginning of it).

Julian only raised $378 in the 30 days the campaign lasted, which was very short of the $50,000 goal. Reasons for this will be likely poor coverage (no FG article!) but also probably the perception that it was basically the same as Super Tux. For example, the IGG page starts with a video which the first 2 minutes or so (aside from the change to the fireflower) could easily be recreated by substituting the Super Tux logo for ReTux.

I do think avoiding the more popular media sites (e.g. no YouTube video) hurt the campaign. I can find little-to-no mention of ReTux when searching for it.

It also highlights one of the problems with developing Free games i.e. generally there's no money in it. Julian is obviously passionate about the concept, having done so much work on it already, and I hope he continues with it. As to where he goes from here? I would suggest perhaps trying to get it greenlit on Steam or another platform where he can solicit a small fee from players whilst still maintaining the open source status of the project - a great example being Tales of Maj’Eyal which is also selling well on Steam.

Don't give up Julian. Persistence is the key to success with any endeavour. You just have to find the right path.

Thursday, September 3, 2015

Final Fantasy Record Keeper



The Short
Pros
  • A nostalgia trip down every single-player Final Fantasy game
  • The Final Fantasy VI inspired sprites are a treat, particularly pixel-styled monsters from the later games
  • All the original music is maintained, and it's great
  • For a free-to-play game, you can get a lot of gametime out of it without spending a cent
  • Great for short bursts of playtime
  • Daily dungeons give you new stuff to try every day
  • It's basically Puzzle and Dragon but with Final Fantasy. If you like that, you'll like this.
  • Dr. Mog is probably not a real doctor, but that's ok.
Cons
  • Horrible UI and constant load times mar the experience
  • Not a whole lot of strategy until the dungeons get really hard
  • To unlock most characters you have to wait for bi-monthly events
  • Black magic is worthless until way later, and after you've invested tons of time into the game
  • Mithril gets painfully scarce after the initial run. If you try and use real money, prepare to get ripped off.
  • Not totally void of strategy, but the real meat of the game requires several weeks of playtime
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Get yo nostalgia on.
The Long
Square-Enix sure likes to milk it's fans nostalgia for the Final Fantasy series. Starting with Final Fantasy IX, which one could argue exists as a nostalgic throwback to the I-V style of games, in more recent years the pandering fanservice has become more apparent. When not squirting out Final Fantasy VII spinoff games (or the upcoming remake), they've made a ton of crossover style games to try and lure old fans back into the franchise. Some of these are good (Dissidia) some are really good (Theatarhythm) and some are abominations (All The Bravest). With Record Keeper (which is an awful name, by the way), does Square finally hit pay dirt on the nostalgia train? In particular, do they finally release a new mobile game that isn't awful and/or completely overpriced?
On the surface, this looks a hell of a lot like the awful All The Bravest. However, if you only read one thing in this article know this: Record Keeper is NOT All The Bravest. It's much better (thank goodness). How much better remains to be said, but compared to that atrocity, Record Keeper looks like god's gift to video games.
So...does it stand on its own? Or is Record Keeper not worth recording? Or keeping? Puns? Read on.
I'm here to get nostalgic and play video games. And I'm all out of...well, neither.
I'm here to get nostalgic and play video games. And I'm all out of...well, neither.
There is actually a story to Record Keeper, albeit a stupid one. You are a record keeper (fancy that) named whatever you want to be named (so, "Barf") and apprentice to Dr. Mog, who is obviously a Moogle. Apparently all the stories from the Final Fantasy series live in some kind of Moogle archive in...space? The moon? Cocoon? The Esper Realm? Who knows. Point being, something happens and all the stories get screwed up, so it's up to you, Barf, to go back and fix them. How do you do it? By recruiting characters from the games and reliving the most poignant battle scenes and moments, of course! How ELSE?!
This is portrayed through text descriptions of events in the game, with a few screenshots. Unlike Theatarhythm, where you got little movies representing the stories, in here it's just badly granulated jpegs. The images they choose to use are also pretty baffling; Final Fantasy VI uses the SNES graphcis, but Final Fantasy IV's story screenshots are from the 3D DS remake (ugh) and Final Fantasy V's are from the RPG Maker looking android/iOS port (double ugh). While the pixelated stuff looks ok, the 3D stuff looks weirdly SD, even worse than it probably looked on the PS1/PS2. I dunno, maybe I'm being too picky, because I just skimmed the stories anyway. Point being: if you haven't played these games in a while, this does a decent job at reminding you of the general flow, and it's fun to unlock plot progression across multiple Final Fantasy games at once.
Limit break!
Limit break!
Gameplay is pretty much Puzzle and Dragon, except replace the monster fusing/sacrificing with doing the same thing for character equipment. If you haven't played Puzzle and Dragon, then I'm gonna explain it anyway, so don't freak out.
Basic gameplay is in the traditional ATB Final Fantasy combat, meaning you have a meter that fills for each character, you issue instructions, it takes a moment for that command to execute, and it moves on to the next person. In a weird twist that I actually like, spells and abilities are done more in the style of Final Fantasy I, with a charge system rather than MP. All abilities have to be crafted (more on that later), and have limited uses in a dungeon based on how much you've "honed" them. All these and your HPs reset after a dungeon run, so no worries there.
Essentially, you pick a realm (being the numbered Final Fantasy game) and then a particular event. In that event, you have 3-10 dungeon "events"  you have to do in order to complete the dungeon, with the last usually being a boss. Within each event you have 3-4 waves of enemies to fight. If you back out of a dungeon, you keep your loot but have to start at the beginning, same goes if you fail. So don't fail.
And there's quests. We'll get to that.
And there's quests. We'll get to that.
In order to do dungeon events, you have to spend "stamina." Stamina is automatically generated over time, and you have a pool of it that can grow as you clear more dungeons. Stamina generation is actually pretty fair: you get 1 point every 3 minutes, and your starting pool is generous. Dungeons get more expensive the harder they get, but you usually have enough to do one or two dungons, then be done for an hour or so, then come back and play a little more. I imagine not having stamina would allow people to grind through the game in like a week, so it's understandable. I actually like this system, as it encourages me taking breaks.
Clearing dungeons gives you loot in the form of equipment, crafting materials, gil, and XP (and Mithril, but only rarely). There is a ton of equipment in this game, pooled from all the Final Fantasy games. To upgrade it, you "feed" other equipment into the equipment you want to level, destroying the food equipment and paying some Gil to make it happen. Max upgrade a weapon and you can combine it with one of the same name, upping the max level and quality. Quality ranges from one to five stars, with anything three and above considered pretty good. As you can guess, you get a ton of junk gear which you then use to feed your higher ranked stuff. Additionally, characters can only equip certain types of weapons, which I'll get to...right now.
You pick up characters along the way. Each world has at least one to get, tying into the game you are in. Just a word of advice: named character (Cloud, Cyan, Steiner, etc.) are way better than the generic FFI characters (White Mage, Black Mage, etc.). Dump those guys, stick with the named ones. Each character has their own unique limit break and a handful they can learn from elite/rare gear, as well as their own class (usually ranged fighter, melee fighter, red mage, black mage, with summoners and monks being included in some of those roles). There are a lot of characters to collect, and seeing as characters get giant bonuses in their own worlds, it's good to even out your party with a range.
Dungeons vary in length.
Dungeons vary in length.
The downside is that most characters can only be collected during special events, which Square rotates through once every two weeks. These require both a beefed up party and a lot of stamina, so expect to be stuck with Cloud, Barf, Kane, and Wakka for a while before getting anybody really good (Cloud is good, at least). If you miss an event, too bad; better hope it comes up again if you want Sabin and Edgar from FFVI, for example. This is a little obnoxious but it makes me keep coming back, so it's got that going for it.
And...that's essentially the game. Doing realms and dungeons unlocks more realms and dungeons to battle in, which get progressively harder. You use crafting materials to create and upgrade spells, with the rarer components making the better stuff. Square does everybody a solid by having "Gil" dungeons come up on the daily randomized dungeon rotation, which are basically dungeons where you get a buttload of money (seeing as all upgrades, combinations, etc. require Gil, it's good it is plentiful if you know where to look), as well as crafting material dailies and more. It's surprisingly lenient considering Square's history of free to play games. This game is very easy to pick up, play for a bit, do some upgrades, and put it down for a few hours. Which makes it a great phone game...in theory.
Let's talk about what's bad now. Like this UI.
Let's talk about what's bad now. Like this UI.
The saddest part to me about Record Keeper is that the game's biggest failing comes in completely technical ways. First off, the UI is a cluttered mess in every instance. From the confusing scrolling banner, to the non-centered navigation buttons on the bottom with huge icons, to there being buttons freaking everywhere and look like they were designed for a smartphone in 2009, this game's interface is bad. To be fair, you get used to it, but some streamlining would really help this game out a lot. But that isn't even the biggest problem, which is: the load times.
Now, I usually don't fault games for load times. I mean, I loved Fable and the Xbox version of that game had 30-45 second load times for every freaking area. But Record Keeper is a mobile game, designed to be picked up and run through fast. Instead, literally (and I mean the literal use of the word literally here) everything you do has a load screen. Switch menu options? Load screen. Go to a realm to check your progress? Load screen. Load the quests interface? Load screen. Load a dungeon layout? Load screen. Load a battle? Load screen. Results screen? Yep, it loads. Hell, it even has a load screen just to show the Square-Enix logo fade in and out at the beginning, and then loads again for the title. Like...what.
To be fair, I've only played the android version, maybe the iOS version is better. But still...damn. If this game were better optimized, it would be much funner to just bust through every couple of hours.
We gonna win.
We gonna win.
Another problem is the lack of strategy. Early on (by that I mean the first month you play), you can probably beat most battles by having an all-melee warrior team and hitting "auto battle." Healers? Who needs em! Black magic? Are you kidding? Black magic is essentially worthless until it's honed (as you have two casts of Thunder per entire dungeon at the start), which means using gil and crafting materials, which you get from battles. So Terra can't be that godly black mage until you've played a ton, so just...pick warriors and auto battle. Which means most of the game (except bosses) you just watch your guys murder everything and do nothing. Fun!
Bosses provide a larger challenge, as they're usually way harder than the enemies leading up to them. Dr. Mog will give you their weaknesses before a battle, but often times just beating them to death works. Twice per dungeon you also get to summon another player's character for a free Limit Break, and often times these characters are in their 50s+. Which means a "roaming party member" can insta-gib a boss most of the time early on. Again, not much strategy.
The game does get more complex once you start playing Elite versions of old dungeons, as well as your party getting fleshed out and better equipped. But ultimately, it's just a time waster for long time, which may turn a lot of people off.
Death to ugly birds.
Death to ugly birds.
So how does Square make money off this? Well, there is the usual two "top tier" currencies, in this case Mithril (which you can earn slowly by clearing dungeons) and Coins (great name...you buy these). Essentially, you can use either to revive a party on death (it's a waste, don't do it), refill your stamina (waste) or gamble for rare items (do this). For 5 Mithril you get a three star or higher weapon, but for 50 Mithril you get eleven, which I'd suggest saving for. You can also pay $1 for one draw or $10 for 11 draws, which is a horrible deal and a waste of money. With me saving 50 mithril, I turned my weak party into diabolical killing machines really easily, so don't put money in. I never did, and I got fat fast. Just saying.
All in all, Record Keeper is a fun diversion if you are nostalgic for the Final Fantasy series. It has a lot of technical problems, as well as some tedious starting gameplay, but for those who burn a few weeks worth of stamina on it they'll find a fun and fairly strategic Final Fantasy battle game. It isn't quite as good as I hoped it would be, but it's a billion times better than All the Bravest, so if you have a smartphone and love these games, you might as well give it a shot.
Just don't get too pissed off at the loading screens.

Three out of five stars. 


Devcorner: Macros Are Evil

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.

Sunday, August 30, 2015

Xonotic 0.8.1 released & related news

For those that are not keeping up to the latest development branch (via the autobuilds), the Xonotic developers have released a new version with various smaller changes and new official maps.

From the user "Antibody" (known for his duel commentary videos) comes this nice video overview of the new features:

(please note that due to video capture performance reasons the graphic settings are pretty low, and the game can look much nicer with different settings)

On the longer term horizon of Xonotic development, there is the very exiting news that they are currently porting their game to run on the same engine that Unvanquished uses. With this the future of Xonotic is indeed much brighter, as their current engine has not seem much development lately. See more details in this thread.

Oh and while we are talking about FOSS arena FPS: A short while ago Red Eclipse also released a new version. Changes include updated to the AI Bots and a build in universal updater to easily follow the latest releases.

Sunday, August 9, 2015

Mini Sci-Fi Open Source Tower Defense Game

Purely by chance, I found an obviously abandoned but still fun to play mini tower defense with a skippable tutorial level and two playable missions, beautiful graphics and performance settings.

To be a master is to spam en mass

So you place towers and the shoot enemies that move towards your base. I know this! Being an impatient player type, I skipped past the tutorial and was annihilated in level 1.

Short enough messages in a hard enough tutorial level

The degree of my destruction was such, that I was thankful for the tutorial being there at all. Even though I did die in it, it taught me enough about the all-or-nothing early game (which some might refer as to "unbalanced") to get my strategy right.

Turn off for speed. Turn on for awesome!

You get 3 towers: that allows you to build more tower, one that allows you to shoot more and one that shoots. You can block paths and create mazes. There are no tower upgrades and that's okay.

All the plot. Space to continue. Take that non-skip-able intro video AAA games!

Mission #3 is not possible to win (prove me wrong) but it was a great experience to find that I was able to beat the tutorial mission after all. By deviating from the given instructions! If that's not freedom (besides being open source) then I don't know what is!

Yeah right...

Come to think of it, the ridiculousness of level 3 practically speaks "dear player, you should totally fork and make new levels!"

Made with love2d

The last commit to Turres Monacorum was in May 2014 and the game was made at a game jam. My experience dictates that this won't be picked up by the original developers any more but to any player with love2d installed, it will come as a wonderful, visually polished snack!

Download the mini tower defense game from the github release page and enjoy!

Thursday, July 23, 2015

Five Nights at Freddy's 4


The Short
Pros
- The (actual) final chapter in the FNAF series
- Story does well tying up just about everything major while leaving a few good questions
- Yet another sequel just different enough to be considered unique
- New "nightmare" designs are horrifying
- Focus on audio cues was a clever move
- Less reliant on "random" jump scares than FNAF 3; jump scares are earned this time around
- Atmosphere is phenomenal, as usual, evoking a childhood "afraid of the dark" primal reaction
Cons
- Gameplay is even more routine
- Seriously, you just do four things over and over again until you either win or die
- Tutorials are now just text boxes rather than the clever "phone guy" calls
- Feels stripped down when compared to previous games
- Between level "minigame" feels out of place
- A bit too difficult (Night 3 onward is insane)
- Audio cues are (in the current version) a bit too quiet to feel fair
- Still running an archaic "engine" (i.e. no "back to main menu" option, ESC hard-quits, etc.)
Here we go again
Here we go again
Editor's Note: Seeing as neither FRAPs nor Steam overlay let me take pictures, the images in this review are from the game's Steam Store page. At least that means no spoilers, hooray! 
The Long
It's no secret I'm a big fan of the Five Nights at Freddy's series. People might argue I'm outside of the target demographic (being on the wrong side of twenty), but I find the somewhat simplistic gameplay mixed with the sort of primal childhood fears of animatronics and messed up toys weirdly captivating. Considering the games are cheap, short, and seem to come out every 3-4 months, they make for fun evening diversions for one or two nights before beating them and moving on (or digging around in fan theories on the internet). Plus, I remember going to Chuckie Cheese as a kid and being terrified of the animatronic band, so this whole series kind of hits a personal note with me.
It was widely speculated that FNAF 3 was the final one, given both the nature of trilogies and the fact that it wrapped up one of the series' big questions (the murders) fairly handily. However, with FNAF 4 the one loose thread (which I won't mention for spoilers) is finally addressed, essentially closing out the franchise. Scott has said this is the final game, though I doubt anybody believes him at this point considering the money he must be making.
FNAF 4 was scheduled for release on Halloween, then was pushed up to the beginning of August (with free DLC for Halloween). Then Scott was like "it's done, so why not review it?" and released it today (7/23) for funsies. I gotta admit, I like this guy's style; he's a maverick. He's like a reverse Valve, missing deadlines by releasing games earlier than expected.
So all this background aside, this is the final chapter. Is it good? Bad? Does it live up to the series' expectations? Has Scott finally run out of ideas? Well...yes and no, to all of the above.
Chillin' in my room, praying a satan nightmare bear won't eat me
Chillin' in my room, praying a satan nightmare bear won't eat me
In a rather stunning departure from the rest of the series FNAF 4 has no cameras. You are not a guy working at a pizza place or a horror house at night. You aren't in this for the paycheck. Instead, you are an unnamed and unknown child, awake in the middle of the night and convinced monsters are in his closet, in the hallways, and under his bed. Yep, Scott played Among the Sleep and decided he too wanted a creepy child teddy bear game. Your only weapon against these hordes of creepers? A flashlight, and being able to shut the door really well. Why he doesn't just shut all the doors and lock them is beyond me, but then there wouldn't be a game so whatever.
While compelling, it's clear this game was made for fans. Those who have played the other three games will quickly figure out who this child is and how he fits into the overlying mythos, but anybody going in cold will be baffled. Part of the mystery is also what exactly these monsters are. Are they real? Figments of the child's imagination? I don't think people make animatronics with rows of razor-sharp needle teeth. Just saying. Probably against some international code.
Another downside to this is that, without a "phone guy" giving you tutorials in-world, the game starts with a bunch of overlying text boxes to teach you the ropes. Frankly, this is a big kick down in the immersion factor, which is so very important for horror games. Luckily they are only there on the first day (and you can dismiss them easily), but I would hope for a more elegant way to display that kind of information.
I love you, Freddie.
I love you, Freddy. (Spoiler: I don't love him, not at all)
Gameplay has been streamlined down to it's absolute core here. Previous FNAF games did well eliminating things that were less in tune with spooking you out and adjusting gameplay in unique ways. FNAF 2 removed power (save a flashlight) but also doors, FNAF 3 had only one animatronic but a crazy computer system going against you, and so on. FNAF 4's streamlining is a bit more extreme. Cameras, the Night Trap hold-over and staple of the series, are gone. Now, gameplay consists of two things: shining your light and closing doors.
There are four places monsters can get you. Two side doors, leading into hallways, a middle closet (where Foxie will sneak in starting on Night 3) and your bed, where the Freddy plush will turn into Satan if you don't look frequently enough (much like Foxie/Balloon Boy from FNAF and FNAF 2). The closet is pretty simple: shine the light in there, if Foxie is in there (often accompanied by a creepy noise) close the door until he backs off. The side doors are a little more complicated. Moving to them has you stare out into darkness. Should Bonnie (left) or Chica (right) be there and you shine your light on them, they kill you dead. You instead have to listen carefully for sounds, and if you hear movement/breathing/anything, shut the door until the noises stop.
It's pretty creepy, and a really novel concept for the series. FNAF 2 used sound as a sort of "early warning" for those observent (vents made noises, as did Balloon Boy), but for FNAF 4 it's required. Which was probably so that when you are scared, the screams of the attack blow your eardrums out. Seriously, the sounds of them outside are way too quiet, but I'm not cranking my volume just to get jumpscared into space here. That should probably be addressed.
All clear.
All clear.
As you would imagine from Scott, he does clever things with sound. One hallway has a clock that will chime, throwing you off. The other has outside windows where you might spot things. You can also sometimes see them lurking in the background, moving out of the light as you shine it. It's genuinely creepy and evokes that feeling you had as a child, up late at night and worried for what might be in the dark corners of your room or hallways. Having to physically move (as you, the child, is very small) from area to area only adds to the suspense.
Unfortunately, it's with the gameplay that FNAF 4 falters. See, you really only do those four things, and you just do them over and over again. Check door, check closet, check other door, check bed. You could just make a circle over and over again. Sitting in the middle of the room gives you no indication of what to do next (unlike in previous games, where backing out of the cameras was often essential to survive), so you might as well just shuffle around the whole time. If you have good enough hearing, you can kind of play this game on autopilot. That isn't to say it is easy; the randomness of the jumps make it seem almost unfair in how quickly things can go from "nobody is around" to "Chica's Cupcake murdered you," but at it's core you just check four places, over and over, and that's the whole game.
One might argue the other FNAF games are similar, and that's a bit true, but it did better masking it. FNAF 1 and you had to keep tabs on where creepers were, so you at least had an idea of when they were coming and how close they were. FNAF 3 slipped a bit with the random scares, but I liked having only one Springtrap to keep tabs on (kind of like Alien Isolation). Here, it seems almost completely random. I died at 1 AM on Day 2 by glancing over to the right door (where I'd been checking and had no indication of change), shone the light, and got Chica'd. It felt almost completely random, and without any "overview" like what the cameras provided, the gameplay gets stale fast.
My, what big teeth you have.
My, what big teeth you have.
The only final thing worth mentioning is the strange "minigame" between nights. Here, a toy Springtrap sits on a chair. Shine your light and you'll stop him from moving, but your goal is to "catch" him when he's standing on the X nearest you. There is no strategy here; it's completely random, and if you say "bollucks to you!" and just turn your light off, he jumpscares you. The reward for catching him is two hours shaved off the next night, which is not only a weird reward, but completely breaks the immersion of the game. How does this work in context of a terrified child hunted by his nightmares? It's a really strange inclusion, and honestly just felt like Scott wanted to stick Springtrap in the game somewhere, so we got this.
Graphically, this is easily the best in the series. The designs for the nightmare versions of the animatronics we've all grown to loath are appropriately horrific. The complete pitch black of looking out into the hallways (though realistically the right hallway would have some outside light shining in) evokes a primal childhood fear in me, and even though I keep saying "just turn on the lights and close all the doors, dummy!" I really liked the idea of being a child haunted by nightmares. Powerlessness is a theme of these games, and FNAF 4 nails that better than any other in the series. It's just a damned shame you're stuck in that one room, doing the same four things over and over again.
There's a monster in my closet.
There's a monster in my closet.
So...is it scary? It's certainly nerve-wracking. I had the same "I can't play more than a few minutes of this at a time" reaction that I had with all the games. I'd say it's the tensest since the first game (were I to rate them in terms of a "Nathan-Has-To-Take-a-Break-o-Meter," it would probably be 4, 1, 2, 3) and again, I really like the child theme. I also like how it ties up story bits with a fairly tragic and actually emotional side-story, presented between levels in the usual "retro graphics" style used in the previous games.
To be frank, however, I'm pretty disappointed. While the previous three games have been scary, I've still considered them fun to play. There was a sort of manic chaos that permeated them and exacerbated the already rising tension I felt at trying to not get murdered by Chuckie Cheese monsters. This time around, you can see the seams a little too much. The text tutorial, weird minigame, and routine gameplay breaks down what would otherwise be the best game in the series, at least tonally. The high bar of entry (you'll have to have played 1-3 to understand 4) and unfair monster movements just make the game feel like a chore, something FNAF 2 almost slipped into but just missed. It's a damned shame.
Please go away.
It's like all my childhood nightmares made flesh. Or...robot, I guess.

As it stands, this is the first FNAF game I'll only recommend if you already like (and have played) the other games in the series. It's a decent enough closing note, and its heart is certainly in the right place, and holy cow mad props to Scott for churning out four totally decent games in under a year. But I think the formula is finally starting to get stale, and it's a good thing he hung up his hat on a still (reasonably) high note. If you love the series, you'll still enjoy this one, but remember it's better to burn out than fade away. Also this game (like the rest of the series) I swear is funner to watch others play rather than play yourself. Which is probably why YouTubers love it to death.
I still wasn't ready for Freddy, but I'm sad to see him go.

Three out of five stars

(but if you haven't played or have no interest in this series, shave a star off).
Finally, an appropriate time to use "2spooky4me"