Tuesday, November 19, 2013

Lips of Suna 0.8.0 released

And another great new release :)

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

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

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

Monday, November 18, 2013

MegaGlest 3.9.0 released

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

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

Thursday, October 31, 2013

Phenomina Movie Commentary


Happy Halloween everybody! I was going to write a review of Silent Hill: Revelations for the holiday, but that movie was so awful I decided I didn't want to devote any more energy to it.
So instead, Reset Tears and I watched Phenomina, the movie which the SNES Clock Tower game (which I love) was based off of. Here's a hint: It's nothing like the game.

Anyway, if you want to see our text commentary, check out his hilarious blog. Also if you read this blog you should be reading his blog, because his blog is funnier than mine. It also gets updated. :'(

Scare Spree


The Short

Pros
- Spooky, scary, ghosty fun
- It is, as advertised, a Spree of Scares
- Music and art are both great
- Large assortment of levels and characters to unlock and play
- Gameplay is simple to learn, tricky to master
- Getting high scores and finding all the unlocks can be addicting
- Only a buck on Android

Cons
- The engine, while admirably holding up, doesn't quite fit to the gameplay style
- Unlocks for new characters and levels can take a while. You may be stuck on the first level a while
- Touch controls take a while getting used to.
- No online leaderboards or sharing (again, an engine thing)

Thems a lotta spooks ready for scarin'. 

The Long

You know what's great? Halloween. You know what's also great? Scaring kids.
Legally, of course. Wait, where was I going with this?
Scare Spree is a recently released game on Android about (you guessed it), scaring kids on Halloween. Made on the OHRRPGCE game engine and later ported to the handheld, it combines arcade-style, points-grubbing action with the Halloweeny feel to create an addicting, if a bit rough-around-the-edges android experience.
So is it worth picking up this All Hallows Eve? For sure, but read on for exactly why.

It's not illegal if you are actually a monster. 

There isn't really a story here: scare kids. There's the story. It's the most important story ever told, because if kids deserve anything, it's having the Fear O' God put into 'em. That or a fear of a skeleton, pig, alien, witch, or guy dressed up like a bug-eyed Hamster. All those are playable characters, by the way. 

The goal of Scare Spree is a simple one: Scare as many kids as possible within the time limit, and rank up combos. Combos are essential to doing well, as that you'll get a measly and pathetic score if you don't bother to learn the combo system. 

The controls are simple: You can scare, sprint, or MEGA SCARE. MEGA SCARE can only be done after you've scared a bunch of kids in a row (again, combos) and filled up the meter, so your primary form of attack will be the standard scare fare. You can also hold down the attack button to attract kids around you, then scare them all at once for sick combos, which is pretty hilarious. The kids all scream bloody murder when they get frightened, which is a hoot.

I ain't afraid of no...tornadoes?

Unfortunately, a few minor issues arise after playing a few rounds. The first is easily overcome: the controls. While it works fine, this game was clearly designed with a keyboard or gamepad in mind, with the touch controls to move (it's limited to a grid) feel a bit clunky. These controls work for a slower game, like an RPG, but for an action based game it's a bit cumbersome. However, you'll adjust quickly to it's three button, one stick layout.

The other issue is the scaring itself, especially combos. When kids are "scared" they run off screaming but don't disappear. This often lead to me wondering which in a group of kids I'd scared and which I hadn't, with the only way to know counting the kids and the boost to my combo. While they do flail about and run faster, it can still be tricky (since they're still on-screen), and did confuse me a bit. Again, you get used to it, but the bar of entry is still a tad high. 

Who wouldn't be scared of that...thing?

Once you get it, however, the game becomes a hoot. While it does take a bit longer than it probably should to unlock more characters and stages (and the different characters are just cosmetic; they don't actually do anything different), figuring out the best way to chain combos to get high scores quickly becomes addicting. On top of that, the quirky graphics and absolutely killer soundtrack really sells the spooky scene. The title screen looks straight out of an NES-era game, and I love it. 

Keeping it simple. Ish. 

While the lack of any online leaderboards won't make Scare Spree the next Angry Birds, it's a fantastic Halloween romp that's also awesome any day of the year. Here's hoping the creator provides more updates and content (maybe more stages, or making the various characters actually different) over the next little bit to flesh the game out, and perhaps tighter controls or an easier beginning game will help newbies. But for those willing to invest the time (and $1), you're in for a spooky halloween treat.

It currently goes for a buck on the Google Store, so check it out. Four out of five stars. 

Let there be spooks. 

Sunday, October 27, 2013

New releases from the Worldforge project.

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


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

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

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

Tuesday, October 22, 2013

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

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

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

Friday, October 18, 2013

DevCorner: jMonkeyEngine SDK 3.0 (stealth) release

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

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

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

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