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Cheat Point Blank wallhack + Brutal New All Weapon 31 December 2011

Thứ Sáu, 30 tháng 12, 2011 | 0 nhận xét

Cheat Point Blank wallhack + Brutal New All Weapon - Cheat PB December 31, 2011 - Point Blank WH wallhack + crosshair + Newest Weapon Replace 31,12, 2011


Anttention for Downloader : after you klik link above Please wait 5 second, and klik Skip Ads, you are ill be going to link download. thanks
Fetures Cheat

-Full wallhack
-Chams CT
-Chams Tero
100 000%-wallhack Bening (CT / Tero Visible)
-Wallcolour
-Crosshair
-No Smoke
So Super-RM
-1 Hit All Weapon (contagious to all players) | Already BT yesterday because Updates HS
-No Kick 100%
All user-Kick Players who are playing (Matches At War less)
Suicide-Bombing k400 when throwing
Replace 52-Special
Assult Weapon-ALL (Complete)
-All Weapon SMG (complete)
Snipe-ALL Weapon
All weapon-SG
ALL Weapon-Pistol
-All Weapon Knife (complete)
-Including his bombs and smoke bombs equipped
hotkeys:
Insert: On | Off the menu
->: On Cheat
<-: Off Cheat
tutor:
- Open the launcher Pb
- Open Cheat
- Start Pb
- Auto Inject
- Happy cheating

[-] Replace Weapon
1. Press On the time comes to prepare Medium Game Writing ...<<
2. After changing his weapon directly hit the G <<<<THROW weapons
3. Take Again
4. Shoot the Opponent
5.Off right when exiting the room
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RTS updates (slightly older)

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You probably heard about it already, but for the sake of updating this blog and in case you might have missed it over the holiday stress:
0 A.D. got a pretty massive update to version 0.8 "Haxāmaniš"!


The release news have all the details including the possibility to listen to the very nice soundtrack of the game. Oh and the developers are requesting to mention that they are still looking for contributors!

Otherwise? Well there are some even older news regarding the Megaglest project:
First of all, we didn't mention their new release yet: version 3.6.0.2. It's mostly a bugfix and various smaller improvements release, but they also significantly improved the modding support. In releation to that I guess they also made the .blend sources of much of the content available. Something they are not required by the CC-by-SA btw, so many thanks to those guys!
Other upcoming news for Megaglest are the inclusion into the official Debian repositories and an option to play scenarios in multiplayer mode. No real news on the merger with GAE yet though it seems... a pity really if this isn't progressing...
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Cheat Point Blank wallhack + Brutal All New Weapon

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Cheat Point Blank wallhack + Brutal All New Weapon - For you lovers of the game point blank, this is all wallhack + Cheat Brutal New Weapon 30 December 2011.


Password

Anttention for Downloader : after you klik link above Please wait 5 second, and klik Skip Ads, you are ill be going to link download. thanks
features:
[-] Wallhack Tero
[-] Wallhack CT
[-] Phantom
[-] No Smoke
[-] Fire speed effect:
- Brutal SG
- AWP DragownNow Brust
- All Wepon Fire speed (1x firing two bullets)
- M Speed ​​Ninja auto mode
[-] Aimbot Beta | Cheat headshot
Keys:
WH: On the Insert menu D3D === Off
->: On WH
<-: Off WH
Caplock: On Auto headshot
Shift: Off Auto Headshot Flat
- Not cheat ON | Do Not Use Kekeran | Due ntar black screen
- That Cheat Headshot Flat (SO Gak isa direction up / down)
- Can only right and left
- Each Off die Kan | order not BLACK screen
- Happy chaaiin shott,,,
(Choose a place that many flat (like Redrock, Burning, mstation, library, etc.)
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Cheat Lost Saga - Cheat LS + Hit Damage Damage Hack New 2011

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Lost Saga Cheat - Cheat Lost Saga LS December 29th, 2011 - This latest saga cheat Cheat Lost Lost Saga LS December 29, 2011 - Cheat LS + Hit Damage Damage Hack New 2011.

FEATURES:
1. Drop Bekurang Very Little Damage
2. Hit Damage Reduced Very Little

NOTE:
1. This cheat Battle To become unsafe, Fwar, Ladder
2. Not for the Crusade, Because they will affect their skull
3. Press F1 Koboy Out For When Using Switch cheatnya
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Cheat Lost Saga

Thứ Tư, 28 tháng 12, 2011 | 0 nhận xét

Cheat Lost Saga - For those of you lovers of Lost Saga ninja game, this is the latest  Cheat lost Saga. So in playing the game more exciting and easy saga. But playing with a cheat of course is a "cheating" so get used to playing without cheating.

 
Lost Saga Features:

[+] No Delay Skill

tutorial:
1.Download and extract cheatnya (run as admin for the win 7/Vista)
2.Buka Aldiandya.exe
3.Buka LS and input the same PW ID
4.Saat out notice (message box) press OK
NProtect splash 5.Saat (cowboy) appears press F1
6.Happy Cheating

Lost Saga Cheat December 28, 2011 - Bronze Token Cheat Hack New LS

Lost Saga Cheat Token Bronze
password

Fiture LS:
[-] Token bronze endless

Hotkey LS:
[-] There is in the file Dowloadnnya


LS Tutorial:
[-] As Usual

Nb:

[-] At a minimum there should be a bronze token "1"
[-] Cheat visible effect if the finished ground floor
   example: 21F> 22F / 41F> 42F
[-] Cheat Bronze Token is not permanent
[-] Bronze Tokens can be used while using the cheat.

Thaks To:
[-] Java IM
 
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4 hours left to apply: Talk in Brussels about your FOSSGame

Thứ Sáu, 23 tháng 12, 2011 | 0 nhận xét


When: February 5th, 2012, 09:00 - 17:00
Where: Brussels, Belgium, Europe, Earth
More info here
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Modern retro-graphics: RetroBlazer

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Short call for help: Awesome looking retro-graphics game is looking for a Darkplaces QC programmer.
So far only two screen-shots have been released (and no word on the license of the media):
I am loving the style... so here is the other:
So if you know your way around Quake's QC scripting language try to get into contact with them :) Otherwise you can still follow the progress of this game over at QuakeOne's forums.

Oh and taking about Darkplaces... Xonotic finally implemented client-side networked players in their most recent development release. Meaning that there is now client-side movement prediction and thus less (visually) laggy game-play on slower netspeeds!
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Crowd-Sourced Portraits ETA: February 2012!

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New fantasy portraits by Justin Nichol [more here]

Remember Justin Nichol's crowd-sourced fantasy portrait commission?

In a recent announcement the artists reports, that the collection of 35 portraits will be finished by February 2012, as they will be exhibited some day that month somewhere in California, USA.
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Why we need a stronger copyleft for artists, and how this might be accomplished.

Thứ Tư, 21 tháng 12, 2011 | 0 nhận xét


Currently, art copylefts are weak with respect to code. If I'm a programmer and I want to write code that's specifically for use in libre software, all I have to do is slap the GPL on it and I'm done. If someone uses my code in their program, they either have to GPL their program or I can force them to stop distributing it.

Artists don't receive the same protection. If I want to make a piece of art (be it an image, model, sound file, etc) for use in libre software, I'm out of luck. As it stands, all the people using my art have to do is share their modifications to my art and they're free to do whatever they want with the code. There aren't currently any acceptable libre licenses that cover a situation in which a program loads a specific art file. (Mind you, as an artist, it doesn't matter to me if someone loads my file in a proprietary editor, the same way it wouldn't matter to me as a coder if someone loaded my GPLed code into a proprietary text editor. More on this later.)

Over the last couple of years, a number of artists who have been frustrated by this particular issue have come to me and asked me what could be done about it. Many of them have asked me to include a noncommercial licensing option on OpenGameArt to address this issue. Unfortunately, NC licenses are incompatible with free software and as such I'm not able to include them on OGA without seriously violating the stated mission of the site. NC licenses do somewhat address this issue (although mostly by accident), but the problem with them is that they're far too broad about how you can use the media in question. A better solution is needed.

So, a few months after OpenGameArt.org was founded, I had a discussion on the debian-legal mailing list about licensing that would expand the copyleft for artists by (in short -- please read the details of my plan before criticizing) forcing the programs that load a specific piece of media to also be licensed with a strong copyleft.

At the time, I was politely shot down. In their defense, at that point I was just a random person off the street with yet another random idea for yet another random license. Two and a half years later, I'm now recognizable by at least two or three members of the FOSS community (making me a small-time contributor instead of just a random dude) and I've had long discussions with people about the specific provisions of what exactly a license like this would require and how it would interact with free software.

Now, the key here is that for something to be free software (or compatible with free software), it can't prohibit "bundling". Bundling in this case is the idea of including multiple separate programs in the same archive. For something to be free software, the license must allow it to coexist peacefully with proprietary software.

In any case, for the purpose of this discussion, I'll refer to this hypothetical media license as the Foo License. Any media released under the Foo License would require that any code that specifically references that piece of media be licensed under a strong copyleft (such as the GPL or the Foo License or others -- we can define these by enumerating them specifically or just listing a set of requirements). If a program does not specifically reference the piece of media covered under the Foo License, then the program would not trigger the share-alike requirement.

To give specific examples of this, if I write a game that loads a certain sprite that's covered by the Foo License, my game code would need to have a strong copyleft. Conversely, if I distribute an image viewer (or editor) along with a bunch of images that are covered by the Foo License, the image viewer would not fall under the sharealike clause because there's nothing in the code that tells it to reference a single, specific Foo Licensed image.

Now, some game engines are clearly generic. If you run that engine on a specific data file or point it at a specific tree, the resulting game could be completely different from one stored in a different data file. The Doom engine is a specific example of this, although there are many, many others. In this case, the engine itself is completely generic, and would fall outside the scope of the Foo License. What is not generic here are the scripts and data files that define the actual game. In these cases, while the engine itself is generic, the script layer is not, because it has to reference specific items in order to load them and tell the game engine what to do with them. A generic engine like this is essentially a VM, and much like the GPL, the Foo License would not cover that the VM that runs the code.

One argument I've seen against this is that it's possible in some cases for people to construct specific, inconvenient examples of how you might skirt the requirements of the license. I can't deny that those situations exist, however the same sorts of situations exist for the GPL, and coding around them is a fairly effective deterrent (not to mention the fact that deliberately circumventing a license puts you on shaky ground anyway). It's been done, but it's not done all that often and it tends to make things inconvenient for both programmers and their customers. In any case, no edge case like this that anyone has brought up before has rendered the license non-free, so even if the Foo License is imperfect, it would still, like the GPL, work in most cases.

So, I'm looking for comments on this, but before you comment, please make sure you've read this carefully. Below is some copypasta that I'll use to answer you if you ask a question that I've already addressed. Please consider these answers before you ask, and if you're guessing that I'm going to respond with one but you believe it doesn't apply, explain why. :)
  • [ ] While your example could conceivably get around the intent of the license, it would be inconvenient to implement and doesn't render the license non-free. In any case, the GPL has similar edge cases.
  • [ ] The program you mentioned is a generic viewer/editor and is not programmed to reference *specific* media files.
  • [ ] In your example, the engine would not be covered because all of the media is referenced in a completely separate script layer, which *would* be covered.
  • [ ] In your example, the engine would be covered because it references the media in question by name.
  • [ ] I understand your wariness, but the fact that this hasn't been done in the past don't make it not worth considering.
  • [ ] Just because there are multiple ways we could decide how to address this issue, doesn't mean that it's ambiguous. It must means we need to talk about which way would be best and settle on a decision (see additional comments).'
  • [ ] While it may initially seem that the GPL would cover this case, the FSF has clarified (see "Non-functional Data") that art is data, and the linking requirements in the GPL do not apply in the case of art.  Thus, even if the art itself is GPLed, the FSF doesn't consider it "linking", and the share-alike requirement is not triggered. (Added 12/28)
Okay, bring it on. I love a good controversy. :)

Bart Kelsey
OpenGameArt.org
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Trepidation 2011-12-20

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999 ammo in Trepidation
Trepidation is an open source first person shooter based on the IOQuake3 engine. It was originally conceived on April 9, 2006 with the intent to build a free first person shooter with a sci-fi theme. The idea was initially developed by members of the Star Trek Elite Force gaming community.
Yesterday, the first development release since 2007 was released. It's mostly fixes but gameplay is affected. For example the sniper scope is more reactive and missing sounds are now in place.

There are 141 MB downloads for 32bit Linux and Windows. For 64bit Linux and other systems there's svn:
svn co https://trepidation.svn.sourceforge.net/svnroot/trepidation trepidation


I haven't had the time to figure out whether or not I need Quake 3 or OpenArena for Trepidation to work. Besides the project page there is a blog and a forum.
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Open-Sourcing Canabalt was a Success

Thứ Ba, 20 tháng 12, 2011 | 0 nhận xét


Adam Saltsman, developer of the bsd-code, closed-assets, one-button reaction game Canabalt wrote about the effects of Open-Sourcing Your Game While It's Still Popular to their game.
The results of this decision, though not what we expected, have been very positive.
Let's hope the discussion doesn't turn into a hairsplitting war about "free"/"open" and "game"/"engine". :)

By the way, I found this news via reddit.com/r/gamedev in this comment thread. If you're into reddit as well, feel free to submit and cross-post relevant open source game (dev) news on /r/opensourcegames!
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Ludum Dare, Game Jams and Licenses

Thứ Hai, 19 tháng 12, 2011 | 0 nhận xét

Olofson's LD22 game

Free, open source licenses are underrepresented at game jams and contests.

This weekend's Ludum Dare ends in a few hours and it already counts 754 entries. The following authors mentioned open source licenses in the context of the compo/jam:



lonekitty


Here are some non-submission projects discovered on Ludum Dare:


A *lot* of other submissions use GitHub but have no license info. :(

I found above projects using this advanced Google search. Hopefully, there will be more results in a few hours, which would mean another blog post.

kragniz' in-progress

Here's a quick list of ideas how free licenses could get more attention in such events.
  • Organizers could recommend free code and asset licenses
  • Developers could offer porting non-cross-platform submissions in exchange for release under free licenses
  • Participating developers, who already use free licenses, could advertise these in blog posts and announcements (more)
The Global Game Jam for example requires use of the CC-BY-NC-SA license, which unfortunately is non-free though.

Let us know of any freely licensed game jam/competition entries which we didn't cover!
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Hale Review & Flare 0.15 Video

Thứ Năm, 15 tháng 12, 2011 | 0 nhận xét

Hale RPG
A very fine read is this review of the TBS/RPG Hale. Its first comment was written by the sole developer.


Flare 0.15 introduces outdoor areas. Translation submissions are welcome now as well. Look for instructions and examples in this post.



Freedroid RPG recently released the second candidate for 0.15. Soon it will be ten years since registration of the freedroid project on SourceFroge.net.



Checking on Scourge 2, another open source RPG title, there has been no development for eight months.
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Whats happening in OpenDungeons?

Thứ Ba, 13 tháng 12, 2011 | 0 nhận xét

Hello, I am one of the OpenDungeons (OD) developers and I wrote this blog post for FreeGamer.

I bet you're all very excited about whats been going on lately, and I can assure you that a lot of stuff have been made for OD. We have new music for you to enjoy while annihilating your foes, we've got new concept art for the Human and Undead faction, a new forge and a completely new tile set. We have also begun working on the AI and a XML specification for creature stats.

Music and trailer

Recently timong join the forum and asked about some musical tasks to perform. He started working on a main theme for the game and came up with this :) While he was at it he also made a nice trailer for us which you can find in the about page or watch it below:


New concept art

We have also received some very nice concept art from the OpenGameArt competition for the Undead faction we got art for these creepy characters:
and for the Human faction we got art for these noble folks:
Code updates

Of changes to the code and features we have begun implementing a basic AI and making a XML specification for creature definitions, which should make life a lot easier for artists which want to try out their new model in game and for balancing the stats of each creature.

New tile set and forge

We also have new tile set made by Skorpio (although it is not in the game yet):


You can find more pictures of the new tile set in this forum thread.

Finally we also have a new forge to make devilish traps and impenetrable doors :)


Current tasks, problems and needed help

A new release is planned once a bug that is crashing the game is fixed. We are also looking for more people/help for the project, especially when it comes to coding. You can see more details about the crasher bug and what skills we need from new people here in this blog post.
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Game Naruto Indonesia

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Indonesia Game Naruto - Naruto is one of the anime and manga series of the most popular in various parts of the world and including in Indonesia. Naruto Uzumaki is a character in the anime and manga boy is described as blond and blue eyed. On the face there is such a precise section cheek whiskers belonging streaks like the manga character Doraemon Doraemon.

Meanwhile, other than Naruto, Game is also one type of game or entertainment that is currently the most loved in Indonesia. With two phenomena between Naruto with an equally Game has become the most important part of the lives of young people in Indonesia.

Because so much of Naruto Manga enthusiasts with the Game, whether or Computer Games Online games, then of the merger between the two types of entertainment that each has a loyal fan of this will produce a new type of entertainment is certainly much anticipated among connoisseurs as well as Naruto Mango which has also participated actively in the world of gamers.

So far there have appeared many Naruto games that are available to be enjoyed by fans of Naruto Mango lovers as well as games in Indonesia. Naruto Online game can be played directly on the internet, as well as naruto games for computers that can also be downloaded for free on the internet and then installed on the computer to be played.

Especially to this article, it discussed only for Naruto games online, where you are looking for naruto games dedicated online can be played via the internet services directly without the need to install it on your computer.

Here are some links you can visit the site to get naruto games, and to find out more about how to play this game naruto games you can visit the site prior to reading the alloys in www.naruto-arena.com/the-basics

1. http://topsolusi.com/narutomugen

Available on our site some games naruto free fight with the type of game. Characters that you can play in this game consists of Naruto Uzumaki, Sasuke and Sakura Uchiba. This game takes place in konoha naruto precisely in the Land of Fire. This naruto game here, Kyuubi wants to destroy the village, Naruto and his friends must use all the skills to mengehentikannya.

2. http://www.kapanlagi.com/game/naruto_games.html

Kapanlagi site above also provide a wide range of naruto games can be played free of charge and with the appearance of a very light flash.

Meanwhile, if you want to download free naruto games, so many Internet sites that provide them. For more details about the downloadable games, you can also read through the article more complete free games that have ever been written before in this blog.
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Minimal puzzles: Search for Smodrick 1.3.1 and Black Obelisk

Thứ Ba, 6 tháng 12, 2011 | 0 nhận xét


Search for Smodrick 1.3.1, a simple ncurses-based game, was recently uploaded to SourceForge.

Nearly dead in Search for Smodrick 1.3.1


The gameplay consists of finding an optimal path to get to the next level and avoiding/deflecting enemy androids. Game turns appear to be mixed-real/turn-based

No monsters yet in this match of Black Obelisk 0.2

I was reminded of the JavaScript game Black Obelisk by Starinfidel, in which your task is to destroy hidden obelisks while avoiding or luring deadly monsters. Hint: input is via mouse and you start playing by pressing black tiles next to non-black tiles.

Both games are single-player puzzles with minimal visuals.
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Aleph One 1.0 released

Thứ Sáu, 2 tháng 12, 2011 | 0 nhận xét

Hard to believe, but after 12 years of community development, the guys from the open-source engine based on Bungie's Marathon trilogy Aleph One have finally released a version called 1.0!

If you are lazy, you can watch this first part of a long set of "let's play" videos to get run through this FPS classic:


But honestly? This thing even runs on your cell phone (unless you have a talking brick like me :p ), so no reason not to play it yourself.
Edit: *hust* that was shoddy investigative journalism by me again :( In fact Aleph One does not seem to run on cell phones yet.
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