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Hiển thị các bài đăng có nhãn frogatto. Hiển thị tất cả bài đăng

Cube Train, Frogatto development and LPC

Thứ Năm, 10 tháng 5, 2012 | 0 nhận xét

Today is another session of: "Look what I found in my FG spam folder" ;) But this time I am actually adding a lot of nice other stuff to it, so that it is almost a "dev-corner" post!

But first things first... the frogatto developers made us aware that there is a new game based on their really nice 2D engine, called Cube Trains:


Note that, just like frogatto, the final version will cost a few pennies, but the engine is totally FOSS and the current Beta is still free to download.

This seems to fit to the general idea of the folks behind this engine as they outlined in the email to us:
I'm really glad we now have a second major title done in frogatto's engine, because we're gradually trying to position frogatto's engine as an open-source alternative to closed-source packages like GameMaker or RPGMaker;  partly just because development tools are one software category that benefits far more than other categories from being open-source, but also because our engine technology is a lot better than GameMaker;  we're fully GPU-accelerated, and we've got a much better internal programming language.  We've got a ways to go, since GameMaker still has a bunch of advantages over us on the gui side, but we're getting there.

Cube Trains is not one of them, but eventually, we're hoping to build a stable of "starter kits" for different game types - like GameMaker has, built under a CC0 license so they're suitable not just for GPL games, but for absolutely anything (indie titles being a big one).  Hopefully that was we can get a bunch of people from the indie gaming crowd behind an open-source tool.
Which seems like a pretty good idea to me, and looking at the awesome features they recently showcased in three tutorials (1,2,3) I wholeheartedly agree with the comment on their superior engine technology!

Speaking of the frogatto engine and tutorials I can elegantly lead to my other topic today, as the people behind the currently pre-warming Liberated Pixels Cup, aka our friends from OpenGameArt, are also endorsing the use of that engine as outlined here. The have also recently featured another really nice 2D game dev. tile editor, and hot of the press is the news that the Mozilla foundation has joined the FSF and Creative Commons as a main sponsor of the event!
With Mozilla also came a significant cash contribution, which means that the initial goal of US$ 10,000 has been reached, but you can still up the ante!

It seems that this comes along a general push from the Mozilla Foundation towards more HTML5 gaming (now part of the LPC too), supported by the fact that they have recently released a nice RPG game demo (BrowserQuest) and are working even on a 3D engine called Gladius.

Ah and not to forget: OGA has also recently added a nice featured tutorial section to their site... so nothing is holding you back to finally become an active part of the FOSS game-development community... yes, I said YOU! :D


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Humble Indie Bundle's Source Releases

Thứ Sáu, 22 tháng 4, 2011 | 0 nhận xét

The Humble Indie Bundles (HIB) have a tradition of at least part of the bundled games releasing their source.

While four of five games released source code under FOSS licenses in HIB1, only one released the source in HIB2 under a FOSS license (according to this comment, a license similar to LWJGL's).

No assets were released under Free-Art-compatible-terms, except for demo objects in Penumbra.

In HIB: Frozenbyte, two (or three) games have source releases, but all of them are non-commercial only.

This is not a complaint/demand/whine and I discourage any whiny behavior reactions. :)

I have no mind-reading ability or technology but I do have a theory, that shy source releases are missing out:
  1. When a game has a source release, which is not FOSS-compatible (shy source), contributions will only come from people with high interest in the game. This will improve the game.
  2. When a game has a FOSS-release, in addition contributions will come from people who think that the game enriches the community. This will improve availability and usability of the game.

#2 might be perceived as a problem by a game studio if they plan another sequel, because the prequel might become a stronger competitor to it.

Frogatto: open game & editor, closed art

Another game which is commercial (on iDevices) and has FOSS code and closed art (old art has been donated to OGA!) is Frogatto.

Star-filled Sky: 100% public domain

A revolutionary breakthrough were all of Jason Rohrer's commercial games, which are 100% public domain. My feeling is that assets are less of a focus for him, which makes releasing everything less of a risk.

Nikki and the Robots: open & closed

On the middle path is Nikki and the Robots, which is foss-code and has a functional foss-art version and will have a closed/for-pay-story. For now they activated paypal donations, flattr and T-shirts.
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