Starfall 3
Hiển thị các bài đăng có nhãn MegaGlest. Hiển thị tất cả bài đăng

Thứ Hai, 22 tháng 9, 2014

thumbnail

Annex:CTW RTS version 4.0 close to release

The MegaGlest based RTS Annex: Conquer The World is very close to a major update as version 4.0. Strait from the developer's mouth:
Yes! We are so close we can almost taste it.
He also posted a game-play video of the current development version:


He also recently stated that the new release will be fully FOSS, i.e. not only GPL source-code but also all artwork under a FOSS compatible creative-commons license (most likely CC-by-SA).

It's just a pity that the new much improved GUI code from MegaGlest seems to be not yet ready for the release.

P.S.: Also check out this Tower Defense mod for MegaGlest.

Thứ Tư, 23 tháng 7, 2014

thumbnail

Support the development of the Terra Centauri RTS

Not exactly hot of the press, but the developer behind the MegaGlest based RTS Annex: Conquer the world has started a new project:
In a lonely planet circulating a distant star, a war of survival rages on. There a sentient race, the Valkyries struggle to protect their world and themselves against the parasitic organisms Devourers. Explore large maps for resources, treasure, and other advantages to fight back the relentless horde of Devourers.

Terra Centauri: The Last Stand is a new unique MG based game. While game shares a similar art style to Annex, this game has radically different gameplay and much higher quality models.



He is also running a funding campaign on Patreon and you can give feedback on the Megaglest forums.

Speaking of Megaglest: while development has slowed down a bit lately, the work on the CE-GUI based new menu and HUD is looking great.

Thứ Hai, 18 tháng 11, 2013

thumbnail

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

Thứ Bảy, 2 tháng 3, 2013

thumbnail

Gigalomania, LPC and updates

Some of you might remember Mega Lo Mania back from the days when you could be amazed by PC speaker voice output... so if you spend way too much of your childhood playing that game (like me) you should probably stay clear of the FOSS remake called Gigalomania!
Gigalomania now using LPC sprites
As the creator recently stated, it now uses the cool Liberated Pixels Cup contest sprites, but there is still the need to replace the castle graphics with nicer ones. Maybe *you* can help out with that?

On a related note, the LPC coding results are finally in, congratulations to the winners! I hope Bart will make a nice review on the quite awesome games here on FG soon.

Other recent updates not to be missed:
That's all for now :)


Thứ Bảy, 3 tháng 7, 2010

thumbnail

MegaGlest 3.3.5 Pre-release special!

A new version of MegaGlest will be released sometime today! Once it is head over here to download it! A short changelog can be found here.


MegaGlest is a relatively recent fork of the quite well known FOSS Game Glest, which ceased development some time back. Now that Megaglest has taken up the development, things have advanced quite quickly (in contrast to the other promising Glest fork GAE) and Glest now finally has the long deserved cross platform multiplayer and a proper master-server with a games lobby! Furthermore Megaglest includes all the factions known from the Megapack before, bumping the total number up to 6.


And believe it or not, qudobup and me tried to play a round (extreme n00b alert :D ), which we recored and commented here:




All done with Free software by the way :D (MegaGlest, glc, Audacity, PiTiVi and Mumble)!


Interview with the Megaglest team



For this Megaglest special we are also lucky to had the chance to make a short interview with the two main heads behind this Glest fork.



FreeGamer: For a start, could you please give us a short introduction into your team structure and what your motivation was to fork Glest in order to make Megaglest?


titi: Well teamstructure is... I started and Softcoder joined :) I have been working on glest mods for 2 years now because I like the game and there was so little content available back then. For Megaglest I also do some programming, but Softcoder writes more of the code than me.


Softcoder: But we also have contributions from time to time from others (like the GAE team).


titi: Concerning our motivation, I think we both work on glest because our kids like it :) Right from the start my children were involved in Glest modding. For example my son made nice tileset and helped me with my first mods; especially the Indians (as in native north Americans / the editor ;) ) we made as a coop production!


Softcoder: Yes titi & family are the heart of the community! But my boys also made a number of factions. Elimnator and Tiger are big into mods, and call their mods vbros packs :)


FreeGamer: Interesting to see that FOSS game development can really work as a family hobby! Not really the typical cliche of the lonely bed-room programmer in his teens ;)
But lets move on to the next question: Glest is for sure heavily influenced by Blizzard's Warcraft3, and thus caters to a similar type of gamer. Have you though about bringing some of the popular elements from that game over to Megaglest? Examples would be hero units, and of course the later added game-play modes like DOTA and Tower Defense.


titi: I think we both don't even know Warcraft3 :) I didn't played many RTS games up to now... well I think I played something called Dune2 on the Amiga before ;) Actually I'm more a FPS player.


Softcoder: I'm not a gamer at all. But yeah, the forums are filled with people who ask for features from those games. In short we will therefore likely bring lots of features that people like from there into MG.


titi: Personally however, I don't like all this special hero feature people talk about. Things get too complicated with this, and I think these heroes kill the usual RTS fun. But there are some fun ideas we will follow for sure :) But I see Glest as its own game; I don't want to build a Warcraft clone.
Concerning DOTA, well I guess HON is much better then we can ever be :) But there are mods who do this and when they grow we will support them if it fits to the game itself. Right now we have the current RTS game type in focus, however.


FreeGamer: Ok next question: Megaglest seems to have evolved out of a number of independent factions and tile sets, so the overall game design is lacking a bit. Are there plans to take a more "tighter grip" in order to get the balancing etc. right? Or do you consider Megaglest more of a "playground" and let someone else develop a "pro-mod" for balanced multiplayer?


Softcoder: I think the answer is a challenge of the community and the age groups. Many young people are working on techs, factions, maps etc, but we might need to be more careful to keep "themes" together. So we try to only allow consistent content as part of the shipped product.


titi: Well there are the Tech and Magic factions from the original glest, but the rest was basically made by me. It is something what I called Megapack before. But I learned more while doing this and so they look a bit different :)


FreeGamer: What I actually meant was not the art style but the game balancing and game design. Are there plans to restructure the factions, maybe limit them to 3 or so to be able to get balancing right?


titi: I think the balancing is quite good! Ok, some are better some are not so good, but thats like the players. It is meant like that, good players choose bad factions bad players choose good factions. But what's good or bad depends on the map too!
But I discuss with others in the forums and hear what they say... especially beginners always say this or that faction is too good, but after a while they often come to the conclusion thats its not as they thought :p


Softcoder: I also think the base MG install has that, e.g. a core game-play with good balancing. It is the add-ons etc... that create the "playground".


titi: But for me competitive game-play is also not really the focus. I want to make a game thats fun to play, not competitive! Especially coop gaming against the computer is a big part of the fun playing MG.


FreeGamer: Ok lets move on: With the current release focusing on getting the multiplayer working correctly (and hopefully getting a big enough online player-base), what are your future plans regarding the single-player part? Do you plan on implementing a campaign editor in the already much improved level editor?


titi: Well for me the next focus are graphical improvements. We need better terrain splatting (made by the gfx card), more lights and so on. And we will start to put in lots of new features once we proofed to be stable in multiplayer :)


Softcoder: I think its hard to answer! There are TONS of great ideas in the community, we will talk with our community and see what things are most desired. My focus is more for making my boys happy :) We want MG to be 'mega-fun'!


FreeGamer: Ok so what about editing & modding? Right now the units are rather limited in their special abilities. Do you think stuff like (air) transporters, non attack magic spells, stealth mode etc. (insert other cool units features from Starcraft/Warcraft) could be easily implemented? Or is that already possible with scripting, but not done yet?


titi: I wrote so many wiki entries , made so many forum posts to let people know how to mod glest, I think its quite easy now. The special unit abilities not implemented yet however, but when we think it is fun we will think how hard it is to do and then we do it :)


Softcoder: We plan to add many things like this, but slowly so that we don't lose stability and keep people happy. One example... we added better network play, masterserver AND cross platform play all in this last round of beta! That was TOO MUCH! But things will get done (faster if we have more help) just at its proper pace.


FreeGamer: We already had some remarks on the technical side of things, but lets get back to that again: The Glest engine sure looks a bit dated by today's standards... do you have plans to upgrade the graphics engine to support shaders and such?


Softcoder: Yikes! We agree with you! But I think we have to give hats off to Martino and the rest of the original Glest team that a game written in 2005 still is acceptable today!


titi: We need more speed and many of these features will bring us better speed and better graphics, since the GPU will do alot of the work.


FreeGamer: Ok, but to extent that: with normalmaps and such it often looks more realistic in style. Do you want to go more in that art direction, or stay with a more comic style?


titi: Normal maps are not the main priority, there are other more needed features. And normal maps need new textures, and that is really a lot of work :) So for now we are looking into things that can be done with mostly code which is easier to do.


FreeGamer: So but what weight would you give the development focus right now... more towards improving graphics, or more toward extending game-play?


titi: Both :) But we try to make small steps.


Softcoder: Game development is totally new for me (and Linux programming is fairly new), so priority also depends on how long it takes to learn and do it right! MG is my first graphics code ever, and also and my first Linux open source project.


titi: It is all new for us, no one of us did something like this before. I even learned C++ in the beginning of this year for this project! Same with php, the masterserver is the first thing I ever wrote in php.


FreeGamer: Well I think it turned out pretty well so far never the less :) I think this concludes our short interview. Thank you very much for answering our questions! Ahh, last but not least: Do you have anything you want to tell your players and/or our blog readers?


Softcoder: Yes, our #1 goal for MegaGlest is 'FUN'!


titi: Please come and play MegaGlest ;)



A short introduction into Glest modding



(Mega)Glest has an incredibly easy modding setup. Almost everything in the game can be easily changed with simple XML files, and the 2D map editor is very easy to grasp. Especially with the recent usability improvements in Megaglest (and included Linux editor binaries) it is possible to create a simple but nice map in a matter of minutes!

Edit: I was made aware that those editor improvements come mostly from the GAE project. Very good additions!



(Ok this was not done in minutes :p It's one of the new 8 player maps that come with MegaGlest)


But luckily all these editing features are also very well documented in the Glest wiki.


Last but not least, all single-player and co-op scenarios can be fully scripted right in the XML files with lua, a pretty powerful yet easy scripting language commonly used in computer games. Sadly it is not possible to create full singleplayer campaigns yet, but lets hope that gets added soon too!

About

Lưu trữ Blog

Labels

0ad 2d 2x0ng 3d 3D modeling 4dmaze 8kingdoms a las barricadas A3P abe affcity agentkeeper alienarena allacrost angel-engine angstron2 annchienta annex-glest-mod antargis apricot arbarlithii arcade ardentryst ardorcraft arewealone armagetronadvanced art article arxendofsun arxliberatis as3sfxr asc assaultcube AtomicGameEngine atomictanks atomicworm aurora award axis revenge balazar3 ball-rolling bananabread basecommand battery battletanks beasts bethewumpus bge biniax2 bitfighter Blackvoxel blender blendswap blobandconquer blobwars blockattack blockling bloodfrontier bloodmasters bofh bombable bombcar boomwar boson boswars brainworkshop bullet burningdust burningwell bushidoblocks business bygfoot caspring cataclysm catchemrpg cgmadness cgtextures cheeseboys Chocolate Doom choria civil civitas clonk cocos2d code43 codecombat coldest combatsimulator commanderstalin commercial community competition conquest conquests contentcreation contest-gamedev corebreach countryoforigin craft creativecommons creepsmash crimsonspace critterding crowdfunding crowdsourcing crystalscrolls crystalspace cube Cube2 cuboid-clone cuby daggerwindscrolls dagon dangerdeep dangerman darkmod darkphear darkplaces data dealer dawn deadmorning devcorner dhewm3 Diablo diamondfighters digitalman dnt Doom Doom3 Dory game Wheely 3 doryenarena dotg dotmodeller dragonhistory duckmarines dungeonhack dungeonmapper eatthewhistle ecksdee edgar egoboo eisenstern emiliapinball endgamesingularity engines eot epiar epoch erebus ethanon event-conference evidyon evilcult extremetuxracer fac FGD fife flare flightgear flipout foi formido formularetro forumdown fps Freeablo freeartsearch freecol freedink freedroidrpg freegamedev freegamer freeorion freerails freetrain freetumble frogatto game engine gameboom GameDevelop gcw-zero gearhead2 gemrb genre-adventure genre-buildingsim genre-cards genre-defense genre-educational genre-engine genre-exploration genre-flighsim genre-fps genre-mmo genre-platformer genre-precision genre-puzzle genre-racing genre-roguelike genre-rpg genre-rts genre-sandbox genre-shooter genre-space genre-spacesim genre-spacetrade genre-tbs gigalomania glamour glc glest GLSL gluon goblinhack godot goollie Gorynlich grail grandwing gsoc gta-mud gunfudeadlands gusanos h-craft hackwars haiku hardware hedgewars hero of allacrost hex-a-hop hexenedgeofchaos hextd hive holoracer holyspirit howski html5 iamar iceball idtech2 idtech3 idtech4 impulse indiegogo intensityengine interview ioquake3 iqm iris ironbane irrlamb irrlicht islandcommander isoccer iteam ivan ivan3d ivanx jag jcrpg jediknight jme jmonkey3 jrpg jumpman jvgs kambi vrml kazama keeperrl Kelgar knights krank kwestkingdom l-echo lalalove Lamiae lasertactics lavirinto3d lbaprequel legesmotus lemmingballz levelhead libcrtxy liberated pixels cup libtcod licensing lincityng linux linuxgameawards linwarrior3d lipsofsuna lordsawar love löve löve2d low lowpolycoop lpairs ludumdare lugaru mac markiv mazzeroth mechanicaltower MegaGlest metalchaser metalglovesolid metallblech micropolis militiadefense minetest-c55 MIT modding mode-multiplayer mode-onedevicemultiplayer mode-singleplayer mofrag mokoi moleinvasion monkeyworld3d mono Moonshades mozilla myman mynet naev nethack3d neverball newfoundroom nexuiz nova pinball occulusrift octaforge ODE ogre3d olpc oolite open-source openanno openarena openart opencaesar3 opencity openclonk opendungeons openflashpoint openfootball opengameart openig openjk openlierox openmw openoctane openra openracer openttd openxcom orbit-hopper osare osgg osgs osx overdose Overkill ows pacdefence paintball2 palomino panda3d pandora parpg patreon penumbra physica physics pinball pink-pony pixel art plague-like platform-android platform-html5 platform-ios platform-java platform-linux platform-osx platform-webgl platform-windows platinum arts sandbox platinumarts pleethebear plexus plutocracy popcap portalized portrait-marathon PotM privateergeminigold programming projectalexandria projectcitadel projectfootball projectofthemonth pseudoform purity pygame pyromancer q2w q3rally qfusion qonk quadropolis Quake Quake2 quantum racer raceracer racing racr radakan raidem rainbowrooms raknet ransom raver realtimechaos redeclipse retribution engine retux review rigsofrods roguerepublic ROTC rpg rsoc rubyweekend runesword ryzom sampleswap sandbox sar sauebraten sauerbraten sawk scifi scorched3d scourge scourge2 sdl sfxr shotgundebugger shunnedsurvivor silvertree simontatham simutrans simwar skyriot skyscraper slickworm slothrpg smokinguns solarus soulfu sourceforge space station 13 spacenerdsinspace speed-dreams spicetrade spring spring1944 standalone Starfall Starfall kids Starfall math Starfall Wheely 3 Starfall Wheely 3 Game steam stonesoup strategy Strife stuntrally style-historical style-retro style-sci-fi subterranean summerofcards summoningwars superpowers supertux supertux3d supertuxkart survey syntensity systemshock Tales of Maj'Eyal taspring TBS td teewars teeworlds tennix Terasology terminal-overload Terra Centauri Tesseract The Castle Doctrine theskyofverdun theurquanmasters thewhitechamber thousandparsec thundernlightning tiled tol ToME torcs torque2d torque3d tournament towerdefense tpb3d Tremfusion tremulous trophy tutorial tuxkart tuxracer tv tvocfi ufoai unknownhorizons unkownhorizons unvanquished Urho3D uzebox vacuummagic valyriatear vaporware vdrift vdrift-ogre vegastrike veraball video vikings violetland vote voxel voxelstein warsow warzone warzone2100 waymark weaver webmegapong wesbowl wesnoth Wheely 3 Dory Games Wheely 3 for kids Wheely 3 kids Wheely 3 online widelands windows windstille wing wizznic wordwarvi work worldforge worldki worldwarvi wormux wtactics wyrmsun xdriller xenogeddon xna xonotic xreal ya3dag yodasoccer yofrankie ysflight ysoccer zaz zelda zero-k zeroballistics
Được tạo bởi Blogger.