Thứ Tư, 28 tháng 8, 2013

WebGL dungeon crawler Moonshades now FOSS

More browser-based RPG goods for you today: the developer behind the game Moonshades recently indicated on the Opengameart.org forums that this neat old-school (ok not as old-school as Heroine Dusk) dungeon crawler is now fully open-source.

Have a look at the alpha game-play:


It seems the entire game (including the source-code) is released under the rather art focused Creative Commons Attribution (cc-by 3.0) license, but since that is pretty compatible even to the GPL, this shouldn't really matter at all.

Have fun playing!

Thứ Sáu, 23 tháng 8, 2013

Browser based MMO: Ironbane

I wanted to write about this browser-based MMO game called Ironbane for a while, but never actually got around trying it (it's easy though, no need to register for the alpha currently, just hit play; but for me under Linux with Firefox 23 it just kept loading and loading... could have been my very slow connection though). Luckily the creator got into contact with us to remind me about it.

Here is an slightly older video of the tutorial level:


The code (GPLv3) can be accessed on Github, and there is a nice contributors guide. The author also confirmed that there are plans to release all the artworks under CC-by-SA soon, so it can be called a proper FOSS game.

But regardless of that, I feel they need to work on the huge pixel (ok actually texel) density spread, e.g. the strongly different size of individual pixels on the screen ;)

We also asked the creator about any longer plans to commercialize it and this is what he got to offer in that regard:
When we reach beta we would like to offer optional stuff like houses, special clothes and other things for donations (nothing that can give an unfair advantage). So in a way this can be classified as F2P, yes.
Which I guess sounds like a good idea to fund further development and hosting costs.

Anyways... unless you live in the same internet darkage like me, there is no reason not to give it a try!

Thứ Năm, 22 tháng 8, 2013

The Polite But Firm Refusal

You do not have to feel guilty about not giving beyond what is your obligation.

Everyone has the right to give or to not give at a level they feel comfortable with. Friends and strangers get used to habitually guilting you into giving, which just puts you into a position of feeling bad no matter what you do: bad if you say no, bad if you overextend yourself. They have no right to do that, but it is not they who must set your boundaries. You have to set them.

They may mean well; they have simply learned to keep asking until you say no. So you have to say it, firmly, politely and without guilt. These askers are always ready to try to overcome your explanations. They will tell you why should should want to, why it's great, why it's important, why it's your obligation, why it won't take much time, etc. All of these conversations are stopped in their tracks if you refuse to have the conversation.

"Can you?"

"I'm afraid I can't."

"But why not."

"I simply can't, I'm sorry."

"But it's for a great cause, surely it won't take much time ..."

"I'm afraid I simply cant."

"Please?"

"No. I simply can't."

Eventually they will give up.

This power is not just limited to getting out of externally set fictitious obligations. It is also useful for standing down salespeople. I once had an internet plan with a company that I wanted to cancel. Every time I tried to cancel, I was transferred to Retention who argued with me and gifted me until I gave in. Finally I decided to invoke the "no explanation" strategy. The conversation went something like this (I'm not making this up):

"But why do you want to cancel?"

"I just want to cancel."

"I need to know the reason."

"I just want to cancel."

"I can't cancel you unless you give me a reason."

"Yes you can. I just want to cancel."

"You HAVE to give me a reason."

"I want to cancel because I want to cancel. There is no reason."

"Is it cost? We can offer you 3 months free, blah blah blah."

"No, I want to cancel."

"Is there some other problem?"

"No, I just want to cancel."

This went on for another 30 backs and forths until finally:

"Look, if you don't tell me why you want to cancel, then there is nothing I can offer to you that will help your problem."

"Bingo."

He then said he has to transfer me to his boss. The back and forth happened only 4 more times with the boss, and then I was canceled.

(Inspired by Miss Manners)

Thứ Ba, 20 tháng 8, 2013

Contra: Hardcorps

Developer: Konami
Publisher:  Konami

Holy cow this game is amazing! I had heard some people saying it wasn't quite as good as previous Contra games, mostly due to an unbalanced difficulty and there being simply too much stuff on the screen. Well, I wholeheartedly disagree! This is in my opinion the best classic contra game I have ever played!

It's like the developers deconstructed Contra 3: The Alien Wars, took out what didn't work like the overhead mode 7 stages (yes, I know the Genesis wasn't technically capable of doing those anyway), kept what DID to add everything else they could think of! 

You can now choose between four characters, but these aren't just skins, each character has a different arsenal, you'll also run across branching paths, these will change the levels you play, the ending and even the final boss with a total of six endings! That's just a ton of content for a 16 bit Contra game, hell, it's a ton of content for any Contra game but the craziness doesn't stop there, there's a secret area on level 3 where you get to fight a robotic alien version of Simon Belmont from Castlevania and if you beat him along with two extra bosses you're propelled into pre-historic times and become the king of the apes with your very own ape queen! I swear I did not make this up. Hell if you do this as Sheena she STILL marries a female ape (could she be the first lesbian character in gaming?). 

You also get a storyline as told by either briefings before each mission or a short cutscene at the beginning/end of each mission. I understand these were needed for the branching paths feature, but I wish they gave you an option to skip the dialog.

I've talked so much about the game already but I haven't even gotten into the gameplay itself, which is in a word: a-freaking-mazing! It's like Contra 3 on steroids, no matter where you are there's always a ton of enemies trying to kill you, but luckily they all die with one hit, when you do get stronger foes the game is kind enough to keep them at a manageable amount. 

Much like Contra 3, you can switch between your weapons at any time, but instead of two weapon slots you now get 4. This time however, you can't jump and use two of them at the same time like you could in its SNES counterpart, you do however get a slide move, which makes you invulnerable for the second or two it takes to finish the move. Lastly, the title is chalk full with bosses and mini bosses so it's generally a good idea to stockpile as many weapons and bombs as you can for these.

Whereas Contra 3 went for a more realistic art-style, Harcorps adopts a more cartoony (or should I say anime?) style. Everything is very colorful and exaggerated, the enemies are often very goofy looking, in this regard it doesn't actually feel like a Contra game. Despite that the art-style works very well. I especially love the explosions, they just keep going, in other games, when you kill a big baddy you see random ball of fire popping up, here it's like they dance around the enemy circling it, stretching and compressing, it's crazy. 

You're also treated to some very impressive 3D effects, my favorite being the bike boss fight where you're running down a quasi-3D road. The only issue I had with the graphics were the relatively small character sprites with very little detail on them. Heck, Sheena doesn't even have a face!

The music will likely be hit or miss for most, it's all very techno with a few "silly" tunes thrown in. At first I didn't much care for these but eventually they grew on me and now the first level song always gets me pumped. I loved the techno remix of the classic Castlevania theme, that was a nice touch. 

Sound effects are also a bit hit and miss, the explosions sound loud and distorted but it works really well, the gun effects however sound kind of weak, though the absolute worst are the voice overs, all of them are scratch, distorted and sound sped up, it's just weird to listen to.

Overall Contra: Hardcorps is an amazing game, it's fast, furious, full of content and replay value, it's Contra on steroids and it's the best run and gun game on the Genesis.

Trivia: Did you know the PAL version of Contra: Hardcorps is simply called Probotector and replaces all of the characters with robots? It also removes at least one of the endings. Now you know why I imported this version.

Pros:
- The action is fast and extremely addicting
- A lot of gameplay variety
- Tons of content and replay value with 4 characters and 6 endings
- While I didn't care for it at first, the soundtrack really grew on me
- Nice colorful graphics with some very impressive 3D effects
- Great control of all the weapons

Cons:
- Character sprites are small and could've used more detail
- Some of the sound effects are pretty weak, voices sound really scratchy
- The music and overall graphical style is a big departure from earlier Contra games

Final Grade: A

For the most part I like the boxart here, you see one of the characters firing an exaggerated gun at giant robot, the colors and detail on the characters and backgrounds are quite nice but what is going on with his legs? They're bent in an impossible position, how is he even standing? It's like he's made of a soft rubber.

The manual is definitely above average by Genesis standards, it tells you a bit of the backstory, teaches you how to play the game and even has a few character profiles. All of this is supplemented with either screenshots or character art, unfortunately they're all in black and white. I also have to wonder how Sheena's design got past the censors, I've seen bikinis that cover more than what she's wearing.

Overall not a bad a packaging at all, I'm glad it came in a plastic box rather instead of those cheap and flimsy late Genesis cardboard boxes

Packaging Grade: B

Chủ Nhật, 18 tháng 8, 2013

Gaming with Steve and Co

My college roommate Steve visited Israel with his wife Miriam and their children. I played a few games with Steve and his boys. They are familiar with old style games, like Avalon Hill, etc, and I used to play a lot of Bridge with Steve.

On the first night I saw him, we played two games of Nefarious. They enjoyed it, but not overly much. Seeing my audience, I taught them Antike. I explained that the game is about points, not only about conquest and battle, but naturally old Risk players are going to start with iron and armies, and so they did. I accumulated a few Know-Hows early, but they caught on and took the rest of them. It was neck and neck for a while. I ultimately won by diversifying to take the low-hanging points, rather than by concentrating on one track, which is slow (though one of them was producing 17 marbles every two turns near the end of the game). Oh, and the game took us to 1:15 in the morning, which was an hour and a quarter more than I wanted to stay up.

Last shabbat we got together again. Since I had to carry games to them in the center of Jerusalem, I brought some light cards games, the usual assortment: No Thanks, Parade, and Tichu. No Thanks went over well and we played twice. One of the boys (my opponent) didn't enjoy Tichu because it required thought. My partner and I lost the first hand 100 to 0, but we won the second 300 to -100 and the third 200 to 0. They also enjoyed Parade and we also played that twice.

Steve and I then walked over to Nadine's, where we also found Emily and Eitan. We played one long game of Hawaii. I taught Steve, and simultaneously refreshed the rules for Eitan and Emily. And, as it turns out, corrected a few rule mistakes that Nadine had been playing with (update from Nadine: One rule wrong!).

I'm still not sure what the best strategy is, especially with five players. Of course, the strategies will vary depending on what is cheap and who else is going for the same things. I generally aim for two boats as soon as possible with some extra foot productions; in this game, I also got extra fruit production. Since only Nadine was competing with me for boats, and since she used them mostly for high victory point islands rather than for the utility tiles that the islands provide, there was little competition for my strategy. I also had three villages with kahunas, a few bonus points for fruits, hula dancers, and boats/surfers, and a bonus of 4 whenever I scored at the end of the round, which I did four times out of five. I was usually second to last place in turn order. I ended nearly 50 points ahead of the other players, who were all within ten points of each other.

Thứ Bảy, 17 tháng 8, 2013

Assault Cube reloaded, version 2.5.8

I'm a bit hesitant to cover this game, as media licensing is a complete mess, but well some might enjoy playing it and the source-code is there ;)

Here is a longish game-play video of Assault Cube Reloaded:



You can follow the latest development and see the change-log here.

P.S.: Funny to see some of the Red Eclipse artwork and Xonotic sounds (I think) reused, but I wouldn't want to open the can of worms in regards to them being copy-left licensed...

Thứ Hai, 12 tháng 8, 2013

Lips of Suna 0.7.0 released

After a long hibernation a new version of the 3D RPG Lips of Suna was released today!

Take that you, ermm brown something?

More screenshots here, and there are quite a few great new features:
  • New terrain system.
  • More responsive controls.
  • Real single player mode.
  • New spell and enchantment systems.
  • Many graphical improvements.
  • Added limited scope game modes.
  • Improved script performance.
  • Extended character modeling support.
  • User interface improvements.
  • Improved mod loading.
  • Major code cleanup.
  • Several less interesting changes.
Looks like the developers are back at it full-force, so give them some encuraging feedback over here!

Thứ Sáu, 9 tháng 8, 2013

GSoC 2013 pushes SuperTuxKart forward!

If you follow our planet, this is no news, but the recent advances in graphics, networking a other stuff from SuperTuxKart are quite nice. This is basically a result of them being accepted to this years Google Summer of Code.

Not showing most of the new features yet is this nice video featuring the mascot of OpenGameArt.org as a new player character:



But their blog has many interesting technical details (and other screenshots + videos) to show off the new features.

So if you like to also contribute, or just want to praise the great work, have a look at their FreeGamer hosted forums :)

Thứ Tư, 7 tháng 8, 2013

Stunt Rally 2.1 released

My luck... I do the reluctant once in two weeks post to keep the blog alive, and almost the next day is an unexpected big new release of a cool game ;)

Ahh well... Stunt Rally 2.1 seems to have ventured into even less realistic spheres now:
Awesome alien worlds in Stunt Rally 2.1
A lot more (mostly more conventional) new screenshots can be seen here.

All I need now is a nice unrealistically spongy arcade style vehicle handling, and I am happy :p

Thứ Hai, 5 tháng 8, 2013

Tiny Toons Adventures: Buster's Hidden Treasure

Developer: Konami
Publisher: Konami

I was never that big of a Tiny Toons fan, I remember I'd just rather watch the old classic cartoons, though I did love Animaniacs though, as well as the Pinky and the Brain spin-off. Now with that said, is this 16 bit interpretation of the cartoon any good? In a word: meh.

The game has you control Buster (and only Buster) who looks like a younger blue haired Bugs Bunny, he controls like a mix of Mario and Sonic, basically, his jumps and enemy types are similar to Nintendo's plumber, but his speed and momentum work very similarly to Sega's Mascot.

Now, I have no problem with a game "ripping off" another title, but Tiny Toons doesn't seem to understand WHY certain features are fun or how they're supposed to be implemented. Yes, you can run like Sonic, but placing instant death spikes as soon as you reach top speeds or placing hard to see cans on the ground that make you trip and lose momentum are not good level design, they grind the game's pacing to a halt. Buster can jump like Mario, but there are no power ups, making the platforming sections rather basic, our rabbit can however wall-jump, but this rarely comes into play.

Another idea brought over from Nintendo was the overworld, which serves as a flashy elaborate level select screen, but once again, Konami seemed to have missed the point on WHY this feature worked so well for Mario. For starters, there are no secret levels (at least not to my knowledge), also, you can't pause the game to quit a level and go back to the level select screen, so I tried to kill myself but that only brought me back to last checkpoint I crossed, meaning if you want to return to world map, you have to completely waste all of your lives/reset the game and then punch in a password (there's no save feature).

Oh and speaking of passwords, if you want to view it, you'll also have to waste all of your lives, at one point I had to kill myself 7 times just so I could save my progress, what kind of bull*censored* is that?

Graphically the game has some nice spots here and there, I like the cartoony animation and some backgrounds look really good, I especially loved the sonic-inspired stages with the nice, lush forests and lakes, but then you have certain levels which feature boring, static backgrounds.

The game's soundtrack is quite nice if a bit repetitive, I liked its rendition of the Tiny Toons theme and while the other tunes aren't quite as memorable they are good enough.

Overall, Tiny Toons: Buster's Hidden Treasure isn't a bad game, but it's also not what I'd call good, I picked it up for cheap having no expectations for it and what I got was an "average" game, it can be fun in short bursts but any  more than that and it becomes too derivative for its own good. It tried to mix and match several gameplay aspects from both Sonic and Mario but it seemed to have missed the point of what made them fun. Oh Well, it's a decent game, but I wouldn't pay too much for it.

Pros:
- Graphics are quite pleasant in places
- Fun in short bursts
- The music isn't bad

Cons:
- Level design could have used some tweaking
- Takes a lot of features from Mario and Sonic, but implements them poorly
- Could have used more power ups
- Becomes quite repetitive before long

Final Grade: C

For a game based on a TV show with as much imagination as Tiny Toons you'd think they'd put a little more effort into the cover, I mean look at it, it's the Tiny Toons logo between two palms trees and a patch of sand! Come on now! Are you telling me you couldn't think of a better cover?

The manual as a few short paragraphs detailing the game's backstory, it's not really needed for a game like this, but it is a nice touch nonetheless. Other than that it's the standard fare for game manuals of this time, you get a few instructions on how to play with a few black and white screenshots to serve as visual aid. Some of the pages feature simple colorless drawings of the main characters, all of them pretty lacking in detail save for Gogo Dodo, he looks pretty darn good and sticks out like a sore thumb.

Overall the packaging isn't the best, the cover is boring and while the manual has a few extras here and there, for the most part not a lot of effort was put into them.

Packaging Grade: D+

Assorted news #1024

*hrmmpf*
tl;dr: Just click on the links above :p

Chủ Nhật, 4 tháng 8, 2013

23 Films in 2015 that Signify the Death of Cinema

Writers at Hitfix listed what they considered 23 films that may make 2015 the greatest movie year ever:

  • Avengers: Age of Ultron (sequel, comic adaptation)
  • Fantastic Four (reboot, comic adaptation)
  • Pirates of the Caribbean 5 (sequel)
  • Warcraft (video game adaptation)
  • Inside Out (Pixar)
  • Adventures of Tintin 2 (sequel, comic adaptation)
  • Pitch Perfect 2 (sequel, formula adaptation)
  • Assassin's Creed (video game adaptation)
  • Peanuts (comic adaptation after death of the cartoonist)
  • Inferno (sequel, Dan Brown adaptation)
  • Cinderella (remake, fairy tale adaptation)
  • Ant-Man (comic adaptation)
  • Star Wars episode VII (sequel)
  • Kung Fu Panda 3 (sequel)
  • The Hunger Games Mockingjay part 2 (sequel)
  • Mission Impossible 5 (sequel)
  • Avatar 2 (sequel)
  • Terminator 5 (reboot or sequel)
  • Miss Peregrine's Home For Peculiar Children
  • Bond 24 (sequel)
  • Finding Dory (sequel to Finding Nemo)
  • Independence Day 2 (sequel)
  • Superman vs Batman (comic adaptation)
14 sequels, 3 remakes/reboots, 2 video game adaptations, 5 comic adaptations. The only items that (may be) remotely original are Inside Out and Miss Peregine's, both of which are movies for children. Come to think of it, all of these movies are for children. Maybe the title of this post should be Films that Signify the Death of the Moviegoer's Brain.

I'm not saying that some of the above won't be passably entertaining. But I have to ask: is there anything here that might be remotely in the same category as The Seventh Seal? Gone With the Wind? Citizen Kane? To Kill a Mockingbird? Raging Bull? Wings of Desire? Will any of these movies make you think differently, challenge you, push the boundaries of art, or inspire a conversation beyond the size of an explosion, the sting of a sarcastic comment, or the pain of a fistfight?

I hear, all the time, "I don't want to have to think, I just want to have fun" about movies, games, and books. Is that really good enough for your life, for your achievements, for your world? If so, fine. You are in lock-step with what Hollywood wants to give you. Enjoy your $200 million+ cookie-cutter candy entertainments. I'm tired of them. If the Hollywood movie industry died right now, I wouldn't miss it.

Thứ Bảy, 3 tháng 8, 2013

Shabbat Gaming

My brother Ben and kids came for shabbat. I played Antike with the younger two kids on Friday evening. I retaught the kids, but they remembered the rules if not any semblance of strategy. They did ok, but concentrated overly much on specific mechanics regardless of the amount of points that these mechanics achieved.

For instance, one of them was up to 17 marble production. That's not bad, but it took a while to get that, and by that time I was three points ahead and scoring nearly as quickly. The lights in my apt went out right before I was going to take my final turn and win by conquering one of his temples.

The next day I played Thunderstone with two of the kids. Similar story. I ended with 43 points, second place was 27.

In the afternoon David and Rosalynn from the game group dropped by. I taught them and Ben how to play Nefarious and everyone enjoyed it. Rosalynn had a quick start. Ben ultimately took the game. Our special rules were both for the Research phase: 1) no money, and b) "Draw 2 and keep 1".

Now that they knew the rules, we played again. This time Ben and I both hit 20 points exactly on the same turn. Ben was left with 3 coins and I had none, I had one card left and Ben had none. Fortunately for me (actually, it was planned), my one card cost 0 to play and gave me 2 points. Our special rules were a) 5 coins = 1 point, and b) a card without any special effects inherits the effects of the card you played prior to it (I like that one).

For our last game, I taught David (and refreshed Rosalynn) how to play Puerto Rico. I started with Settler/quarry, and there was no corn for Ben in second turn order. I grabbed the next corn, and we didn't see any more come out until the fourth Settler phase. I had a very early Factory (my second purchase), which I followed with Small Indigo, then Harbor, and then Small Sugar. No one had any tobacco until the end of the game.

Ben had an early coffee monopoly which David broke a turn or two later. This helped Ben keep up with me. Oddly enough, no one bought Small Market until turn five or six. Rosalynn picked one up because it was cheap, and David took the other a few rounds later because it was the only thing he could buy with a bunch of quarries but no cash. David had a Hacienda / Construction House / Hospice thing going. Ben shipped a lor (38 points) but had almost no buildings, ending with 50 points. I ended with two big buildings and 52 points. David took the only other big building and ended with 40something.