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  • ✇Gamecritics.com
  • Tomba! Special Edition ReviewJustin Grandfield
    The Baconator Returns HIGH It’s endlessly charming. The new soundtrack is fantastic. LOW The extra features are not explained. The museum lacks polish. WTF Tomba keeps items in his stomach, like Snake did with cigarettes in Metal Gear Solid… Tomba! Special Edition is a reminder of the bygone days of the PS1, when developers took experimental approaches to the then-new Sony console. Tomba!, a 2.5D game from 1997, defied the logic that 3D was where every developer should be hea
     

Tomba! Special Edition Review

14. Srpen 2024 v 13:00

The Baconator Returns

HIGH It’s endlessly charming. The new soundtrack is fantastic.

LOW The extra features are not explained. The museum lacks polish.

WTF Tomba keeps items in his stomach, like Snake did with cigarettes in Metal Gear Solid…


Tomba! Special Edition is a reminder of the bygone days of the PS1, when developers took experimental approaches to the then-new Sony console. Tomba!, a 2.5D game from 1997, defied the logic that 3D was where every developer should be heading. What resulted was an experience that still looks beautiful, has a ton of charm, a cult following, and remains enjoyable more than 20 years after its debut.

Tomba! Special Edition is an action-platformer with light RPG elements. The titular character must defeat the evil Koma Pigs to recover his stolen bracelet. Along the way, Tomba will encounter and befriend many creatures and people who need help, while also carrying out objectives to advance the story, finding ways to the evil pigs’ lairs, or opening new pathways to needed items in this fairly non-linear adventure.

The characters are all endearing and charming in their own way. From standard fantasy dwarves to wilder fare like mouse cowboys, each area was packed with unique and colorful characters. Each map is bright and picturesque, and the music has been wonderfully enhanced with a remastered soundtrack that pops.

Looking at the gameplay, platforming is the star of the show here, as Tomba is given various methods to traverse the world, such as a parasol for slowing down his fall rate or a grapple line to grab and swing from various objects. The 2.5D aspect also allows Tomba to go into the background and play in a different part of some levels. This was a pretty clever way to add… depth…. to platformers, which often didn’t use background layers like this. In this aspect, Tomba! excels.

To dispatch enemies, Tomba must jump and grab onto them, so that he can then fling them. Sometimes stunning them is necessary first, and combat never became dull since different enemies required unique strategies. The boss pigs in particular were a highlight, as each has their own arena where the objective is to throw them into an Evil Pig Bag. (Yes, it’s called that.)

As Tomba! Special Edition is an updated release, there are some great quality-of-life features that I found incredibly helpful during my time playing. For starters, there’s a helpful rewind feature that allowed me to move the game back anywhere from a few seconds to a few minutes. This allowed me to retry difficult platforming sections without losing progress or health. There’s also a way to save at any time, which made the challenge even more friendly to new players of the series, like myself.

In addition, a museum feature allowed me to view art and documents, such as advertisements and manuals. There were also videos with Tokuro Fujiwara (director and creator of the series) about the development process of the original Tomba! and a music player where any of the tracks can be listened to.

While this new version of an old classic seems great as I’ve described it so far, there are a few issues with both the game and the supplementary material.

For example, with the historical videos, there’s no way to rewind or even pause the playback. This seems like a pretty standard feature in 2024, and the omission of any controls here is pretty annoying.

In regards to the game itself, it suffers from long load times between areas. In many cases, this isn’t really noticeable, but when having to many between short screens in succession, it became an annoyance. There’s also noticeable frame juddering, particularly when weather effects are present.

Also annoying is that the rewind and save features are not explained to the player beforehand. I figured them out by pressing random buttons, which is hardly optimal. New features like these need to be explained, so people will know exactly how to take full advantage of them. (The music also cuts out for a few seconds when using rewind, taking me out of the mood.)

Mechanically, Tomba! Special Edition suffers from some wonky physics, although these issues were present in the original. When swinging between platforms, it’s common to miss the next one due to how easy it is to overshoot an object and how little time to correct there is. Jumping also feels imprecise, often feeling too floaty.

Finally, mission design is often a bit too obtuse for its own good. For example, sometimes it’s necessary to talk to unassuming NPCs several times despite not having any reason to do so. There’s also a good deal of backtracking to be done, and sometimes I felt frustrated wasting time looking for answers, only to find that something else needed to be done first. Clearly, we’ve learned a lot about signposting and quest structure since the game was originally designed.

Tomba! Special Edition is a charming reminder of the experimental days of the PS1 era, and the cute characters and wonderful soundtrack still appeal. However, the flaws in this port and some of the game’s original issues might make it a bit tough for newcomers to fully embrace this beloved cult classic.

Rating: 7 out of 10


Disclosures: This version of Tomba! is developed and published by Limited Run Games. It is currently available on PS4/5, XBO/X/S, Switch and PC. This copy of the game was obtained via publisher and reviewed on PS5. Approximately 8 hours was devoted to the game, and it was not completed. There is no multiplayer mode.

Parents: This game has an ESRB rating of E10+ rating for Alcohol Reference, Crude Humor, and Mild Fantasy Violence. The ESRB rating states: “This is an adventure platformer in which players follow a hero (Tomba) attempting to retrieve a stolen keepsake from evil pigs. From a side-scrolling perspective, players traverse whimsical environments while collecting fruit, performing quests, and defeating animal/monster enemies. Players use a spiked ball to knock out enemies; player can also grab and toss pigs into other characters. One mission involves fixing a pump to provide wine for a village. One level depicts pixelated cherub characters urinating on the ground; the cartoony cherubs’ pelvic regions and buttocks are briefly depicted. ”

Colorblind Modes: There are no colorblind options.

Deaf & Hard of Hearing Gamers: The game offers subtitles, but only during gameplay. Subtitles cannot be resized. (See example above.) This game is not accessible, due to a lack of subtitles during voiced cutscenes.

Remappable Controls: No, this game’s controls are not remappable. A screen will appear before the game is started that explains the controls. On PS5, circle attacks with the equipped weapon, X is for jumping and can be used to scroll through text, square is for interacting with objects and NPCs, triangle opens up the items menu, the touchpad opens the entire menu, L2 opens the rewind menu, and R2 opens the emulation menu. The first areas of the game will also explain them. However, there is no way to reference most of these controls without either restarting the game (since backing out to the main menu is not possible) or going back to the tutorial areas. The rewind and save anywhere features are not explained at all.

  • ✇Gamecritics.com
  • SCHiM ReviewGC Staff
    Trapped In Its own Shadow HIGH The golf segment. LOW Literally waiting on the bus. WTF Why is there not an effective synonym for shadow? SCHiM makes an excellent first impression.  Shown from an isometric perspective, SCHiM’s world feels alive — cars buzz down busy streets, children play in the park, and birds fly through the sky.  Each of these elements casts a shadow, some of which appear to be alive with great blinking eyes peering back and forth.  Taking control of a
     

SCHiM Review

Od: GC Staff
11. Srpen 2024 v 13:00

Trapped In Its own Shadow

HIGH The golf segment.

LOW Literally waiting on the bus.

WTF Why is there not an effective synonym for shadow?


SCHiM makes an excellent first impression. 

Shown from an isometric perspective, SCHiM’s world feels alive — cars buzz down busy streets, children play in the park, and birds fly through the sky.  Each of these elements casts a shadow, some of which appear to be alive with great blinking eyes peering back and forth.  Taking control of a displaced shadow, the player must leap between other shadows in pursuit of their missing human.

The story begins in childhood.  A young boy and his shadow explore and play before he eventually grows into a teenager, young adult, and finally a man. Told entirely through pantomime, I watched as the man went through hardship before ultimately losing connection with his shadow.  Each stage of SCHiM involves the player controlling the estranged shadow and pursuing him across city streets, construction sites, and beaches in an effort to reconnect.  While the thematic elements at work here are not particularly unique, they are relatable, especially with the state of the world today. 

Represented as a frog-like being, the player-controlled shadow can only survive in shadows cast by objects in the world.  Missing a jump and ending up between shadows on “land” spells almost instant death – mercifully, the developers allow the player a single ‘safety jump’ to course-correct after a miscalculation.

In this situation, both planning and opportunism became my biggest allies. I surveyed my environment, analyzing things like the patterns of pedestrians, the flow of traffic and the flight path of a bird, waiting for my moment to strike.  As the world wheeled around me, indifferent to my presence, I keyed into its rhythms, readying myself to spring forth.  There is an almost tactical nature to this process that belies the simplistic, cutesy façade of quaint towns and living shadows.

Unfortunately, failure in these instances grinds play to a halt.  More than once, having missed a critical jump, I found myself simply sitting, waiting for the next passing vehicle or cyclist to hitch a ride on.  At times, these waits were so protracted that I wondered if I’d taken a wrong turn and hit a dead end.  Many of SCHiM’s levels are expansive, and despite a button dedicated to moving the camera in the direction of the goal, I would often find myself lost.  The top-down perspective with a limited window into the world only exacerbates this issue.

I found SCHiM to be more successful when it broke out of the monotony of open, sunny city streets and moved the action to more linear levels with intentional theming — things like a rainy night with shadows appearing and disappearing with each lighting flash, or a burning building with dynamic shadows that ebbed and flowed with the light provide welcome mechanical mix-ups.  Unfortunately, these more tightly-designed stages are the exception rather than the rule, making up a disappointingly small percentage of the overall experience.

Beyond the general platforming that makes up most of SCHiM‘s play, there is also a mechanic by which the player can influence the object they are currently inhabiting.  For example, it’s possible to raise the forks of a forklift when in its shadow, thereby creating a bridge to my destination. Some of these are more kinetic, such as a clothesline that acts as a trampoline, or a carousel that can be used as a slingshot to launch the player across the map.  These moments, bouncing through the environment, skipping from shadow to shadow fluidly, find SCHiM at its best, and the juxtaposition of realism and whimsy provides real joy when the developers fully explore their mechanics of light and shadow.

Unfortunately, mechanics like these feel underutilized. Sometimes I could prod a bird into flight, but more often than not it would simply chirp, content to sit in the grass. Most of the inhabitants of SCHiM react this way – a dog might bark or a person might sneeze, but rarely do they provide a useful reaction. I sometimes found myself unsure where to go next, only to discover that I was supposed to interact with an object but had forgotten the mechanic even existed because it so rarely produced results. 

SCHiM is built around contrast —  light and dark, youth and age, harsh reality and naïve whimsy.  Unfortunately, this dichotomous nature leaks into its mechanics, leading to an overall sense of inconsistency.  The moments of touching beauty and joyful movement it sometimes creates stand in stark opposition to the frustration and confusion when play breaks down.  This juxtaposition doesn’t make SCHiM a failure, but it casts a shadow over the experience that’s hard to see past.

Rating: 6 out of 10

— Ryan Nalley


Disclosures: This game is developed by Ewoud va der Werf and published by Extra Nice.  It is currently available on PC, XBO, XBO/X/S, PS4/5 and Switch.  This copy of the game was obtained via publisher and reviewed on the XBX.  Approximately 4 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated E and contains Mild Violence.  The official description reads as follows:  This is an adventure platformer in which players assume the role of a shadow creature reconnecting with a character who has lost their shadow. From a ¾-overhead perspective, players explore city locations and interact with shadows/objects to solve puzzles. A handful of sequences depict characters in mild peril, including a child inside a burning building.

Colorblind Modes: There is not a labeled, official colorblind mode, however SCHiM allows players to customize every color on screen.  Each level is presented in a limited, high contrast color palette, and every color can be changed using a color wheel style mechanic. It should be noted that the color scheme changes with most levels and these settings are not pervasive.

Deaf & Hard of Hearing Gamers: There is no spoken dialogue in the game, therefore there are no subtitle options. All audio cues are accompanied by a visual element, so this game is fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

  • ✇Recent Questions - Game Development Stack Exchange
  • Combine 2D and 3D lighting in UnityAskhento
    I am using URP and would like to have 2D and 3D objects in the scene affected by lights. This is not supported by Unity, however the docs said that one can use "Camera Stacking" for this exact case. While interoperability between the respective Lights and Renderers may be developed in the future, currently a combination of 2D and 3D Lights and 2D and 3D Renderers in a single Scene can be achieved by using the camera stacking technique. It does not work. I added two cameras first - base, second
     

Combine 2D and 3D lighting in Unity

I am using URP and would like to have 2D and 3D objects in the scene affected by lights.

This is not supported by Unity, however the docs said that one can use "Camera Stacking" for this exact case.

While interoperability between the respective Lights and Renderers may be developed in the future, currently a combination of 2D and 3D Lights and 2D and 3D Renderers in a single Scene can be achieved by using the camera stacking technique.

It does not work. I added two cameras first - base, second - overlay. Both with 3d renderer. Then added overlay camera to stack in base camera, then switched it's renderer to 2d renderer. Here is the message i get:

Only cameras with compatible renderer types can be stacked. The camera: Camera_1 are using the renderer Renderer2D, but the base camera: Camera are using UniversalRenderer. Will skip rendering

One option I have is to use 3D lights only.

  • ✇Recent Questions - Game Development Stack Exchange
  • Why pallete and grid cell sizes differsRheinmetallSkorpion
    I created a tile map with default cell size 1,1. Then I created a palette with the same cell size but they are not the same. In the palette they do not fill the entire cell and changing the pixels per units does not affect the palette. I have the problem that the floor tiles are not the same size with the tiles that should go under so I tried to resize them in palette to fill the whole cell but in the game it was way bigger then 1 cell
     

Why pallete and grid cell sizes differs

I created a tile map with default cell size 1,1. Then I created a palette with the same cell size but they are not the same. In the palette they do not fill the entire cell and changing the pixels per units does not affect the palette. I have the problem that the floor tiles are not the same size with the tiles that should go under so I tried to resize them in palette to fill the whole cell but in the game it was way bigger then 1 cell enter image description here

  • ✇Recent Questions - Game Development Stack Exchange
  • How to stop the slide on slopes?Sam Law
    I'm struggling with a wee issue where if my character walks up a slope he slides back down when at rest, and bounces down when running down the slope. I've followed a few videos but none seem to address the issue. I've posted my movement code so far and I'm not opposed to fundamentally changing this, however with the other aspects of my game, the rigid body and collider setup seems to be working quite well. Any ideas? //inputs if (Input.GetKey(buttonKey["Left"])) { inputHorizont
     

How to stop the slide on slopes?

I'm struggling with a wee issue where if my character walks up a slope he slides back down when at rest, and bounces down when running down the slope. I've followed a few videos but none seem to address the issue. I've posted my movement code so far and I'm not opposed to fundamentally changing this, however with the other aspects of my game, the rigid body and collider setup seems to be working quite well. Any ideas?

 //inputs
    if (Input.GetKey(buttonKey["Left"]))
    {
        inputHorizontal = -1;
    }
    else if (Input.GetKey(buttonKey["Right"]))
    {
        inputHorizontal = 1;
    }
    else
    {
        inputHorizontal = 0;
    }

    //jump
    if (Input.GetKey(buttonKey["Jump"]) && isgrounded.Grounded && canJump)
    {
        jump();
        jumpTimerCurrent = 0;
        canJump = false;
    }

    if (jumpTimerCurrent <= jumpTimerReset)
    {
        jumpTimerCurrent += Time.fixedDeltaTime;
    }
    else
    {
        canJump = true;
    }

 void FixedUpdate()
{
    rb.velocity = new Vector2(inputHorizontal * Time.fixedDeltaTime * runSpeed, rb.velocity.y);
}

    void jump()
{
    rb.velocity = new Vector2(rb.velocity.x, 0.0f);
    rb.AddForce(Vector2.up * jumpForce, ForceMode.Force);
}
  • ✇WePlayGames.net: Home for all Gamers
  • Bananas and Bullets: The Wild Ride of My Friend PedroCyberez
    Title: My Friend PedroType of Game: 2D Action-Shooter PlatformerDeveloper: DeadToast EntertainmentPublisher: Devolver DigitalReleased: June 20, 2019Platforms Available: iOS, AndroidPlatform Reviewed: AndroidLevel of Maturity: Teen (Violence, Blood, Crude Humor)Reading Time: 8 minutes “My Friend Pedro” is a game that came out in June 2019. It’s a 2D Action-Shooter Platformer. As you already know, I love platformers. On top of that, it is an offline, no-WiFi game, and I needed something to play
     

Bananas and Bullets: The Wild Ride of My Friend Pedro

Title: My Friend Pedro
Type of Game: 2D Action-Shooter Platformer
Developer: DeadToast Entertainment
Publisher: Devolver Digital
Released: June 20, 2019
Platforms Available: iOS, Android
Platform Reviewed: Android
Level of Maturity: Teen (Violence, Blood, Crude Humor)
Reading Time: 8 minutes

“My Friend Pedro” is a game that came out in June 2019. It’s a 2D Action-Shooter Platformer. As you already know, I love platformers. On top of that, it is an offline, no-WiFi game, and I needed something to play on my way to work. In the game, I was guided by a talking banana, Pedro, who led me on a mission to shoot through waves of enemies and jump over all sorts of obstacles. It sounds weird, and it is, but in a good way.

My Friend Pedro: Shooting Puzzles
My Friend Pedro: Shooting Through Puzzles

Quirky Storytelling and Bananas

The story is simple: I was saving Pedro’s family from crates of fruits. The funniest bit for me was when I saved an apple rather than a banana, and Pedro informed me that it was an adopted child. In the second instance, he sends his banana son to get him a pack of cigarettes. I loved these funny bits in the story.

Mastering the Art of Slow-Motion Combat

I noticed immediately that the game is very smooth (after you get used to the slider commands if you never played this type of game before). The controls are simple enough, but there’s a learning curve until you get used to it. Two joystick pads are on both sides, but you can also use only one. I used only the right one because my left hand was unfriendly with the slide-down command. I managed to get three stars on most levels, so I am guessing it is designed so you can play with it without the second pad. You can slow down time while in mid-air, which significantly helps.

Even with no obstacle, you can jump up and aim/plan your next move in slow motion. On top of it, I was able to easily overcome the faster-paced missions, where you are on a skateboard, using this feature. I spun through the air, dodging bullets while returning fire in slow motion. It feels like a mix between a John Wick movie and a skateboard trick video. The genre has nothing new, but it is very well executed if you ask me!
I was pleased to see motorcycle action after each chapter. I got to drive a bike from one chapter to another, dodging crates and shooting other bikers or a truck running away with crates, which was one of Pedro’s children. This detail is somewhat polished, but I still loved it.

Visuals and Sound: The Pulse of Pedro

The visuals are stylish but not overly detailed, which works for this game. Everything is smooth and fast, with a lot of emphasis on how your character moves. It’s not the game that’s trying to wow you with graphics. It’s more about the action and keeping everything running smoothly. There’s a good use of color wildly when contrasting the backgrounds and the enemies, so you always know where to focus. The music is another strong point. It’s an upbeat, electronic soundtrack that perfectly fits the game’s pace. The sound effects are also on end, with satisfying gunfire and explosions.

Replayability and Performance

My Friend Pedro is a single-player-only game, and you can play without WIFI, which also works for ad avoidance. You must watch an ad every time you die unless your wifi is turned off. The game focuses on creating a specific experience where you constantly try to outdo yourself with better combos and wilder moves, which will reward you with three stars if you execute it flawlessly. I found some missions pretty hard, but with some trial and error, I got three stars on almost all of them. This added to the replay value, too, not only for the stars but sometimes just for fun. I replayed certain sections to see if I could pull off something more extraordinary or efficient, even when I had the three stars already.

A Smooth Ride with Minor Glitches

Another thing I appreciated was the simple interface. There’s not a lot of clutter on the screen, so that you can focus on the action. The accessibility options are essential, but I found no barriers to playing the game. Performance-wise, it runs smoothly, which is crucial given how fast-paced it is. I did encounter minor bugs or, better said, glitches, where I would fly through the edge of the platform when I was not supposed to or miss a landing where it was supposed to be possible to land, but it is infrequent, and nothing that will ruin your gameplay.

Conclusion:

My Friend Pedro is a game that knows its strengths and plays to them perfectly. It delivers an exhilarating, stylish platforming shooter experience without getting bogged down in unnecessary complexities. The smooth, acrobatic gameplay, intuitive controls, and slow-motion mechanics allow creative and satisfying combat scenarios.
While the story is simple, its quirky humor adds personality to the intense action. The game’s artistic direction and energetic soundtrack create an immersive experience that complements the fast-paced gameplay. The three-star rating system and inherent joy of perfecting runs provide excellent replay value. Despite minor glitches and some less polished elements, My Friend Pedro stands out as a focused, well-executed game. For fans of the genre or anyone seeking a unique, action-packed experience, it’s an easy recommendation that delivers hours of bullet-dodging, banana-guided fun.

Where to Buy My Friend Pedro?

  • App Store (iOS): Available for Free! Download it from the App Store.
  • Google Play (Android): Available for Free! Purchase it from Google Play.

Official Page: Visit the official My Friend Pedro page for more information here.
Subreddit: Join the discussion on the My Friend Pedro Subreddit.

My Friend Pedro Gallery
My Friend Pedro Gallery

The post Bananas and Bullets: The Wild Ride of My Friend Pedro appeared first on WePlayGames.net: Home for Top Gamers.

  • ✇Gamecritics.com
  • Bō: Path Of The Teal Lotus ReviewTaylor Pryor
    Small, Swift, Smooth, Serene HIGH Exquisitely designed and beautifully crafted.  LOW Basic mobility is a little funky towards the beginning of the game.  WTF Didn’t expect the baseball bat… When Bō: Path of the Teal Lotus (Bō) first appeared on my radar, I rushed to request it. With my personal interest in Japanese folklore and visual art I was keen to jump right in, and I must say that I was not disappointed.  Bō is an adventure that draws from Japanese folklore and legen
     

Bō: Path Of The Teal Lotus Review

28. Červenec 2024 v 13:00

Small, Swift, Smooth, Serene

HIGH Exquisitely designed and beautifully crafted. 

LOW Basic mobility is a little funky towards the beginning of the game. 

WTF Didn’t expect the baseball bat…


When Bō: Path of the Teal Lotus () first appeared on my radar, I rushed to request it. With my personal interest in Japanese folklore and visual art I was keen to jump right in, and I must say that I was not disappointed. 

is an adventure that draws from Japanese folklore and legend. Players must navigate Bō — an adorable lotus-shaped creature called a Tentaihana — through different worlds, meeting and helping other spirits and creatures along the way. 

is visually captivating, and exploring the worlds that Bō encounters is a treat. ’s landscape contains two and three dimensional elements, which Humble Games describes as 2.5D.

When playing, I felt as if I were gliding, jumping, and running through a painting. Every location is more beautiful than the last, but I was particularly enamored with the creepy, bruise-hued Kitsune Burrows. They provided a satisfying change in scenery in an otherwise pastel colored environment, and I found myself lingering there a bit longer than necessary just to look around. The crystalline Ice Caverns are also a favorite of mine, though the icicles are a bit tricky to maneuver. Everything looks so lush, and the accompanying musical score makes it feel all the more immersive.  

While exploring, players can equip Omamori, little tabs that help Bō in a myriad of ways, and each tab triggers an effect that becomes increasingly more complex as players collect more of them. Because is very combat focused, I found the health centered Omamori tabs to be the most helpful. I almost always had Vitality equipped, which heals Bō’s health based on the amount of enemies they defeat.

Shrines serve as spaces where Bō can refill their teapot — an important tool that helps Bō regain their health. It can be used both in and out of battle, and can be accessed in a pinch (which players may find themselves in, more often than not). The teapot also helps Bō during combat and contains a heat gauge that works in tandem with Daruma dolls. Daruma dolls each have specific effects and attacks that can be used to help take down difficult enemies — as the heat gauge rises, the Daruma doll’s attacks increase in damage. I will almost always choose ranged battle if I can swing it, so the doll which shoots homing orbs at enemies near Bō became a necessary part of my arsenal.

Players can also update their weapons as they progress. Bō has an earring that doubles as a staff that players access early on, which eventually evolves into other items when needed. I was amused by the baseball bat, and while it did feel a bit out of place it made for a quirky game mechanic. While it’s mostly used as a weapon that allows players to parry and attack enemies, it’s also necessary when completing certain quests for the spirits Bō meets. In one such quest, Bō must collect Armapillos (armadillo like creatures) for a spirit named Shimeji, and the only possible way to corral them is to hit them with the bat. Hitting the Armapillos felt a little mean! (And punting them back and forth required more precision and dexterity than I thought necessary…)

It’s a good thing that gives the player these options, as it’s actually quite challenging to play! While the side-scrolling adventure genre is an undeniable part of ’s DNA, the amount of items, buffs, and weapons players can access make it so that fits just as comfortably within the soulslike genre. Boss attack mechanics aren’t extremely complex, but can be quite difficult to dodge or counter, which can lead to silly mistakes. One awkward or poorly-timed jump and players might find themselves having to restart a tedious battle from the very beginning. 

The first major boss battle, which takes place in the Uzumaki cave, was a bit of a pain for me. A lot of this had to do with the basic mobility control system, which ended up being my biggest gripe with .

While the mechanics are simple in theory, players are often expected to push many buttons at once to perform a mechanic as straightforward as jumping. Jumping is a necessary part of gameplay and some of the Daruma dolls require that Bō be airborne to be effective in battle, so struggling to perform these actions might be a bit frustrating for some. I initially had the most trouble with a sequence of lanterns that Bō must hit in order to ascend towards their next location, but they must be hit perfectly. Otherwise, Bō will fall and the sequence must be started over. I quickly learned that patience was perhaps the most necessary tool for success in , which is kind of lovely.

As Bō progresses their actions and attacks become a bit more effective, and when that initial roughness is left behind, the worlds that players encounter afterwards are so beautiful that any early game hiccups are forgotten. Bō: Path of the Teal Lotus is exceptional. With its visually stunning worlds and exciting battles, has all the elements of an indie action classic. 

Rating: 8.5 out of 10


Disclosures: This game is developed by Squid Shock Studios and published by Humble Games. It is currently available on PS5, Switch, PC, XBO/S/X, and iOS. This copy of the game was obtained via publisher, and reviewed on PS5. Approximately 7 hours were devoted to the game, and it was not completed. There is no multiplayer mode. 

Parents: This game is rated E by the ESRB and contains Alcohol and Tobacco references, Mild Fantasy Violence, and Mild Language. There is no blood, and no gratuitous battle sequences. Gameplay mechanics may be a bit complex for really young players, but not completely inaccessible. 

Colorblind Modes: This game does not have colorblind modes, but it does have a high contrast filter. 

Deaf & Hard of Hearing Gamers: The game offers subtitles. Subtitles cannot be resized. I was pleased to see that there are many audio accessibility options. Players with dyslexia can change subtitle and game font, game speed can be modified, action cue icons can be added, controller vibration can be modified, camera shake can be adjusted, and players have the option of making themselves invincible, or provide themselves with an infinite supply of mana. Therefore, the game is fully accessible

Remappable Controls: Yes, the game’s controls are remappable

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Don't miss Sealed Bite, the Game Off 2019 winner!Julius
    You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't. So make sure you don't miss Sealed Bite, a fun little/short jump and run: Obvious inspiration comes from the very popular Celeste game. You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets
     

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Vegan on a Desert Island wants to become an ironic masterpieceHythlodaeus
    For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits. Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after exi
     

Vegan on a Desert Island wants to become an ironic masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Keeping up with KeeperRL: alpha 28 released, improves mod supportHythlodaeus
    It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding. Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized
     

Keeping up with KeeperRL: alpha 28 released, improves mod support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

This post was retrieved from freegamer.blogspot.com.

Tobu Tobu Girl, the first 100% libre Game Boy game, is getting a new deluxe edition


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Let's keep an eye out for CytopiaHythlodaeus
    With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch. The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to
     

Let's keep an eye out for Cytopia



With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch.

The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to this day. Ever since then, Cytopia evolved into what appears to a fully-fledged independent game-in-progress, with its own graphics, features, and even an editor planned down the line.

Aside from the obvious SimCity 2000 influences, the game also appears to draw inspiration from the recently released TheoTown, with main graphics artist KingTut101 crafting assets in a very similar style.

Whether Cytopia will deliver where others have failed remains to be seen, but as usual we encourage you to download the initial tech demos and show support for the project.

The developers also have an official Patreon to help support hosting expenses.

Code License: GPLv3
Assets License:
Unspecified (reverts to same license as the code, by default)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Solarus 1.6 is out, progress on Ocean's HeartHythlodaeus
    Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning
     

Solarus 1.6 is out, progress on Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

This post was retrieved from freegamer.blogspot.com.

  • ✇Recent Questions - Game Development Stack Exchange
  • How to implement D&D 4e's line of sight algorithm?user41258
    D&D 4th Edition (the tabletop game) has combat on a 2D map with square tiles. A creature occupies an entire single tile. The attacker has clear sight on the defender if lines can be drawn from one corner of the attacker's square to all four corners of the defender's square and none of these lines are blocked. The rules are as follows: To determine if a target has cover, choose a corner of your square and trace imaginary lines from that corner to every corner of the target's square. I
     

How to implement D&D 4e's line of sight algorithm?

D&D 4th Edition (the tabletop game) has combat on a 2D map with square tiles. A creature occupies an entire single tile.

The attacker has clear sight on the defender if lines can be drawn from one corner of the attacker's square to all four corners of the defender's square and none of these lines are blocked.

The rules are as follows:

To determine if a target has cover, choose a corner of your square and trace imaginary lines from that corner to every corner of the target's square. If one or two of those lines are blocked by an obstacle, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.

So, in the following situation:

Map of a D&D situation

  • A can fully see B, but C has superior cover from A (the unblocked line is from topright corner of A to topright corner of C), and A cannot see D at all.
  • B can fully see A, C and D.

How can I implement this?

Over the years, I have tried several solutions: some forms of Bresenham's line, testing for walls pixel by pixel, giving some tolerance around corners, and even dividing the map into line segments and comparing rays from the attacker to these line segments using a line-intersection formula. But everything either wasn't sufficiently rules-accurate or was too computationally expensive.

Can this line-of-sight algorithm be implemented efficiently (enough so that hundreds of checks may be performed for maps of 100x100 tiles per second) and accurately, and if so, how?

  • ✇WePlayGames.net: Home for all Gamers
  • Forged In Shadow Torch (F.I.S.T.): A Diesel-Punk Adventure with Rayton the RabbitCyberez
    Title: Forged In Shadow Torch (F.I.S.T.)Type of Game: Action-Platformer (Metroidvania)Developer: TiGamesPublisher: BilibiliReleased: September 2021Platforms Available: PlayStation 4, PlayStation 5, Xbox, Nintendo Switch, PC GamePlatform Reviewed: PC (Windows)Level of Maturity: Teen (T)Article Reading Time: 23 minutes “F.I.S.T.: Forged In Shadow Torch” is an action-platformer game that was released in September 2021. Developed by TiGames and published by Bilibili, this game falls into the Metr
     

Forged In Shadow Torch (F.I.S.T.): A Diesel-Punk Adventure with Rayton the Rabbit

Title: Forged In Shadow Torch (F.I.S.T.)
Type of Game: Action-Platformer (Metroidvania)
Developer: TiGames
Publisher: Bilibili
Released: September 2021
Platforms Available: PlayStation 4, PlayStation 5, Xbox, Nintendo Switch, PC Game
Platform Reviewed: PC (Windows)
Level of Maturity: Teen (T)
Article Reading Time: 23 minutes

“F.I.S.T.: Forged In Shadow Torch” is an action-platformer game that was released in September 2021. Developed by TiGames and published by Bilibili, this game falls into the Metroidvania genre, which is known for its exploration, backtracking, and the gradual acquisition of abilities that allow us to access previously unreachable areas. In “F.I.S.T.,” you take on the role of Rayton, a rabbit armed with a massive mechanical fist, drill, and my favorite the whip called “The Whisker” (acts as a grappling hook also), battling through a dieselpunk world filled with robotic enemies and intricate traps.

F.I.S.T.: Forged In Shadow Torch Boss Fight Compilation – Best Moments & Highlights!

A World Forged in Detail

Right off the bat, what I really love and appreciate about F.I.S.T. is its beautifully crafted world. The game is set in Torch City, a place that feels alive with its detailed backgrounds and dynamic environments. The dieselpunk aesthetic is not just a backdrop but an integral part of the game’s atmosphere. The attention to detail in the graphics is impressive. Each area has a unique look and feel, from the dark, oppressive factories to the neon-lit streets, and my ultimate favorite cat’s sanctuary. The lighting effects, in particular, are outstanding, adding depth and a sense of realism to the environment. Check out my Boss Fights compilation video below!

Mastering Mechanics and Combat

The gameplay mechanics in “F.I.S.T.” are a perfect blend of familiar platformer elements and fresh, innovative ideas. The game is about exploration and combat. As Rayton, you navigate through various interconnected areas, fighting enemies, solving puzzles, and collecting upgrades. The game encourages backtracking, as new abilities often open up previously inaccessible paths. This is a hallmark of the genre, and “F.I.S.T.” executes it flawlessly if you ask me. Combat in “F.I.S.T.” is both challenging and rewarding. Rayton’s primary weapon is the mechanical fist at first, which can be upgraded and modified as you progress. There are three main weapons in the game: the Fist, the Drill, and the Whip. Each weapon has its unique moves and abilities, and mastering them is crucial for overcoming the game’s tougher enemies and bosses.

Whip It Good: Combat Highlights

My personal favorite is the Whip, which acts like a grapple hook as well. This weapon allows for fast and fluid combat, letting you zip around the screen and attack enemies from a distance. It adds a layer of strategy to the fights, and once I unlocked it, I only used other weapons if I really had to. The whip is so much fun, it’s a pity you don’t have it from the beginning. The bosses in “F.I.S.T.” are a highlight of the game. Each one has unique mechanics and requires different strategies to defeat.

They are tough, often requiring multiple attempts to learn their patterns and find the best way to take them down. Each defeat feels like a learning experience, and each victory is incredibly satisfying. Few bosses were too easy, like the underwater Bloodsnail, but at the same time very unique, since you fight him underwater. On the other hand, some bosses I was stuck on for quite some time. Which I absolutely loved!

A Symphony of Sound and Story

The game is a single-player game with no multiplayer aspects at all. As you progress, you uncover more about Torch City and the characters that inhabit it. There are also plenty of hidden areas to explore, which slightly adds to the game’s replayability. Sound and music play a significant role in “F.I.S.T.” The soundtrack is atmospheric, fitting perfectly with the game’s dark and industrial theme. The music changes dynamically depending on the situation, ramping up during intense combat and calming down during exploration as you would imagine. The sound effects are decent as well.

Navigating Technical Terrain

One area where I had some issues was with the controls. The game is designed with a controller in mind, and playing with a keyboard felt cramped. My hands were too close together, and it was difficult to perform some of the more complex maneuvers. The game does include a warning about this on the loading screen, but I didn’t realize how much it would affect my experience until I switched to a controller. Once I did, the controls felt much more responsive and intuitive. This made a significant difference and made the game easier, so I naturally switched back to the keyboard and beat the whole game on it!! If you want more challenge, use the keyboard!

Another area that needs improvement in F.I.S.T. is the user interface. It feels clunky and unintuitive. Navigating through the menus is awkward as you can’t use mouse clicks, making the process more tedious. The map is also problematic; you can’t zoom in or out, which makes it difficult to see your surroundings. This becomes especially frustrating when trying to locate specific hidden areas or backtrack to previous locations. A more detailed map with improved navigation options would be highly beneficial.

Smooth Performance, Hidden Depths

Performance-wise, “F.I.S.T.” runs exceptionally well on my system with an Nvidia RTX 4060 Ti. I consistently enjoyed a stable 60 FPS throughout my playthrough. The game loads quickly, and I encountered no crashes or major bugs. Even in heavily detailed areas, there were no noticeable frame drops, providing a smooth and seamless gameplay experience.

“F.I.S.T.” also includes some interesting hidden elements and Easter eggs. Exploring every nook and cranny of Torch City often rewards you with lore, upgrades, or even hidden bosses and skins! Yes, that’s right, there are a couple of skins you can get, my favorite is the pink fist. You get the skins by finding hidden posters and trading them in. These secrets add another layer of depth to the game and make exploration feel more rewarding. One particularly interesting fact is that the game’s world is inspired by both Eastern and Western cultures, blending them to create a unique environment.

A Tale of Progress and Puzzles

Reflecting on my time with “F.I.S.T.,” I can say that it is a standout title in the Platformers genre. The combination of its stunning visuals, challenging combat, and engaging story makes it a must-play for fans of action platformers. The game’s difficulty can be intimidating at first, but with practice and perseverance, it becomes incredibly fun. The variety of weapons and upgrades keeps the gameplay fresh, and the numerous secrets and side quests add to its longevity. For me, one of the most enjoyable aspects of “F.I.S.T.” is the sense of progression. As you explore Torch City and defeat enemies, you constantly acquire new abilities and upgrades that make Rayton more powerful. The design of traps, is another standout feature, and it deserves its place in my review big time.

The game includes a variety of traps that challenge your reflexes and problem-solving skills. My favorite traps are found in the mines, where stepping on ropes with bells attached to them triggers a cascade of arrows. This clever design showcases the game’s attention to detail. The way these traps are integrated into the environment enriches the exploration experience, making each area feel more immersive and dangerous. Other memorable traps were in the underwater base, where I was dodging something that reminded me of those WW1 underwater bombs we all saw in the movies, while constantly getting hit by a laser-beaming mechanical octopus or whatever that thing was.

Intricate Puzzles and Engaging Characters

The puzzle design in F.I.S.T. was also pretty good. One of my favorite puzzle segments is found in the Cat’s Sanctuary. Here, you must transport a crucial door-opening device across the map, navigating a series of traps and battling monsters that are intent on destroying it. This puzzle requires careful planning and quick reflexes, as you need to avoid obstacles and fend off enemies while ensuring the device remains intact. This segment is a testament to the game’s ability to combine problem-solving with action, offering an immersive experience. The puzzles are challenging yet not too hard and obnoxious. The game’s story is another strong point.

It unfolds gradually, with plenty of twists and turns to keep you engaged. The characters are well-developed, each with their motivations and backstories. Rayton himself is a compelling protagonist, and his journey from a retired warrior to a hero fighting for his city is pretty cool. One aspect of “F.I.S.T.” that I particularly appreciated is the balance between combat and exploration. The game doesn’t just throw waves of enemies at you; it also encourages you to explore the environment, solve puzzles, and uncover secrets. The game also includes a variety of enemy types, each with their unique attacks and behaviors. This variety keeps the combat interesting and forces you to adapt your strategies. From robotic soldiers to massive mechanical beasts, or mine demons, you got it all.

Conclusion: A Diesel-Punk Delight

“F.I.S.T.: Forged In Shadow Torch” is a fantastic addition to the Platformers genre. Its stunning visuals, challenging combat, and engaging story make it a must-play for fans of action platformers. The game’s balance of combat and exploration, along with its variety of enemies and bosses, keeps the gameplay fresh and exciting. While the keyboard controls can be a bit cramped, switching to a controller solves this issue and makes the game much more enjoyable. The cleaner user interface and accessibility options would be a plus, but it won’t hurt the overall experience that much.

Where to Buy Forged In Shadow Torch (F.I.S.T.)

Steam (PC): Available for $29.99. You can purchase it directly from Steam.
Xbox Store (Xbox One): Available for $29.99. Check it out on the Xbox Store.
PlayStation Store (PS4): Available for $29.99. You can find it on the PlayStation Store.
Nintendo Shop (Switch): Available for $29.99. Purchase it from the Nintendo Shop.
Epic Games Store (PC): Available for $29.99. Purchase it from the Epic Games Store.

Official Page: Visit the official Forged In Shadow Torch page for more information.
Subreddit: Join the discussion on the Forged In Shadow Torch Subreddit.

Forged In Shadow Torch (F.I.S.T.) Gallery:

F.I.S.T. Forged In Shadow Torch
F.I.S.T. Forged In Shadow Torch
F.I.S.T. Forged In Shadow Torch
F.I.S.T. Forged In Shadow Torch Rayton s
Forged In Shadow Torch Rayton The Bunny Hero
Forged In Shadow Torch Rayton The Bunny Hero
Forged In Shadow Torch Rayton The Bunny Hero
Forged In Shadow Torch Temple Traps Design
Forged In Shadow Torch Temple Traps Design
Forged In Shadow Torch Temple Traps Design
F.I.S.T. Forged In Shadow Torch Temple Puzzles
F.I.S.T. Forged In Shadow Torch Temple Puzzles
F.I.S.T. Forged In Shadow Torch Temple Puzzles
Forged In Shadow Torch Environment Details
Forged In Shadow Torch Environment Details
Forged In Shadow Torch Environment Details
F.I.S.T. Forged In Shadow Torch Rayton in the Bar
F.I.S.T. Forged In Shadow Torch Rayton in the Bar
F.I.S.T. Forged In Shadow Torch Rayton in the Bar
Forged In Shadow Torch Rayton With A Shotgun
Forged In Shadow Torch Rayton With A Shotgun
Forged In Shadow Torch Rayton With A Shotgun
F.I.S.T. Forged In Shadow Torch Prison Block
F.I.S.T. Forged In Shadow Torch Prison Block
F.I.S.T. Forged In Shadow Torch Prison Block
Forged In Shadow Torch Corky Behind Bars
Forged In Shadow Torch Corky Behind Bars
Forged In Shadow Torch Corky Behind Bars
Forged In Shadow Torch Termination Machine
Forged In Shadow Torch Termination Machine
Forged In Shadow Torch Termination Machine

The post Forged In Shadow Torch (F.I.S.T.): A Diesel-Punk Adventure with Rayton the Rabbit appeared first on WePlayGames.net: Home for Top Gamers.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Don't miss Sealed Bite, the Game Off 2019 winner!Julius
    You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't. So make sure you don't miss Sealed Bite, a fun little/short jump and run: Obvious inspiration comes from the very popular Celeste game. You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets
     

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Vegan on a Desert Island wants to become an ironic masterpieceHythlodaeus
    For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits. Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after exi
     

Vegan on a Desert Island wants to become an ironic masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Keeping up with KeeperRL: alpha 28 released, improves mod supportHythlodaeus
    It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding. Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized
     

Keeping up with KeeperRL: alpha 28 released, improves mod support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

This post was retrieved from freegamer.blogspot.com.

Tobu Tobu Girl, the first 100% libre Game Boy game, is getting a new deluxe edition


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Let's keep an eye out for CytopiaHythlodaeus
    With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch. The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to
     

Let's keep an eye out for Cytopia



With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch.

The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to this day. Ever since then, Cytopia evolved into what appears to a fully-fledged independent game-in-progress, with its own graphics, features, and even an editor planned down the line.

Aside from the obvious SimCity 2000 influences, the game also appears to draw inspiration from the recently released TheoTown, with main graphics artist KingTut101 crafting assets in a very similar style.

Whether Cytopia will deliver where others have failed remains to be seen, but as usual we encourage you to download the initial tech demos and show support for the project.

The developers also have an official Patreon to help support hosting expenses.

Code License: GPLv3
Assets License:
Unspecified (reverts to same license as the code, by default)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Solarus 1.6 is out, progress on Ocean's HeartHythlodaeus
    Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning
     

Solarus 1.6 is out, progress on Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

This post was retrieved from freegamer.blogspot.com.

  • ✇WePlayGames.net: Home for all Gamers
  • F.I.S.T.: Forged In Shadow Torch for Free on Epic Games Store Until the 1st of August!Cyberez
    Article Reading Time: 2 minutes A big deal awaits you at the Epic Games Store! For a limited time, just until the 1st of August, you can dive into the immersive, action-packed world of F.I.S.T. Forged In Shadow Torch 2D platformer at no cost. This critically acclaimed title is available for free, offering an unparalleled experience that blends stunning visuals, intense combat, and a gripping story. Don’t miss out on this chance to add a gem to your EPIC gaming library without spending a dime.
     

F.I.S.T.: Forged In Shadow Torch for Free on Epic Games Store Until the 1st of August!

Od: Cyberez
26. Červenec 2024 v 20:42

Article Reading Time: 2 minutes

A big deal awaits you at the Epic Games Store! For a limited time, just until the 1st of August, you can dive into the immersive, action-packed world of F.I.S.T. Forged In Shadow Torch 2D platformer at no cost. This critically acclaimed title is available for free, offering an unparalleled experience that blends stunning visuals, intense combat, and a gripping story. Don’t miss out on this chance to add a gem to your EPIC gaming library without spending a dime.

Weplaygames.net Youtube Channel – F.I.S.T.:Forged in Shadow Torch Trailer Video

About F.I.S.T. Forged In Shadow Torch

F.I.S.T. Forged In Shadow Torch, developed by TiGames and published by Bilibili, is an action-platformer set in a beautifully crafted dieselpunk world. You play as Rayton, an ex-soldier with a giant mechanical fist, on a mission to rescue his kidnapped friend. The game combines Metroidvania exploration with intense combat and puzzle-solving elements, ensuring a challenging and rewarding experience for players.

Key Features of F.I.S.T. Forged In Shadow Torch

  1. Stunning Visuals and Design: The game boasts a visually striking dieselpunk aesthetic, featuring intricately designed environments and characters. The richly detailed world of Torch City is brought to life with high-quality graphics and animations.
  2. Engaging Combat System: Utilize Rayton’s mechanical fist to unleash powerful combos and special moves. The combat system is both deep and intuitive, allowing for a variety of combat styles and strategies.
  3. Metroidvania Exploration: Torch City is a vast, interconnected world filled with secrets, hidden areas, and challenging enemies. As you progress, you’ll unlock new abilities and weapons that will help you explore previously inaccessible areas.
  4. Gripping Storyline: The game offers a compelling narrative that keeps you hooked from start to finish. Join Rayton on his journey through a world of corruption and resistance, uncovering the secrets of Torch City along the way.
  5. Challenging Puzzles and Platforming: F.I.S.T. isn’t just about combat; it also features a range of puzzles and platforming challenges that test your skills and wit.

How to Claim Your Free Copy

Getting your hands on this fantastic game is easy, follow these steps:

  1. Visit the Epic Games Store: Go to the F.I.S.T. Forged In Shadow Torch page on the Epic Games Store.
  2. Log in to Your Account: If you don’t have an Epic Games account, you can create one for free.
  3. Add to Your Library: Click on the “Get” button to add the game to your library. Once claimed, it’s yours to keep

Why You Shouldn’t Miss This Offer

F.I.S.T. Forged In Shadow Torch has been praised for its unique blend of action, exploration, and storytelling. It’s a game that offers hours of entertainment and a rich, immersive experience. Getting this game for free is an offer too good to pass up. Whether you’re a fan of action-platformers, Metroidvania titles, or simply looking for a new adventure, F.I.S.T. is sure to deliver.

The post F.I.S.T.: Forged In Shadow Torch for Free on Epic Games Store Until the 1st of August! appeared first on WePlayGames.net: Home for Top Gamers.

  • ✇Recent Questions - Game Development Stack Exchange
  • How To Check Collision In Godot 4?Nabir14
    I am making a 2D game where I need to check if any "specific" object is colliding with another "specific" object in order to change it's behavior. I know that you can check collisions with Area2D but what if I wanted to change the behavior of the object based on the objects it's colliding with? Like: if colliding with A: color = yellow else: color = white
     

How To Check Collision In Godot 4?

I am making a 2D game where I need to check if any "specific" object is colliding with another "specific" object in order to change it's behavior. I know that you can check collisions with Area2D but what if I wanted to change the behavior of the object based on the objects it's colliding with?

Like:

if colliding with A:
    color = yellow
else:
    color = white
  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Don't miss Sealed Bite, the Game Off 2019 winner!Julius
    You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't. So make sure you don't miss Sealed Bite, a fun little/short jump and run: Obvious inspiration comes from the very popular Celeste game. You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets
     

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Vegan on a Desert Island wants to become an ironic masterpieceHythlodaeus
    For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits. Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after exi
     

Vegan on a Desert Island wants to become an ironic masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Keeping up with KeeperRL: alpha 28 released, improves mod supportHythlodaeus
    It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding. Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized
     

Keeping up with KeeperRL: alpha 28 released, improves mod support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

This post was retrieved from freegamer.blogspot.com.

Tobu Tobu Girl, the first 100% libre Game Boy game, is getting a new deluxe edition


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Let's keep an eye out for CytopiaHythlodaeus
    With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch. The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to
     

Let's keep an eye out for Cytopia



With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch.

The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to this day. Ever since then, Cytopia evolved into what appears to a fully-fledged independent game-in-progress, with its own graphics, features, and even an editor planned down the line.

Aside from the obvious SimCity 2000 influences, the game also appears to draw inspiration from the recently released TheoTown, with main graphics artist KingTut101 crafting assets in a very similar style.

Whether Cytopia will deliver where others have failed remains to be seen, but as usual we encourage you to download the initial tech demos and show support for the project.

The developers also have an official Patreon to help support hosting expenses.

Code License: GPLv3
Assets License:
Unspecified (reverts to same license as the code, by default)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Solarus 1.6 is out, progress on Ocean's HeartHythlodaeus
    Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning
     

Solarus 1.6 is out, progress on Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

This post was retrieved from freegamer.blogspot.com.

  • ✇Recent Questions - Game Development Stack Exchange
  • Tethering Two GameObjects Together By a Rope Through CodePayasoPrince
    What I need assistance with: I need to create a rope connecting two GameObjects together at runtime through code. One end will be connected to Transform _pointA and the other will be connected to Transform _pointB. I've divided the rope up into segments of GameObjects that have a Hinge joint 2D & a Rigidbody 2D. Each segment uses it's parent's Rigidbody 2D as the Connected Rigid Body. Then I set positions on the LineRenderer to match the segment positions so that I can later use rope ma
     

Tethering Two GameObjects Together By a Rope Through Code

What I need assistance with:

  • I need to create a rope connecting two GameObjects together at runtime through code.

  • One end will be connected to Transform _pointA and the other will be connected to Transform _pointB.

  • I've divided the rope up into segments of GameObjects that have a Hinge joint 2D & a Rigidbody 2D.

  • Each segment uses it's parent's Rigidbody 2D as the Connected Rigid Body.

  • Then I set positions on the LineRenderer to match the segment positions so that I can later use rope material to make it looks nicer.


Issue:

  • When the rope is initially created, it immediately falls straight down creating a vertical rope rather than a horizontal rope, even though the final rope segment is positioned at _pointB with the correct parent's Rigidbody connected.
  • After a few moments, the rope falls apart without moving any positions manually.
  • Additionally, if the rope is manually moved, it immediately falls apart.
  • To demonstrate the issue, I added a circle sprite to each segment GameObject in the rope.

enter image description hereenter image description here

  • Which causes the line to look like this:

enter image description here


Here's an example of how I would like it to look when moving the two objects further/closer:

enter image description here


The Code I'm Using:

public class Rope: MonoBehaviour
{

    [SerializeField] private LineRenderer _line;
    [SerializeField, Range(2, 50)] int _segmentCount = 2;

    [SerializeField] private Transform _pointA;
    [SerializeField] private Transform _pointB;

    [SerializeField] HingeJoint2D _hingeJoint;

    public Transform[] segments;
    private void Start()
    {
        GenerateRope();
    }
    // Update is called once per frame
    void Update()
    {
        SetEndOfRopePositions();
        SetLinePoints();
    }

    private void SetEndOfRopePositions()
    {
        segments[0].position = _pointA.position;
        segments[segments.Length - 1].position = _pointB.position;
    }

    private void SetLinePoints()
    {
        _line.positionCount = segments.Length;

        for (int i = 0; i < segments.Length; i++)
        {
            _line.SetPosition(i, segments[i].position);
        }
    }
    private Vector2 GetSegmentPosition(int segmentIndex)
    {
        Vector2 posA = _pointA.position;
        Vector2 posB = _pointB.position;

        float fraction = 1f / (float)_segmentCount;
        return Vector2.Lerp(posA, posB, fraction * segmentIndex);
    }
    void GenerateRope()
    {
        segments = new Transform[_segmentCount];

        for (int i = 0; i < _segmentCount; i++)
        {

            var currJoint = Instantiate(_hingeJoint, GetSegmentPosition(i), Quaternion.identity, this.transform);
            segments[i] = currJoint.transform;

            if (i > 0) // Not first hinge
            {
                int prevIndex = i - 1;
                currJoint.connectedBody = segments[prevIndex].GetComponent<Rigidbody2D>();
            }
        }
    }

}

Inspector for Rope + Segment GameObjects before running the game: enter image description here

  • ✇GameFromScratch.com
  • Adobe Alternatives in 2024Mike
    GameFromScratch.com Adobe Alternatives in 2024 Due to recent events there are a number of Adobe users currently looking for alternatives. Today we look at several alternatives to the following Adobe products: Photoshop, Illustrator, Substance Painter/Designer, Animate and Premiere/After Effects. Without further ado, here are several alternatives to Adobe products in 2024: Adobe Photoshop Adobe Illustrator […] The post Adobe Alternatives in 2024 appeared first on GameFromScratch.com.
     

Adobe Alternatives in 2024

Od: Mike
14. Červen 2024 v 18:02

GameFromScratch.com
Adobe Alternatives in 2024

Due to recent events there are a number of Adobe users currently looking for alternatives. Today we look at several alternatives to the following Adobe products: Photoshop, Illustrator, Substance Painter/Designer, Animate and Premiere/After Effects. Without further ado, here are several alternatives to Adobe products in 2024: Adobe Photoshop Adobe Illustrator […]

The post Adobe Alternatives in 2024 appeared first on GameFromScratch.com.

  • ✇WePlayGames.net: Home for all Gamers
  • LIMBO : A Dark Journey Into a Mysterious WorldCyberez
    Title: LIMBODeveloper: PlaydeadPublisher: PlaydeadReleased: August 2, 2011Platforms Available: PlayStation 4, Xbox One, Nintendo Switch, PC, Mac, iOS, AndroidPlatform Reviewed: PlayStation 4Mature Content: T (Teen), Mild Blood, Mild ViolenceArticle Reading Time: 4 minutes LIMBO 2 Picture Truth to be told, I didn’t expect much when I started LIMBO. I just wanted something different from the usual games I play, and at the time, it was gaining popularity, so I gave it a shot. Right from the b
     

LIMBO : A Dark Journey Into a Mysterious World

Od: Cyberez
23. Červen 2024 v 04:11

Title: LIMBO
Developer: Playdead
Publisher: Playdead
Released: August 2, 2011
Platforms Available: PlayStation 4, Xbox One, Nintendo Switch, PC, Mac, iOS, Android
Platform Reviewed: PlayStation 4
Mature Content: T (Teen), Mild Blood, Mild Violence
Article Reading Time: 4 minutes

Truth to be told, I didn’t expect much when I started LIMBO. I just wanted something different from the usual games I play, and at the time, it was gaining popularity, so I gave it a shot. Right from the beginning, I was hooked. The game throws you into this dark, shaded world without instructions or context. You’re just this little boy or, better said, the shadow of a boy, waking up in a forest, and you start moving because there’s nothing else to do and no indications of what to do.

Atmosphere

The game is eerily quiet, with only ambient and occasional creepy noises. It’s incredibly atmospheric without trying too hard; it is hard to explain, and you must feel it for yourself.

LIMBO 6
LIMBO 6 Picture

Gameplay

Now, for the fun part, I died a lot. LIMBO isn’t forgiving at all. The puzzles in LIMBO are clever but not overly complex. They will make you think without making you feel stupid. I remember this section with rotating platforms and gravity changes with reverse spikes on the sides. It took me a while to figure it out, but not to the level where you would get frustrated or need a guide. Just a perfect amount of head-scratching!

Story

There’s no dialogue or straightforward story in LIMBO. You’re left to piece things together on your own. The game leaves a lot to your imagination, which I absolutely loved! I looked up some stuff about the game after finishing it. LIMBO was made by a small Danish studio, Playdead, and they worked on it for over six years. That kind of dedication shows in the game’s polish and attention to detail. It was released in 2010 and quickly became a hit, winning several awards.

LIMBO 3 Picture
LIMBO 3 Picture

Controls

One thing that bugged me a bit was the controls. They could be a bit stiff at times, leading to some uncalled-for deaths. But these moments were rare and didn’t ruin my overall experience.

Ending

The ending of LIMBO is abrupt and ambiguous. It doesn’t wrap things up neatly, which might annoy some players, but considering how it starts, it is a fitting end. The whole game is mysterious, so a clear-cut ending wouldn’t have felt right. It leaves you thinking about what it all meant.

LIMBO Climbing

Conclusion:

LIMBO isn’t a long game, but it sticks with you… If you want something unique, refreshing, and somewhat relaxing, try LIMBO. Just be prepared to die a lot.

Where to Buy Limbo

  1. Steam (PC, Mac): Available for $9.99. You can purchase the game directly from Steam
  2. Epic Games Store (PC): Priced at $9.99. Check it out on the Epic Games Store
  3. GOG (PC, Mac): Available for $2.49 (discounted from $9.99). Purchase it from GOG
  4. PlayStation Store (PS4): The game is on sale fo $2.00 or free on Game Pass. You can find it on the PlayStation Store
  5. Xbox Store (Xbox One, Xbox Series X|S): Available for $9.99. Check it out on the Xbox Store
  6. App Store (iOS and Mac) : Available for $3.99 or free on Arcade subscribtion on App Store
  7. Google Play (Android): The game is priced at $4.99 or free on your Play Pass subscribtion. You can find it on the Google Play Store

The post LIMBO : A Dark Journey Into a Mysterious World appeared first on WePlayGames.net: Home for Top Gamers.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Don't miss Sealed Bite, the Game Off 2019 winner!Julius
    You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't. So make sure you don't miss Sealed Bite, a fun little/short jump and run: Obvious inspiration comes from the very popular Celeste game. You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets
     

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Vegan on a Desert Island wants to become an ironic masterpieceHythlodaeus
    For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits. Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after exi
     

Vegan on a Desert Island wants to become an ironic masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Keeping up with KeeperRL: alpha 28 released, improves mod supportHythlodaeus
    It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding. Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized
     

Keeping up with KeeperRL: alpha 28 released, improves mod support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

This post was retrieved from freegamer.blogspot.com.

Tobu Tobu Girl, the first 100% libre Game Boy game, is getting a new deluxe edition


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Let's keep an eye out for CytopiaHythlodaeus
    With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch. The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to
     

Let's keep an eye out for Cytopia



With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch.

The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to this day. Ever since then, Cytopia evolved into what appears to a fully-fledged independent game-in-progress, with its own graphics, features, and even an editor planned down the line.

Aside from the obvious SimCity 2000 influences, the game also appears to draw inspiration from the recently released TheoTown, with main graphics artist KingTut101 crafting assets in a very similar style.

Whether Cytopia will deliver where others have failed remains to be seen, but as usual we encourage you to download the initial tech demos and show support for the project.

The developers also have an official Patreon to help support hosting expenses.

Code License: GPLv3
Assets License:
Unspecified (reverts to same license as the code, by default)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Solarus 1.6 is out, progress on Ocean's HeartHythlodaeus
    Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning
     

Solarus 1.6 is out, progress on Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

This post was retrieved from freegamer.blogspot.com.

  • ✇GameFromScratch.com
  • Godot TileMap Replaced with TileMapLayersMike
    GameFromScratch.com Godot TileMap Replaced with TileMapLayers In the move from Godot 3.x to Godot 4.x one of the few regressions was support for 2D tiled maps. Since the 4.0 release however, several features are being reintroduced to bring Godot up to parity with the older versions. In the upcoming release of Godot 4.3 (currently in Beta1) […] The post Godot TileMap Replaced with TileMapLayers appeared first on GameFromScratch.com.
     

Godot TileMap Replaced with TileMapLayers

Od: Mike
7. Červen 2024 v 16:15

GameFromScratch.com
Godot TileMap Replaced with TileMapLayers

In the move from Godot 3.x to Godot 4.x one of the few regressions was support for 2D tiled maps. Since the 4.0 release however, several features are being reintroduced to bring Godot up to parity with the older versions. In the upcoming release of Godot 4.3 (currently in Beta1) […]

The post Godot TileMap Replaced with TileMapLayers appeared first on GameFromScratch.com.

How detect collision between object1[i] and object2[j] then do something with them in Box2D games?

I am making a simple game with Box2D and SDL2. I have GameObjects vectors for example: 1.vector of Enemy 2.vector of Bullets… in ContactListener class i can detect collision between enemyFixture and bulletFixture. How i can detect contact between Enemy[i] with Bullet[j] and do something only with Enemy[i] or Bullet[j]?! Thank you for your helps.

  • ✇Recent Questions - Game Development Stack Exchange
  • Connecting bodies together in jbox2dZiv the fire
    Im trying to connect bodies together to make some sort of a "building" system or more specifically im trying to make multiple "blocks" connect to eachother but Struggling to figure out what's the best method to do it I tried using joints (created a jointDef and a joint) but I have no idea how. I can make a single large body but I want different parts of the body to have different friction values
     

Connecting bodies together in jbox2d

Im trying to connect bodies together to make some sort of a "building" system or more specifically im trying to make multiple "blocks" connect to eachother but Struggling to figure out what's the best method to do it I tried using joints (created a jointDef and a joint) but I have no idea how. I can make a single large body but I want different parts of the body to have different friction values

  • ✇Recent Questions - Game Development Stack Exchange
  • How to rotate 2D arm around shoulder so gun points at cursor?Grigori
    I'm trying to program 2D mouse aim, where the arms and the gun in the arms rotates to point at the mouse. But for some reason, the arms and gun rotate and do not follow the mouse position. The each of the arms and the guns are separate node that are parented to an orbit node that is located on at the shoulder of the arms. The following code is script that is attached and running on the orbit. var mousePos = get_viewport().get_mouse_pos(); var dir = get_pos(); var angle = (atan2(dir.x
     

How to rotate 2D arm around shoulder so gun points at cursor?

I'm trying to program 2D mouse aim, where the arms and the gun in the arms rotates to point at the mouse. But for some reason, the arms and gun rotate and do not follow the mouse position.

The each of the arms and the guns are separate node that are parented to an orbit node that is located on at the shoulder of the arms.

The following code is script that is attached and running on the orbit.

    var mousePos = get_viewport().get_mouse_pos();
    var dir = get_pos();
    var angle = (atan2(dir.x,dir.y))+(2*PI);
    var arm_gun_dir = gravGun_Ref.get_pos()-get_pos();
    var arm_gun_angle = (atan2(arm_gun_dir.x,arm_gun_dir.y))+(2*PI);
    set_rot(angle-(PI/2));

Here is a GIF of the result of this setup: enter image description here

Here is an image showing where the positions of the upper arm and the gun.

animated clip of result

  • ✇Recent Questions - Game Development Stack Exchange
  • Scene2d Stage Actor setup issuesrrd
    I am creating a game using libgdx. In the same each level has a class. I have stage as a member variable of the class. To this stage, I add actors. Inside the levels class, I have attaced the input processor to the stage like below. stage = new Stage(); sviewPort = new StretchViewport(OSR_Constants.VIEWPORT_WIDTH, OSR_Constants.VIEWPORT_HEIGHT); OrthographicCamera camera = new OrthographicCamera(OSR_Constants.VIEWPORT_WIDTH, OSR_Constants.VIEWPORT_HEIGHT); camera.position.set(0, 0, 0); camer
     

Scene2d Stage Actor setup issues

I am creating a game using libgdx.

In the same each level has a class. I have stage as a member variable of the class. To this stage, I add actors.

Inside the levels class, I have attaced the input processor to the stage like below.

stage = new Stage();
sviewPort = new StretchViewport(OSR_Constants.VIEWPORT_WIDTH, OSR_Constants.VIEWPORT_HEIGHT);
OrthographicCamera camera = new OrthographicCamera(OSR_Constants.VIEWPORT_WIDTH, OSR_Constants.VIEWPORT_HEIGHT);
camera.position.set(0, 0, 0);
camera.update();
sviewPort.setCamera(camera);
stage.setViewport(sviewPort);

Gdx.input.setInputProcessor(stage); 

The level object is instantiated in another class known as GameScreen. GameScreen implements the Screen interface.

I am unable to detect touch events on my actors in the stage. Each actor has also been given bounds as per the world coordinates. I have added the following code on each actor to detect touch

this.addListener(new InputListener(){
     public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
          System.out.println("touchdown at " + x + " " + y);
          return true;
      }
  });
  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Don't miss Sealed Bite, the Game Off 2019 winner!Julius
    You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't. So make sure you don't miss Sealed Bite, a fun little/short jump and run: Obvious inspiration comes from the very popular Celeste game. You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets
     

Don't miss Sealed Bite, the Game Off 2019 winner!

You might remember end of last year's Game Off game jam sponsored by Github. The winners have been annouced a while ago, and while again quite a few submissions were using closed source game engines, the overall winner isn't.

So make sure you don't miss Sealed Bite, a fun little/short jump and run:

Obvious inspiration comes from the very popular Celeste game.

You can find the source code here, and not all that surprising it utilizes everyone's favorite Godot Engine :) Sadly the graphic assets are quite a bit less free (CC-by-NC-ND).

Let us know if you enjoyed this gem of a game on our forums!

This post was retrieved from freegamer.blogspot.com.

SuperStarfighter, a local multiplayer game made with Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Vegan on a Desert Island wants to become an ironic masterpieceHythlodaeus
    For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits. Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after exi
     

Vegan on a Desert Island wants to become an ironic masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

This post was retrieved from freegamer.blogspot.com.

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