A new build of the popular Commander Keen Clone, Commander Genius, has been announced. This version changelog claims the game is a bit faster and has more colourful menu.
A reader let us know quite a while back that they have released Maxi Mini Golf for Ubuntu Linux (although I imagine you could get it working on any distro):
Commercial mini golf game offers 36 holes, realistic physics, special score system and up to four human players. Easy to use mouse or keyboard interface.
The second release candidate of Wine is now available for download and testing. As this is a release candidate, no new features have been added and if you find a new feature, it is more than likely a bug.
Version 0.2.b15 of QMC2, a M.A.M.E. GUI front end, has been announced. This release has the following new features as part of it:
Added optional support for catver.ini from http://www.progettoemma.net/?catlist to all MAME targets — this includes two new optional/on-demand columns and views (category, version)
Added a new ROM types column to all game/machine lists
The exit/stop button now blinks when there’s background activity to indicate the activity itself as well as the button’s seconds function
A new option (PlayOnSublistActivation) has been added to allow for direct launching of a game/machine when it’s activated in the search-, favorites- or played-lists
The MP3 player now also handles MP3 streams (just add a valid stream URL instead of a local file name)
“Construct and command your ground defences in a series of increasingly massive battles across the solar system, in our frenetic arcade mash-up of Real Time Strategy and Tower Defence!
Take a visit to R&D to discover the latest technology, then build a network of blaster turrets, rocket launchers and laser cannon, explosives, barricades and shield generators, refineries and reactors, and send forth your own droid army to battle the invading alien forces!”
The first release candidate of Wine 1.2 has been announced which marks the beginning of the code freeze for this release. New items in this release include:
Many new toolbar icons.
Support for alpha blending in image lists.
Much more complete shader assembler.
Support for Arabic font shaping and joining.
A number of fixes for video rendering.
Font antialiasing configuration through fontconfig.
The first of three daily installments of the Linux post-mortem of Hemisphere Games’ Osmos has gone live on the developer’s website:
A couple of weeks ago, we announced the release of Osmos on Linux. Even before I had finished the port, we had been invited by a few members of the Linux community to do a post-mortem on our experiences. We were asked, “What would have made the port easier?” It was pointed out to us that while some indie developer forays into Linux had resulted in drama (viz. John Blow’s inquiries into Linux back in August 2008 as he was considering porting Braid to Linux), it was hoped that more indies would “take the plunge” and share their experiences with the Linux community, to work together towards developing Linux into a platform for gaming.
Our response was, “Great idea!” Last week, when I finally had time to sit down and begin writing, I discovered there was quite a lot to say…
Been behind, blah blah blah, should get to regular updates shortly.
Soooo, in more interesting news – what are you playing right now? Linux titles only please :)
Wildfire Games proudly announces the release of a second pre-alpha version of 0 A.D., a free, open-source game of ancient warfare. Although it’s not a playable release yet, it includes a new pathfinding system, training queues, a dynamic minimap and more. This progress in gameplay, graphics, audio, and GUI brings us closer to the alpha version set in July.
The Humble Indie Bundle has collected $1,049,158, where $324,959 (30.97%) goes to Electronic Frontier Foundation and Child’s Play Charity. A breakdown including credit card fees can be found here as I am sure people will want to see the figures for themselves. An amazing effort on their part and a big thanks to them from us here at LinuxGames.
PARIS, FRANCE, May 6, 2010: Winch Gate Properties Ltd, the developer and publisher of massively-multiplayer online science-fantasy role playing games, is proud to announce the release of the source code and artistic assets of the popular MMORPG Ryzom to the Free Software Development Community.
Developers can now access the source code of the end-user client, content creation tools and server in order to make modifications, enhancements or to create their own virtual worlds. This move marks a milestone in Ryzom’s long history and dedication to the free software movement. In order to ensure that Ryzom continues to grow and foster as a free software project, Winch Gate is now releasing Ryzom under the terms of the Free Software Foundation’s GNU Affero General Public License (GNU AGPLv3).
Winch Gate is also excited to provide the free software community with high quality professional artistic assets including 3D objects, animation tracks, particle effects and thousands of textures. All of the Ryzom artistic assets will be licensed under the Creative Commons Attribution-Share-Alike (CC BY-SA) to ensure that they and any derivative art will be available to all free software projects. These assets will be hosted in a new online repository in partnership with the Free Software Foundation.
By freeing Ryzom code, Winch Gate is transforming the MMORPG marketplace and is setting a precedent for how gaming software should evolve in freedom. The source code released totals over two (2) million lines of source code and over 20,000 high quality textures and thousands of 3D objects.
Welcoming the news, Free Software Foundation executive director Peter Brown said, “This is a unique opportunity for the free software movement and the emerging free gaming field to accelerate the production of free games and 3D worlds. We recognize the importance of gaming and the current dominance of proprietary gaming software, so today represents a significant breakthrough from which our community can benefit.” The FSF has published more information about the scope of today’s release, and suggested ways for developers to get involved.
Vianney Lecroart, Chief Technology Officer of Winch Gate says, “The Free Software community often has a difficult time finding great graphical assets that they can use in their own projects. We are sure that the thousands of textures and 3D objects we are releasing under the CC BY-SA will help a lot of Free Software projects.”
FreeOrion v.0.3.14 has been released with installers that provided statically-linked Linux binaries. Major new features in this release include:
Progress on the 3D interactive combat system (not yet playable however), which can be tested during regular games by running “freeorion –test-3d-combat” or directly by running “freeorion –tech-demo”.
Transition from SCons to CMake.
Resource meter growth is now +1 per turn instead of a much more complicated formula.
The visibility system has also been completely reworked.
To provide an insight into the quality of software that is available, we have compiled a list of 16 slick free Linux game engines. This article is the first in a two part series. Hopefully, there will be something here of interest to any organization or individual who wants to develop commercial or open source games.
Even though PCs face increasing competition from dedicated gaming consoles, PC gaming will never die. If Linux is going to dominate the desktop market, it needs a good stream of native games. However, commercial gaming companies are only going to port games to Linux if they can realise a tidy profit from that work, and in the main that requires a significant gaming base. In many ways, open source games represent a solution to the Catch 22 situation, making Linux more attractive from a gamer’s perspective, and increasing the possibility of more commercial games being released on the market.
It’s no secret that I’ve been a bit out of the loop lately with regards to news, so I’m opening up this comment thread for you to post your take on the situation; I might gin up something myself later on.
The community deserves answers certainly, but as has been (somewhat colourfully) pointed out in the thread, there are still the cases of Bandits and Disciples. We want to avoid another story like those, however unlikely that might be.
That said, we are working on several projects at the moment, and I’m hoping we can announce something soon, and I’m talking to our project teams to see when I might be able to pass something on to the community, and as soon as I get a go for that I’ll get it out there.
Until that though, there’s not much that can be done. I will be running another giveaway soon (prepping a blogpost about it, just checking some things internally first) to try to keep up some level of public activity.