[SDK] webGL based web engine for free (android building soon) - Frameworks

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Gaming news as of 03/13/2007

There is a lot of Windows Mobile gaming news to report on:
After Ben Stanley’s excellent review, Just Another Mobile Monday has also published a review of probably the best and, what is more, TCP/IP multiplayer-enabled, turn-based strategy game even released for the Pocket PC, Orions: Legend of Wizards. It's available here and is highly recommended. Note that I'll also publish a Strategy Guide to the game (I'm also an author of several Starcraft Strategy Guides so the genre, the ideas of micromanagement etc. are pretty well-known to me) later, as soon as I have some free time (not in the next two weeks, I'm afraid). (News source: PPCT).
BTW, note that a new, 1.01 version of the game was released some days ago; it, among other things, fixed the multiplayer functionality, which was entirely useless in the initial version. Now, multiplayer is working just great and, as it's IP address entering-based, really flexible and even allows for playing people in another continent (that is, it's not local-only). (News source: I worked very closely with the excellent Moregames Entertainment folks to quickly iron out the bug.)
Pocket Fallout, the highly recommended, free (!) Fallout clone (review here) has just received a dedicated website. (New source: private e-mail from the developer.)
[email protected] is working on a real (!) Pirates! clone Caribbean Adventures 1600AD. Unlike the other two piracy-related games on the Pocket PC, High Seas and Tradewinds (please read the full story here), this is promised to bear much more similarities with the classic Pirates! (News source: have run into the announcement while checking out the following title.)
The same developer, [email protected], has just released a space shooter Space Prospector. I haven't tested it as yet; based on the screenshots, it doesn't seem to be as good as SkyForce Reloaded, the best vertical scroller game available for the Pocket PC. I may be mistaken, though. (News source: PocketGamer.org)
The excellent Doom port (which, as can also be seen based on its name, supports the 3D hardware built into Intel 2700G and GoForce-based Windows Mobile devices) DoomGLES has been updated to version 0.5. There are two main things of interest in here (among other things):
- music support (at last! Previous versions only offered sound effects)
- can be played in Portrait mode, which is certainly very good news for Dell Axim x50v/x51v users sensitive to the polarization problems of the cheapo Dell screen in Landscape mode.
All in all, checking out the new version is a MUST for all 3D hardware accelerated Windows Mobile device users. (News source: forum announcement over PocketGamer.)
Interactive E Books Ltd has released Jurassic Adventure. It's an interactive e-book where you play the role of a research physicist sent back in time one hundred and fifty million years into the past. Don't, however, expect anything like a "real" adventure game. In my opinion, Interactive E Books's games are far inferior to that of, say, Legend Entertainment on the PC or, on the Pocket PC / Palm, Fade Team (Fade on the PPC / Acedior on the Palm - do they ring a bell?). However, it's pretty cheap and, if you're into the genre, you may want to give it a try. (News source: PocketGamer)
The free, highly recommended Transport Tycoon Deluxe has also been updated; the new features are as follows:
- Now works on VGA devices
- Loads the PC version of OpenTTD's save game files!
- Right-click emulation via hard buttons.
- Fast landscape graphics via custom raw frame buffer drawing routines.
- Full threaded sound effects and music.
- Palm TTD provides full 480x320 Tapwave API accelerated graphics
(News source & related discussion: PocketGamer)
Tetraedge has released the long-anticipated multimedia (which is bad news for fans of the "traditional" textual or Lucasfilm/Sierra-like genre) adventure game Syberia 2 in both English and German (French, Spanish and Italian versions will follow later). Note that I can only provide you a ClickGamer link (and this one for the German version) because the official homepage of the developer still doesn't have any information on the new game. Note that, while originally there wasn't, now, a trial version is also available. (News source & related discussion: PocketGamer)
PocketGear offers a 20% rebate for all their products in March with the coupon code MARCH20 (News source: PocketGamer)
UPDATE (later the same day): as is announced at AximSite, DoomGLES V0.54 has just been released. Make sure you upgrade!
Whatever happened to Live Anywhere? I would love to unlock achievements while i play zuma on my WM device and be able to chat with my xbox live friends when i'm bored in class... or customize my car on Forza Motorsport as their developers showed in the "capabilities" of live anywhere.

[Q] SDK for Android Multiplayer gaming

What’s the best SDK to develop Android multiplayer games? I’ve been looking at a number of SDKs including Skiller, OpenFeint and Scoreloop. Does anyone know if these SDKs support multiplayer games? If yes, how easy/ difficult is it build one using their SDK?
Hope I'm not stirring any ghosts since this thread is quite old, but it was not answered and I hope my answer will be relevant.
Disclosure: I work at Nextpeer. We provide both a server-side and client-side solution for adding a multiplayer option to games. This means you don't have to worry about hosting, player-to-player communication, or matchmaking. Our SDK is available for both Android and iOS, both natively (so you can integrate it with any other native framework) and as a Unity plugin.
I should say that there are other SDKs for multiplayer, for example Google Play Game Services, and they all have their pros and cons. Some are not as cross-platform as you'd like (Google's Game Services don't have Multiplayer support on iOS), others have tie-ins you may not be interested in (Google's framework is tied to Google Plus, while our SDK works with Facebook).
Nextpeer Multiplayer SDK
gauravkheterpal said:
What’s the best SDK to develop Android multiplayer games? I’ve been looking at a number of SDKs including Skiller, OpenFeint and Scoreloop. Does anyone know if these SDKs support multiplayer games? If yes, how easy/ difficult is it build one using their SDK?
Click to expand...
Click to collapse
Our company, Nextpeer, offers a free, simple cross platform multiplayer SDK. We have the simplest integration which can be done in as little as 15 minutes, leaderboards and cross platform technology. Check out our website or email our support team at [email protected].

N64 4 DroiD

Hey I´ve found a new N64 Emulator on Slideme.org
I guess the App is already in android market.
But for guys with Paypal its pretty nice.
http://slideme.org/application/n64-4-droid-0
N64 4 Droid is a Nintendo 64 emulator optimized for
Android devices.
Play all your favourite N64 Games on your Android devices
and reach a new level of gaming experience.
It´s designed by the famous Mupen64 Project.
- ARMv6 compatible CPU
- OpenGL-ES 2.0
- Android 2.1+
Updates will come with little delay,
got some little real life things that needs to be fixed firts
*LEGAL*: This product is not affiliated with, nor authorized, endorsed or licensed in any way by Nintendo Corporation, its affiliates or subsidiaries. All trademarks are property of their respective holders. All individual games screen shots or audio that are simulated by N64oid are property of their respective copyright holders and are only used for the purpose of informing the customer of the software's functionality.
Credits:
-Mupen64plus
-Paul
-Yongzh
Source code can be found here : http://sourceforge.net/projects/n644droid/
Roms/Games does not come with the app.
You will have to download them manually.
Wherw can i downloads rom's
Sent from my GT-I9100 using xda premium
Coolrom.com
So, the package costs 4 bucks but the source code is free?
You can compile it to a fully working version or do you end up needing to buy it anyway?
I use Mupen64 Plus AE its free and its better than the old N64oid.

[app][4.1+] Nostalgia Emulator Frontend on Google Play

Nostalgia 2.5.7 has been released on Google Play. Currently it requires a controller to use, but touch support is coming in the very near future.
https://play.google.com/store/apps/details?id=com.zamastyle.nostalgia
Nostalgia was released originally in July of 2013 on the Ouya and has seen a fair amount of success. Oddly enough, it has the top spot on the Ouya app leaderboards even though the company was bought out by Razer last year. I like to think that means the app is still going strong. I've had a rough past year, but finally the app is on Play and can be installed on all kinds of hardware. My particular favorites are the Nvidia Shield line. I'm going to drop the Play store description below as its pretty verbose already:
Have you been looking for a single app to unify all of your android emulators? Wish there was a way to show all of your different games with cover art and descriptions instead of just titles? Nostalgia is your answer.
For now, Nostalgia requires a controller to use and is designed for TVs.
Tested controllers: Ouya, Wireless Xbox 360, Nyko, Moga, Wired PS3. Others may work but haven't been verified.
About this in-app purchase:
• There is only one in-app purchase in Nostalgia.
• There is one purchasable now, and there will only ever be one purchasable.
• It is a one time charge to remove the demo limitations.
• Once you purchase it, you will have access to unlimited systems and emulator configurations forever.
• Beyond this one purchase, I will NEVER charge for additional features of Nostalgia. Ever.
What is demo mode?
The ONLY limitation in demo mode is that you can only select one game system to launch an emulator. You can still use all the other features and fully populate all of the menus for any system you have so you can see what it will look like.
What is Nostalgia?
Nostalgia is not an emulator. Nostalgia is a unified front end menu for managing your emulators. It was originally developed on the Ouya android console and has been running on consoles on that platform since 2013 with more than 7000 users.
Nostalgia is a user interface compatible with many android emulators. Install the emulators and then use Nostalgia's configuration menu to set the emulator to use and the game directory. Once you have set those fields, Nostalgia can go out and fetch the best shot at the cover art and descriptions for the games. Once those steps are done you will have a fancy new menu for each of your emulated systems with cover art and all. You can see the complete list of compatible emulators below.
All screen shots are of the menu for Android applications. For legal purposes, I am not showing game covers, but this is representative of how the emulator menus look as well.
Some of the Features:
• Automated Cover and metadata fetching
• System and game level emulator selection
• Multi-platform game searching
• Set-and-Forget menu locking so your friends and family can't mess up your menu
• Custom wallpaper
• Favorite and Completed tags
Current supported Emulators:
• Mupen64 Plus AE
• Fpse
• MD.EMU (no gamegear)
• NES.EMU
• SNES9x EX+
• GBC.EMU
• GBA.EMU
• PCE.EMU
• C64.EMU
• 2600.EMU
• NEO.EMU
• NESoid
• SNESoid
• N64oid
• Gensoid
• Gearoid
• GBCoid
• Gameboid
• ePSXe
• MSX.EMU (colecovision)
• Retroarch
• Reicast
• Drastic
• SuperGnes
• PPSSPP
The app is still under development and feature requests are always welcome.
If you are interested in a lengthy read, you can find the original thread for Nostalgia on the Ouya here:
http://ouyaforum.com/showthread.php?4536-Nostalgia-Zamastyle
I try to be as responsive as possible to user input. All the best ideas after my original implementation have been generated by user input. Nostalgia is far from perfect and user input is what is going to bring it closer and closer to that line.
You can follow @zamastyle on twitter for updates on all things Nostalgia
My web browser was reporting response failures so I hit refresh a few times... could a mod kill the buch of identical threads that were generated and leave this one?
dra6onfire said:
My web browser was reporting response failures so I hit refresh a few times... could a mod kill the buch of identical threads that were generated and leave this one?
Click to expand...
Click to collapse
Done
Thank you sir
..
Feature request: zip & 7zip support for compressed rom files. Command line support to start a rom with its emulator in fullscreen mode.

Game development on Linux!

Want to write games on Linux? I do! Here's how to hit the ground running.
This post is a (non-exhaustive) overview of the tools available on Linux, just to show that it is possible to use Linux at every step of the game development process. It's the first blog post of what will be a multi-part series on getting going with indie video game development on Linux.
Linux Gaming: The Golden Age
Once upon a time, the words "Linux" and "games" rarely went together. Linux came in dead last as a viable gaming platform. Of course, over the last few years this has completely changed.
The same story could be told for game development on Linux -- while there have always been a litany of free software graphics engines, the modern indie dev scene tends to shy away from this more "DIY" approach and go for the "batteries-included" game engines. Well, the good news is these, too, are making their Linux debut, and so us Linux nerds now have a glut of options available for making games.
All software I suggest here is free software, and almost all should be available in your repo (e.g. Ubuntu Software Center) for free. I'll go over all the options, and the reasoning for the choices I made.
-------+++---------------++----+-------
Top engine choices for Linux game dev
Non-free: Unreal Engine 4, Unity 3D
Free game engines: Godot, Atomic Game Engine, Torque1
Free 3D graphics engines: Ogre 3D, Irrlicht, libGDX, three.js2
Free 2D graphics engines: LÖVE, Cocos 2D, pixi.js2
1: Has non-free tools
2: For browser-based games
---------+-+------------++++------------++--
There are already tons of articles comparing the two most popular game engines available, both of which have native linux versions, so I won't waste your time with that. Instead, I'll quickly go over the reasons I didn't go with either, but instead went with the Godot Engine.
Versus this proprietary competition, the most obvious advantage is licensing: Godot costs nothing, and I own 100% whatever I make with it, no legalese-thinking required. Similarly, no vendor lock-in. I don't want my game-making business dependent on a corporation that can legally pull the rug out from under me, either through new licensing restrictions, closing off their editor from my platform, or just making controversial decisions and cutting off support for old features that I depend on. I may seem too severe, but I for one have been burned too many times to go down that route again.
Licensing aside, I also simply prefer its approach to scene structure, terse scripting language, light-weight distributable (30MB for the entire thing!), extensible C++ source code (so I will never encounter a brick-wall that can't be broken), and, well, free software ethos: as community-driven software, it keeps the "indie" in "indie game dev"!
2D Graphics: Inkscape, GIMP, Krita
Linux has everything you need for 2D graphics for game development. These tools are useful for building everything from UI elements, painting assets in 2D games, or creating textures for 3D games.
Inkscape is my favorite vector editor. That basically means you deal with "lines and shapes" as opposed to pixels. If you are creating scalable, clean, sharp images based on shapes, this is the way to go.
GIMP is a raster image editor, great for manipulating photographs or tweaking textures. If you haven't used it in a while, you should: It's recently caught up with proper built-in layer folders, a PS-like single window interface, and improved text tool.
Krita is a popular and powerful tool for digital artwork.
3D Graphics: Blender
Under Linux, there is really one way to go for 3D graphics, and fortunately it's a great way: Blender. Although dauntingly complex, it's one of the most popular 3D creation suites available, and integrates excellently with engines like Godot. Personally, I'm a noob at 3D modeling ("UV mapping, y u no work"), but I do know that Blender is pretty dang powerful in the right hands, being used for everything from 3D-animated movies, to level editing. The canonical use of Blender is for creating and texturing 3D models to be imported into your game engine.
If for whatever reason Blender isn't your thing (and you're willing to fork over quadruple digits of cash, yikes), the old industry standard of Maya also has a native Linux version, as does Modo.
Sound effects: Audacity
Despite its out-dated interface, Audacity remains a solid option for recording and editing little sound effects. This has built-in OGG and WAV support, and so it plays very nicely with Godot.
Music: Ardour, LMMS, KXStudio
If you haven't looked into this in a while, you might be surprised at how far Linux audio has gotten. If you are intending to write your own music for your game, you can do quite well with Linux.
If you want to throw together some catchy video game tunes or retro sound-effects, LMMS has you covered, with dozens of built in instruments (including retro synthesizers) and pre-packaged samples. It has a shallow learning curve, so you'll definitely be able to create, well, "something" right away.
Ardour is a "pro-tier" DAW and sequencer. It has both built in MIDI and raster sound support, hosts VSTi and other instruments, and sports non-destructive NLE, basically everything you'd expect. If you want to record and mix a track, or delve a little deeper into music production, it's worth checking out.
It's worth mentioning that a few popular proprietary DAW's have native Linux support also, such as BitWig studio.
For Linux audio, I highly recommend getting this software (and a lot more goodies) via the KXStudio repos. These guys are awesome, they've put together a bigger and more recent selection of audio software than most standard repos. I also recommend that you consider the approach of having a dedicated partition just for music production. If you want to get set up with this, check out my other article: getting started with music production on Linux.
Everything else
Version Control: It cannot be stressed enough... use version control! This keeps you from losing work to mistakes, and makes collaboration much, much easier. While Git (esp. with LFS for game assets), might be the most popular, some prefer Mercurial.
Text editor: Sometimes you'll need to dig into source code or scene files without the use of the IDE. There are a crazy number of high-quality text-editors for Linux, so even pre-installed options (e.g., gedit) are vastly superior to Mac/Windows counter-parts. Personally, I use vim for all my coding and text editing. It has a very steep learning curve, so if you are interested, be prepared to sink a lot of time into it!
Video editor: For editing your trailer, OpenShot is a solid choice
Enter the penguin army
Perhaps for the first time, top-notch tools for authoring everything from game code to graphics to sound on Linux are here! Although I'm new to full-time game development, I have been working on game and audio projects (both on Linux and Windows) for 15+ years now, and today the offerings have never been better.
Do you write games on Linux, or are considering it? Do you prefer other tools? I'd love to hear in the comments!
SOURCE # http://michaelb.org

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