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The future for flash games lamer 03/15/2020 (Sun) 11:22:47 [Preview] No. 505 [Reply] [Last 50 Posts]
When I think of flash games, I have a few in mind like Machinarium that due to their dependence on Flash will most likely die with it.

Gnash gave us reason to hope but when large companies gave up on Flash, so did GNU. Then Lightspark looked to be the great hope but 12 years on now and it still can't play most basic games.
Last year, members of Newgrounds spoke of creating a flash player for games and I honestly didn't expect anything to come of it because many have tried and gotten nowhere but, their progress is going surprisingly fast.

Check it out. They plan on full support of flash games by next year. We shall see.
http://ruffle.rs/
https://github.com/ruffle-rs/ruffle/wiki/Roadmap


lamer 03/15/2020 (Sun) 11:27:32 [Preview] No.506 del
The site, Newgrounds, has begun implementing the emulator in WebAssembly so you can play the games there, no Flash required.
https://www.newgrounds.com/portal/view/59593/format/flash?emulate=flash



Shockolate lamer 01/01/2020 (Wed) 21:44:15 [Preview] No. 503 [Reply] [Last 50 Posts]
Well squeeze me grapes. I was digging around for new games for the new year and came across this:
https://github.com/Interrupt/systemshock

Shockolate is a cross platform source port of System Shock, using SDL2. This runs well on OSX, Linux, and Windows right now, with some missing features that need reviving due to not being included in the source code that was released.

Wow, I actually didn't think it would come that quick. The dev is working hard and getting shit done.

Just me posting, only me gonna care.


lamer 01/01/2020 (Wed) 22:09:09 [Preview] No.504 del
I care. Not necessarily about this particular game, but I care that the board gets updated.



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lamer 08/28/2019 (Wed) 09:08:40 [Preview] No. 484 [Reply] [Last 50 Posts]
It's survived the migration but the thumbs have gone. At least the banners made it.

/lv, going strong since 2014


lamer 08/30/2019 (Fri) 17:49:29 [Preview] No.492 del
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Not sure what that dude is about, but you have meme'd him with gusto. Here's to ya.


lamer 08/31/2019 (Sat) 10:17:21 [Preview] No.493 del
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>>492
Have some more.


lamer 09/27/2019 (Fri) 11:30:07 [Preview] No.495 del
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test


lamer 10/08/2019 (Tue) 19:45:37 [Preview] No.496 del
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>>492
>Not having any idea who that dude is
Needs carrots stat!


lamer 10/08/2019 (Tue) 20:23:28 [Preview] No.497 del
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>>496
Oh so carrot girl at endchan is a MIT fanboi?



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Ion Fury lamer 08/15/2019 (Thu) 08:02:07 [Preview] No. 482 [Reply] [Last 50 Posts]
I'm doing a little research into this. It's based upon EDuke32, which is GPL, so I'm looking for source because apparently the engine has been 'tweaked' for the release. Still not sure if those tweaks are now standard EDuke32 or if it has its' own release tree.

In other news, it's likely to push better networking support for eduke32 which is a little unstable atm.

The lead role is a woman, which is kind of expected in 'current year.' However, it's a pretty solid game, not just a sloppy agenda push. I think we can also expect a 'bikini' patch of some kind in the future, like in the tomb raider days.


lamer 09/27/2019 (Fri) 06:55:22 [Preview] No.494 del
The new Polymer renderer runs like absolute dogshit on my r9 270x, 3.8ghz, 16gb ddr3 rig. I ran it with GLXOSD and my graphics card isn't being pushed AT ALL, it's 2fps with zero temp increase in gpu or cpu. I wonder if this might be a driver problem? Or maybe polymer uses some newer cpu instructions for shadows?



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STK 1.0! lamer 04/27/2019 (Sat) 19:21:32 [Preview] No. 475 [Reply] [Last 50 Posts]
So STK finally went 1.0 and has brought some really solid multiplayer!

The networking implementation has been a very big and ambitious task, which took even longer than the port from PLIB (anyone remember that?) to Irrlicht in 2010, which took around 14 months. But it is done: more than 20,000 lines of network related code and 18 months later, we have reached our goal, and online play is a reality. Across the whole game, more than 2500 commits and 300 resolved issues separate the 1.0 release from 0.9.3.
http://blog.supertuxkart.net/2019/04/supertuxkart-10-release.html

So get fucking playing already!


lamer 05/03/2019 (Fri) 18:32:57 [Preview] No.476 del
Cocoa temple is fucking nuts. That got WAY harder since last version.



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Doom Thread Anonymous 05/20/2016 (Fri) 16:44:24 [Preview] No. 27 [Reply] [Last 50 Posts]
All versions, mods, tweaks, textures, pk3s and wads
31 posts and 11 images omitted.


Anonymous 04/27/2017 (Thu) 20:05:07 [Preview] No. 313 del
>>312
http://eureka-editor.sourceforge.net/?n=Main.Changes121
Not sure if this means it supports zdoom maps now?


Anonymous 05/04/2017 (Thu) 17:56:01 [Preview] No. 317 del
It's a week old news, but gzdoom officially went GPL.
https://forum.drdteam.org/viewtopic.php?t=7613

This is a major fucking game changer. It means Zandronum being under a GPL compatible license can can be used to play GZDoom. http://zandronum.com/
For the free culture enthusiast you could even use freedoom and the libre licensed mods.


Anonymous 05/05/2017 (Fri) 21:00:30 [Preview] No. 318 del
>>303
>>306
On 2nd thought well fug it, continue anyway with dat sprites and I will add it.

New test version 1.4.0 Test7, same link as before
https://mega.nz/#F!AFUBAYqS!vbipx7ds6IY_CHdQn4eOPQ
Changelog:
-Added some new particle effects
-Hitler Gas projectiles is changed
-All Chaingun like weapons accuracy got buffed
-Hitler chaingun does 8 damage now instead of 5
-Hitler flamethrower behavior is changed a bit
Sorry for the weirdly formatted changlog this time I will correct it on the next version.

>>317
But Skullcrap always used some code for GZDoom? Also I am wondering if Graf is ever going to bother adding additional shading stuff for Models since they dont right now.


Anonymous 05/07/2017 (Sun) 07:49:03 [Preview] No. 319 del
>>318
>But Skullcrap always used some code for GZDoom?
No sorry, I got a little excited/carried away when I saw the news. For a start, it "could", not "can" but they have their own code base so it's not as easy as I thought.


lamer 01/14/2019 (Mon) 17:58:05 [Preview] No.455 del
>>318
Dude, it's 2019. Is test7 the final release?



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Thrive: SPORE ripoff lamer 07/03/2018 (Tue) 12:25:00 [Preview] No. 444 [Reply] [Last 50 Posts]
http://revolutionarygamesstudio.com/

https://youtube.com/watch?v=W6ictuenDg4 [Embed]

Thrive is a free, open-source game about the evolution of life.

From the lowly tidepools of your home planet, you will rise to cosmic dominance. At every step, powerful creation tools and deep simulation mechanics will aid your species’ development. Revolutionary Games is the open-source team of dedicated volunteers aiming to make Thrive a reality.

Our team seeks to accomplish two major goals: create engaging, compelling gameplay that respects our players’ intelligence, and remain as accurate as possible in our depiction of known scientific theory without compromising the former.

https://github.com/Revolutionary-Games/Thrive
GPLv3


lamer 11/11/2018 (Sun) 14:32:06 [Preview] No.451 del
>>444
Looks great!



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Spearmint 1.0 release lamer 09/23/2018 (Sun) 14:18:53 [Preview] No. 450 [Reply] [Last 50 Posts]
https://clover.moe/spearmint/
https://github.com/zturtleman/spearmint
https://www.phoronix.com/scan.php?page=news_item&px=Spearmint-1.0-Next-Month

"Spearmint, an enhanced version of the open-source ioquake3 engine in turn derived from the id Tech 3 source code, will see the big "1.0" milestone in October. But that will also coincide with the developer and ioquake3 maintainer ceasing work on this engine now with an eighteen year lineage.

Next month will be 10 years that developer Zack Middleton has been involved with the open-source Quake 3 engine scene and one of the maintainers of ioquake3. Over this time he's worked on the Spearmint engine along with various other engine mods and games. He was also the developer behind the ioquake3-powered turtle fighting game."

I'm most excited by the improved AI.



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Dhewm3 SDK! lamer 09/22/2018 (Sat) 08:51:11 [Preview] No. 449 [Reply] [Last 50 Posts]
https://github.com/dhewm/dhewm3-sdk

The new SDK hope to create a near mirror of the original SDK to allow modders to port mods to the dhewm3 engine much more easily. This is a vast improvement to the original method of porting mods on a static dhewm3 source. As a result a new mod has already been ported:
https://www.moddb.com/mods/hardqore



STK, wtf? lamer 07/08/2018 (Sun) 10:21:32 [Preview] No. 447 [Reply] [Last 50 Posts]
I was playing STK yesterday with all the settings turned up, I have an MSI r9 270x, and I noticed how fucking hot the air coming from my PC was, I can't believe STK is pushing my GPU this hard. 91c! Even Doom3 doesn't push it that hard! Might be the most demanding game I have now.


lamer 07/08/2018 (Sun) 10:22:00 [Preview] No.448 del