Freedom to Smash

Freedom to Smash

Postby jonan » 29 Apr 2010, 18:11

logo_sinbad.png
Logo Sinbad

Freedom to Smash has just been announced (https://launchpad.net/freedom-to-smash/ ... ement/5715):
From the project's description: "Freedom to Smash intends to be a multiplayer crossover fighting 3D game where lots of characters from the open source world fight each other to become the best open source mascot."

Freedom to Smash has been in development for almost a year, but it's recently when the development has really got serious. That's why we've decided to announce the project officially.

We don't have much to show apart from the Git repository (http://gitorious.org/freedom-to-smash). But if you're interested in the development, watch out for more announcements or follow us at identi.ca (http://identi.ca/group/fts/).


The idea behind the game is very similar to Ultimate Smash Friends.
We are in a very early stage of development just now, so there isn't much to show. Anyhow, be are planning for a v0.1 playable release in a month or so, so stay tuned ;)

Videos:
2-May-2010

Web page: https://launchpad.net/freedom-to-smash
License: GPLv3
Last edited by jonan on 11 Jun 2010, 17:19, edited 2 times in total.
jonan
 
Posts: 17
Joined: 06 Apr 2010, 23:21

Re: Freedom to Smash

Postby TheAncientGoat » 29 Apr 2010, 20:20

Sounds cool :) Call me shallow, but I'd be all over usf if it had a bit more visual pizazz.

Maybe the SuperTuxCart models could be of use?
User avatar
TheAncientGoat
Community Moderator
 
Posts: 518
Joined: 27 Dec 2009, 19:06

Re: Freedom to Smash

Postby Sindwiller » 29 Apr 2010, 20:38

If the idea behind it is pretty much the same, why don't you collaborate with the USF project, or contribute respectively? Even though the reinvention of the wheel has brought some advantages in some cases, you might consider joining forces this time. :P
My gamedesign blawg!
<remaxim>well, it is called freegamedev... means you develop games for other people for free xD

.Net/Mono is a rabid beast cursed with M$-specific limitations and sh*t. XNA isn't much better. Remember that, kids.
User avatar
Sindwiller
 
Posts: 115
Joined: 05 Dec 2009, 12:23
Location: Zurich, Switzerland

Re: Freedom to Smash

Postby jonan » 29 Apr 2010, 22:00

Sindwiller {l Wrote}:If the idea behind it is pretty much the same, why don't you collaborate with the USF project, or contribute respectively? Even though the reinvention of the wheel has brought some advantages in some cases, you might consider joining forces this time. :P

USF is a 2D game written in Python and FtS is a 3D game written in C++. I don't think we can help each other much :(
jonan
 
Posts: 17
Joined: 06 Apr 2010, 23:21

Re: Freedom to Smash

Postby andrewj » 30 Apr 2010, 09:41

jonan {l Wrote}:We are in a very early stage of development just now, so there isn't much to show.

Downloads
Freedom to Smash does not have any download files.

Well I'm not trying to be a wet blanket, but I think it is too early for you guys to be announcing your project to the world.

People expect a lot of things: a proper website with a few docs, something they can download, and something they can play even if it only lasts five minutes.

I suggest keep developing for another 6 to 12 months "off world" until it is more mature. I have learnt the hard way that it is better to wait and fix the major problems, than to "release early" and cop a lot of flak and negativity due to obvious bugs in the game.
User avatar
andrewj
 
Posts: 194
Joined: 15 Dec 2009, 16:32
Location: Tasmania

Re: Freedom to Smash

Postby charlie » 30 Apr 2010, 11:01

Perhaps not another 6-12 months but a screenshot would be nice. Announce at 0.01 rather than 0.00...
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Freedom to Smash

Postby qubodup » 30 Apr 2010, 11:18

It's a tad disappointing to see there's no playable version, but good success at delivering soon! :)

Also I think these might be useful to you:
http://opengameart.org/content/platformer-animations
Image
http://opengameart.org/content/platformer-armor
http://opengameart.org/content/walk-cycles
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Freedom to Smash

Postby jonan » 30 Apr 2010, 15:13

This announcement was really meant for people that like (or at least are not scared of) compiling from the source repository, which is not hard at all (at least in Linux).

I'm not a great fan of releases at early stages when the game changes so fast, but we've planned one for late May, so stay tuned ;)
jonan
 
Posts: 17
Joined: 06 Apr 2010, 23:21

Re: Freedom to Smash

Postby qubodup » 30 Apr 2010, 20:13

jonan {l Wrote}:This announcement was really meant for people that like (or at least are not scared of) compiling from the source repository, which is not hard at all (at least in Linux).
I'm a fan of that :) Should I? (I guess I should, if you mention it ;) )
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Freedom to Smash

Postby xapantu » 01 May 2010, 18:31

(I am a developer of USF.)

I think you can find some intersting model here : http://opengameart.org/content/tux and http://opengameart.org/content/tom

I is a 3D game with the principle of a 2D game ?
I am going to compile your game :)

edit : and my test :(:
{l Code}: {l Select All Code}
[DLua] Config
Welcome!
Version: (0, 2)
Num: 3.14
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
FreeImage version: 3.10.0
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
DDS codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE/RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.6.1 (Shoggoth)
Creating resource group
Added resource location 'media/cube.zip' of type 'Zip' to resource group ''
Added resource location 'media/sinbad.zip' of type 'Zip' to resource group ''
terminate called after throwing an instance of 'Ogre::IOException'
  what():  OGRE EXCEPTION(0:IOException): Cannot create settings file. in Root::saveConfig at OgreRoot.cpp (line 329)
Abandon

(ubuntu karmic koala)
xapantu
 
Posts: 283
Joined: 07 Dec 2009, 17:30

Re: Freedom to Smash

Postby qubodup » 01 May 2010, 23:37

The first time I build the game crashed somehow but I decided to follow install instructions and then test again (my first build was in the git root dir) so I did `make clean`. After that, it won't build:
{l Code}: {l Select All Code}
[ 64%] [ 65%] Building CXX object bullet/BulletCollision/CMakeFiles/BulletCollision.dir/NarrowPhaseCollision/btSubSimplexConvexCast.cpp.o
Building CXX object bullet/BulletCollision/CMakeFiles/BulletCollision.dir/NarrowPhaseCollision/btVoronoiSimplexSolver.cpp.o
Linking CXX static library libBulletCollision.a
[ 65%] Built target BulletCollision
make: *** [all] Error 2

Weird. Probably building in git root caused make clean to delete some important file.

I cloned fts again and this time followed install instructions. It runs!

Looks promising too! Here's a video: http://www.youtube.com/watch?v=HdILSwtRR-M

The app steals all keyboard input if I select other windows though, that's unpleasant.

I like to see a mascot other than friggin' tux in a game for a change ;) ( :kiss: for not calling it "Tux Smash" ^^)

PS: I use OGRE 1.6.5
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Freedom to Smash

Postby jonan » 03 May 2010, 11:27

xapantu {l Wrote}:I think you can find some intersting model here : http://opengameart.org/content/tux and http://opengameart.org/content/tom
For the moment we are thinking in having Sinbad (Ogre3D) and Frankie (YoFrankie!). But I like that Tux model, it might be our third character :D

xapantu {l Wrote}:edit : and my test :(:
{l Code}: {l Select All Code}
[DLua] Config
Welcome!
Version: (0, 2)
Num: 3.14
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
FreeImage version: 3.10.0
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
DDS codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE/RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.6.1 (Shoggoth)
Creating resource group
Added resource location 'media/cube.zip' of type 'Zip' to resource group ''
Added resource location 'media/sinbad.zip' of type 'Zip' to resource group ''
terminate called after throwing an instance of 'Ogre::IOException'
  what():  OGRE EXCEPTION(0:IOException): Cannot create settings file. in Root::saveConfig at OgreRoot.cpp (line 329)
Abandon

(ubuntu karmic koala)
This looks quite weird. I think Ogre can't write to disk for some reason. Try creating a file named ogre.cfg in the same directory as the executable with this content:
{l Code}: {l Select All Code}
Render System=OpenGL Rendering Subsystem

[OpenGL Rendering Subsystem]
Display Frequency=60 MHz
FSAA=0
Full Screen=No
RTT Preferred Mode=FBO
VSync=No
Video Mode=800 x 600
sRGB Gamma Conversion=
jonan
 
Posts: 17
Joined: 06 Apr 2010, 23:21

Re: Freedom to Smash

Postby xapantu » 03 May 2010, 17:56

This looks quite weird. I think Ogre can't write to disk for some reason. Try creating a file named ogre.cfg in the same directory as the executable with this content:

ok, maybe I tried in a bad folder; I am retrying in an other one.
xapantu
 
Posts: 283
Joined: 07 Dec 2009, 17:30

Re: Freedom to Smash

Postby xapantu » 03 May 2010, 18:19

it works now :cool:
xapantu
 
Posts: 283
Joined: 07 Dec 2009, 17:30

Re: Freedom to Smash

Postby gnola14 » 20 May 2010, 03:55

On the one hand I totally hate you; I've been having this very same idea for a while now but lacked the time to implement it. On the the other hand, I'm so glad that there are people who have the discipline to put their ideas on code.

I wish you the best, and I'll try to contribute with your project.

Best regards,
Guga
gnola14
 
Posts: 7
Joined: 20 May 2010, 03:32

Re: Freedom to Smash

Postby qubodup » 20 May 2010, 04:34

I ran into a small cmake error
{l Code}: {l Select All Code}
CMake Warning (dev) at src/CMakeLists.txt:70 (source_group):
  Syntax error in cmake code at

    /home/qubodup/src/git/fts/src/CMakeLists.txt:70

  when parsing string

    .*\.i

  Invalid escape sequence \.

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  "cmake --help-policy CMP0010" for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

Apparently "." needs no escaping.

I got another error when `make`-ing though:
{l Code}: {l Select All Code}
$ make
make[2]: Circular resources.cfg <- resources.cfg dependency dropped.
[  0%] [  1%] Built target copy-media
Generating resources.cfg
Error copying file "/home/qubodup/src/git/fts/resources.cfg" to "/home/qubodup/src/git/fts/resources.cfg".
make[2]: *** [resources.cfg] Error 1
make[1]: *** [CMakeFiles/copy-config.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 11%] Built target BulletDynamics
[ 21%] Built target BulletMultiThreaded
[ 64%] Built target BulletCollision
make: *** [all] Error 2
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Freedom to Smash

Postby gnola14 » 24 May 2010, 00:13

Well, I hope you don't mind, but I made this list -some time ago- with pets from the FLOSS world that could become characters:

***********
*Distros*
***********
Redhat man
Suse chameleon
FreeBSD demon
OpenBSD fish
PuppyLinux dog(?)
Konqui dragon
Bluefish...fish :)
Kandalf
**********************
**Languages/SDK**
**********************
PHP elephant
Java...what the hell is that supposed to be
Python snake
Alice.org girl
Mono monkey
OGRE Sinbad (I know you already did that)
**********
**Apps**
**********
Gilbert Gimp
Sunbird sunbird
OpenOffice gulls
Amarok wolf
Firefox
Iceweasel
IceCat
Pidgin
ThunderBird
IceDove
Totem
VirtuaBox terminator
Azureus frog
Audacity girl
Anjuta horse
Nibbles worm
MySQL dolphins
RSSOwl owl
******************
*Organizations*
******************
Apache
Mozilla
GNU
Tux (technically not an organization, but whatever)
gnola14
 
Posts: 7
Joined: 20 May 2010, 03:32

Re: Freedom to Smash

Postby jonan » 24 May 2010, 11:32

@qubodup
The first error is for Windows developers only, so I can't fix it. I'll talk with the Windows guy to see what he can say about it :p
To the second bug I've already replied in Launchpad (thanks for your testing).

@gnola14
It'd be great so start seeing some of those mascots in the game. We are currently working on Frankie, so he'll most probably be our next character ;)
jonan
 
Posts: 17
Joined: 06 Apr 2010, 23:21

Who is online

Users browsing this forum: No registered users and 1 guest

cron