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Monday, November 30, 2009

Alien Swarm Infested is an overhead view tactical squad-based shooter for UT2K4

Alien_Swarm_logo Alien Swarm is a total conversion mod for Unreal Tournament 2004 created by Black Cat Games and initially released on May 28, 2004.

Alien Swarm is an overhead view tactical squad-based shooter for UT2K4. Set in the the distant future, the players take the role of a Commander in the Interstellar Armed Forces. They must guide their squad of marines through Swarm infested colonies, overrun bases and outposts, to achieve a variety of objectives. Featuring Assault Rifles, Heat Tracking Guns, Sentry Guns, Flamethrowers and more. Supports co-operative multiplayer.

Alien Swarm, version 1.2 was released on September 10, 2004, with the official campaigns, Sigma and Ortega. Alien Swarm version 1.3, together with a third campaign, Telic, also introducing new weapons and items, plus some bug fixes was released on December 16, 2005. On February 13, 2007 another new campaign and the version 1.32 patch were released.

In Alien Swarm, the player assumes the role of a commander in the Interstellar Armed Forces and uses the unique skills of the marines at his disposal to fight through infested space ships and colonies that have been overrun by aliens. Alien Swarm can be played both offline and online with up to eight people each controlling one of the eight unique marines. Each marine falls into one of four classes: explosives, special weapons, technical, or medic. The game can be played either as single missions or as a series of missions called a campaign.

There are currently 2 official campaigns for Alien Swarm, Sigma and Ortega, as well as the Phalanx Campaign created by MjrHuRTz and Upsilon Campaign. The Telic Campaign added new weapons, items, and maps to the game. A sequel to the Telic Campaign, Escape From Rhea, brought more weapons, equipment, and maps to the game. There are also a number of fan made maps and a mutator that allows players to string together a series of maps into a custom campaign.

A sequel to Alien Swarm, Alien Swarm: Infested , is in the works as a full retail product and is currently in production by Black Cat Games. The game will utilise the Source engine, and will most probably use the Steam content delivery system. At the current time no release date has been set.

Download

Here's our regular list of updates from the IAF Intelligence section, where we share details, concept art, renders, etc. from the development of Alien Swarm: Infested. Anyone with a forum account can get access to this insider section, so if you don't have one, head over to the forums and become part of the Black Cat Games community!

Here are the new IAF Intelligence articles posted since our last round-up:

Screenshots

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Sunday, November 29, 2009

In Black Shades Elite you control a psychic bodyguard, and try to protect the VIP

Black Shades Elite Black Shades Elite is an action game that is more or less similar to the original Black Shades "Psychic Bodyguard FPS". Kill anyone that tries to kill the VIP (the white guy). The psychic part is seeing blue lines when bad guys line up on the VIP (when the line is red they are about to shoot). In the game you play as the psychic bodyguard of the VIP (dressed in white) who enjoys walks around city blocks despite the fact most of the world seems to want to kill him.

To aid you in your task of protecting the VIP, your psychic bodyguard abilities show you when a assassin with a gun targeting the VIP, however this does not show assassins with knives. To dispatch the would be assassins the game provides a handgun, assault rifle, magnum, hand grenades, a knife and the shotgun. All these weapons are used by the AI assassins too, so if you start with a knife, you can retrieve a better weapon from the dead opponent. Additionally you can hit oppenents with your weapon while running to take them down.

Download/Install

Currently checking out from svn is probably your best bet, or just use the nightly builds


For install/play:


user@host$ make
user@host$ objs/blackshades

Screenshots



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Wednesday, November 25, 2009

Balder, multiplayer zero gravity first person shooter

balder Balder is a multiplayer Zero Gravity First Person Shooter using the Crystal Space engine. It also uses the borax template and the GNE -- Game Networking Engine. It will emphesise team cooperation, instead of the standard frag-fest and meaningless violence of most first person shooters.

As one will not be able to change directions mid flight, one must carefully consider how to get from point A to point B without getting "flashed" (players carry flash pistols which freeze opponants). For a more I suggest reading the Design Docs, especially the "General description" section. The inspiration behind Balder is from Orson Scott Card's novel "Ender's Game".

Balder 2D

In Balder2D, players control small probes which shoot tiny projectiles with which they try to destroy each other. It features a 2D overhead view of the playing field. Probes may be human or computer controlled.
A probe can perform the following actions:

  • rotate
  • fire projectiles
  • "stick" to a wall
  • push off of a wall

Players menuver their probes around the playing field by sticking to walls and then pushing off in a new direction, while trying to shoot the other probes and avoid being hit by projectiles.

Balder2D_3


Games may be configured to have a time limit, score limit, and/or life(respawn) limit.

  • Time limited games have a timer in the upper left, which counts down, and the game ends when time runs out.
  • Score limited games end when some player reaches the maximum score.
  • In life limited games, the game ends when only one player remains.

Download

Having read "Ender's Game", by Orson Scott Card, one might be inspired to get inside the battle room. Such was the inspiration for creating Balder. In mid to late 2002 I started looking at various 3d engines and gathering other resources, and eventually registered the project on sourceforge. The vision for the project is outlined in the Design Docs, so I wont describe here what we (at the time there were four) wanted to do. Eventually I would still like to build what is described there, however it is on hold at the moment, pending my finishing grad school. In any case, the resulting code can be found in cvs in the "balder" module.

At some point last year (late 2003) I began to admit that I had neither the time, nor the experience for a project of this scale. The biggest problem I had to solve was doing a realistic simulation of a human body in zero gravity, bouncing off walls and performing other maneuvers. I realized that I could replace the human soldiers with spherical "probes" without losing too much of the feeling of the game play, and I would simplify the code significantly.

balder

In an effort to be better prepared to tackle my new plan more efficiently, I spent the summer (2004) working with the creator of the Crystal Space engine (which I'd been using for Balder) on the Crystal Space demo game Crystal Core.

Unfortunately (for Balder) I began work on my Master's degree in Aeronautics and Astronautics engineering in the fall, so any spare time I might have had was no longer free. Midway through the first quarter however, was having a bit of a jones to work on Balder again, but was not really inspired to fix the broken network code in the old version, not to mention evaluating it to see if the whole thing needed a large overhaul to be done right. So once again I scaled back my plans to something that should be actually doable this time!

My realization was that the concept I had been developing with the probes could work quite well as a 2D game. So with renewed enthusiasm I wrote a description of what the game should be, drew up a UML Class Diagram, and began writing code. Balder2D, as I'm calling the newest incarnation, will hopefully give me some useful experience with developing a networked game, among other things, so that I will be better equipped to build the 3D version should I find the time in the future, as well as being a fine game in it's own right. Anyway, I hope you enjoy it. Feedback is more than welcome, as is help with the project

balder2d

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Sunday, November 15, 2009

Blood Frontier is a single-player and multi-player first-person shooter, built as a total conversion of Cube Engine 2

Blood Frontier is a Free and Open Source game (see our License), using SDL and OpenGL which allows it to be ported to many platforms; you can download a package for Windows, Linux/BSD, Mac OSX, or grab a development copy from our Subversion repository and live on the bleeding edge. If you're an Ubuntu user, you might like to use the easy-to-install package available on PlayDeb.net.

The game is a single-player and multi-player first-person shooter, built as a total conversion of Cube Engine 2, which lends itself toward a balanced gameplay, completely at the control of map makers, while maintaining a general theme of tactics and low gravity. For more information, please see our Wiki.

In a true open source by the people for the people nature, it tries to work closely with the gaming and open source communities to provide a better overall experience, taking all sorts of feedback from your average player, to your seasoned developer, aiming to create a story-driven game environment that is flexible, fun, easy to use, and pleasing to the eye.

Current Version: v0.80 (Beta 1) released 24th February 2009.

Among the features are all the builtin (online and cooperative) editing, scripting, and rendering capabilities of the amazing Cube Engine 2, in addition to in-house work which does, or endeavours to include and extend upon:

* Unique, original, and fun gameplay, storyline, theme, artwork, and content. Pushing the boundaries of open source first person gaming.
* More configurable, providing an extensive range of world variables for mappers and game variables for players/admin to control every aspect.
* Play plain ol' deathmatch, instagib, ctf, duel, lms, or use the select range of mutators and myriad of variables to create your own.
* Item domination and dropping, fight for your lives over a great range of weapons, each with its own distinct personality, pros, and cons.
* Strong artificial intelligence (A.I. or "Bots") capable of participating within all modes of its deathmatch environment, even online.
* Improved editing displays and capabilities, with automatic map package creation and online transfers completely transparent to the user.
* Enhanced engine systems, with extra goodies like stereoscopic or anaglyph view modes, and unique mouse settings.

The main adventure component of Blood Frontier will always be Free and Open Source Software, and you can contribute to it too. The only restriction is that currently you are free to distribute but not copy or reuse the artwork without permission. This project will eventually release its assests under an as-yet undetermined open source license, once it reaches full version. For a full list of people who have contributed see the Credits. For licensing information, please see the License.

In the distant future, humanity has spread throughout the solar system, to Mars and beyond. A vast communications network bridges from colony to colony, human to machine, and machine to human. This seemingly benign keystone of modern inter-planetary society, however, appears to be the carrier of a mysterious techno-biological plague. Any persons so-connected seem to fall ill and die, only to return as ravenous, sub-human cannibals. You, a machine intelligence, an android, remain unafflicted by this strange phenomenon and have been tasked with destroying the growing hordes of the infected, while, hopefully, locating and stopping the source of the epidemic.

Download for Ubuntu 9.10 Karmic Koala in questa pagina (PLayDeb).

Screenshots

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