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Gaming4JC
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PostPosted: Wed Sep 07, 2005 10:58 pm    Post subject: Making Games in Linux? How can I? I have in Windows.... Reply with quote

Hello,
I make games on Windows with a free program called Game Maker ( Link: www.gamemaker.nl) but how would I go about making games on Linux? I probably need to learn a few more new codes but... any tips :D


Gaming4JC
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wescott
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PostPosted: Wed Sep 07, 2005 11:02 pm    Post subject: Reply with quote

Check out the stratagus game engine. It's just one of the many options opensource has to offer.

And may the Source be with you! :D


Edit: BTW, something is wrong with your signature.
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Mongrol
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PostPosted: Wed Sep 07, 2005 11:26 pm    Post subject: Reply with quote

There's also pygame library for writing stuff in python. Or SDL which has bindings for many languages or if you want more of a gamemaking program there's blender (www.blender3d.org). Tricky to start off with but rocks once you learn it.
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Taladar
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PostPosted: Thu Sep 08, 2005 12:04 am    Post subject: Reply with quote

The Crystal Space Engine is also nice: http://www.crystalspace3d.org
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russianpirate
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PostPosted: Thu Sep 08, 2005 1:25 am    Post subject: Reply with quote

you can use the quake3 source code and modify it and make a new game if ur really interested in making a good game
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Narnach
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PostPosted: Thu Sep 08, 2005 10:35 am    Post subject: Reply with quote

russianpirate wrote:
you can use the quake3 source code and modify it and make a new game if ur really interested in making a good game

Wasn't a good game one that is fun to play, not just one that has a powerful 3d engine behind it?

A game on the q3 engine that has crappy gameplay wouldn't be a good game, now would it?
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russianpirate
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PostPosted: Thu Sep 08, 2005 10:46 am    Post subject: Reply with quote

I guess not, but like I said if making a good game, you should use quake3 engine because then you would have good graphics as well.
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lynxnyl
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PostPosted: Thu Sep 08, 2005 9:24 pm    Post subject: Reply with quote

there are such tools as gamemaker too, but I can't think of any off the top of my head. Other people suggested proper coding, but I duobt you're looking for that.
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xordan
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PostPosted: Thu Sep 08, 2005 11:03 pm    Post subject: Reply with quote

I would recommend crystalspace, although it has a hard learning curve. It can do some pretty cool things though. You can see some screenshots of games that use crystalspace here: http://community.crystalspace3d.org/tiki-browse_gallery.php?galleryId=5
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Gaming4JC
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PostPosted: Thu Sep 08, 2005 11:20 pm    Post subject: thnx... Reply with quote

Thank you all I'll have to look into it alot of choices :wink:
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ChojinDSL
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PostPosted: Fri Sep 09, 2005 12:28 am    Post subject: Reply with quote

Crystalspace seems to support more advanced graphics and effects than the Quake3 engine.

That being said, the quake3 engine has served as a basis for a lot of great games.
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dasilva
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PostPosted: Fri Sep 09, 2005 1:30 am    Post subject: Reply with quote

Mongrol wrote:
There's also pygame library for writing stuff in python. Or SDL which has bindings for many languages or if you want more of a gamemaking program there's blender (www.blender3d.org). Tricky to start off with but rocks once you learn it.


For reference, pygame is a sdl module for python. it is very portable, according to their website http://pygame.org/about.html
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Matteo Azzali
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PostPosted: Wed Feb 15, 2006 10:35 am    Post subject: Reply with quote

If you want to practise you can use blender or pygame, if you're thinking to do
something "serious" don't waste your time with quake3, leap to C++ and use OGRE + sdl .
You can check in the forum and the featured project for the kinds of graphics you can get out of it
(and GUI is managed by CEGUI).
Other than that, OGRE is portable to win + directx, and currently has good support forum and good mesh importers,
plus the choiche to use wrappers for various physics engines.

Crystal Space? IMHO it's vaporware, check the screenshots, they are good? Yes. Have you heard of any of these games?
can you find them in the web? (well, I found Iceland freeware for linux, but it doesn't even unpacks!!!!!). Only Planeshift
has something "concrete" to show.

OGRE has VTRIKE, released as coin-op, plus scootarama and overdrive and some other demo/little game released, plus it has Ankh
(a german adventure game, actually in gold, really beautiful), Supremacy :four path to power (who got nominated at
independant game awards),Axiomatic (another commercial game) and stunt playground (a freeware for windows, actually at release 2).
Enough to tell it's not vapor.
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Last edited by Matteo Azzali on Wed Feb 15, 2006 12:28 pm; edited 1 time in total
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Matteo Azzali
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PostPosted: Wed Feb 15, 2006 12:26 pm    Post subject: Reply with quote

Narnach wrote:
russianpirate wrote:
you can use the quake3 source code and modify it and make a new game if ur really interested in making a good game

Wasn't a good game one that is fun to play, not just one that has a powerful 3d engine behind it?

A game on the q3 engine that has crappy gameplay wouldn't be a good game, now would it?


I agree, but still I cry and scream seeing how much developing time is used to develop ascii/no-artists games for linux.
Fun is the taget of games, but with ugly graphics most of the peoples will just skip the game.
(any of you played zork or adventure in the castle recently? In 1985 these were considered really fun....).

So IMHO, if you have at least nice graphics , game designer should focus on
1) gameplay
2) longevity
3) better graphics and sound

in this priority order.
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jorrit
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PostPosted: Wed Feb 15, 2006 1:26 pm    Post subject: Reply with quote

Matteo Azzali wrote:

Crystal Space? IMHO it's vaporware, check the screenshots, they are good? Yes. Have you heard of any of these games?
can you find them in the web? (well, I found Iceland freeware for linux, but it doesn't even unpacks!!!!!). Only Planeshift
has something "concrete" to show.


You didn't look well:

Here is a list of projects using Crystal Space that you can download and play:



Then of course there are lots of projects that are in progress. Some of those also have downloadable demos. So I don't know how you can say that Crystal Space is vapourware.

Greetings,
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Matteo Azzali
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PostPosted: Wed Feb 15, 2006 7:34 pm    Post subject: Reply with quote

Crystal space isn't a new project , it's there since when? years?
Ok, you're right, there are 2 more projects "concrete" other than planeshift
(keepsake at http://wickedstudios.com/keepsake/swf/english.htm has nothing
concrete, just some screenshots). This doesn't change the fact that in lots of
years the concretized projects are a bunch.

Ogre is younger by far, and already has lots more of projects finished, has dot3
bump mapping (normal mapping, as farcry and doom3) support, shaders, importers
from lots of modelers both free and commercial, and sample project to show ogre
features. More, it's synergic with CEGUI for good GUIs and can support lots of
physics engines (not last the novodex one, that will work with ageia cards), has
a mesh viewer inside, and there are lots of related projects (check oFusion if you have MAX).
It's not fortuitos that Vega Strike developers are porting their game to ogre....

And all this for a project (ogre) that was started in 2002, Crystal Space was there in year 2000
(but I suspect that it was there since some year before), and all that was finished with it are
3 projects? (well, blocks3d is a very little project, counting this one I should count a lot of other
little project for ogre, from yast (tetris in 3d) to the alpha release of a tree generator....)

Care, I'm not telling that Crystal Space is a bad project or something completely unuseful,
it had its moments of glory in 2003,but I'm just asking myself why it's currently suggested
when joining this project (and developers,and community efforts) to ogre would be better.
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Last edited by Matteo Azzali on Wed Feb 15, 2006 7:46 pm; edited 1 time in total
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jorrit
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PostPosted: Wed Feb 15, 2006 7:44 pm    Post subject: Reply with quote

Matteo Azzali wrote:
Crystal space isn't a new project , it's there since when? years?
Ok, you're right, there are 2 more projects "concrete" other than planeshift
(keepsake at http://wickedstudios.com/keepsake/swf/english.htm has nothing
concrete, just some screenshots). This doesn't change the fact that in lots of
years the concretized projects are a bunch.


Keepsake has a demo you can download and you can order the full game. Just google for it (the link is not from their main page for some weird reason).

Quote:

Ogre is younger by far, and already has lots more of projects finished, has dot3
bump mapping (normal mapping, as farcry and doom3) support, shaders, importers
from lots of modelers both free and commercial, and sample project to show ogre
features.
It's not fortuitos that Vega Strike developers are porting their game to ogre....


I wasn't saying that Crystal Space is more succesful then OGRE (it is not). I was just objecting to calling Crystal Space 'vapour ware'. Note that Crystal Space also supports bump mapping, shaders and has importers for 3ds and md2 and a very good exporter from Blender.

Greetings,
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Matteo Azzali
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PostPosted: Wed Feb 15, 2006 8:00 pm    Post subject: Reply with quote

jorrit wrote:
MAtteo Azzali wrote:

Ogre is younger by far, and already has lots more of projects finished, has dot3
bump mapping (normal mapping, as farcry and doom3) support, shaders, importers
from lots of modelers both free and commercial, and sample project to show ogre
features.
It's not fortuitos that Vega Strike developers are porting their game to ogre....


I wasn't saying that Crystal Space is more succesful then OGRE (it is not). I was just objecting to calling Crystal Space 'vapour ware'. Note that Crystal Space also supports bump mapping, shaders and has importers for 3ds and md2 and a very good exporter from Blender.

Greetings,



ok, OGRE supported importers: blender (2.41 supported),maya 4-7,MAX,AC3D 4-5,Milkshape, softimage XSI, wings3D,lightwave,truespace.

OGRE add-on projects(other than mesh/animation importers): ceguimeshviewer,cubicfractalterrain,displacementmapterrain,
dotsceneformat+dotsceneoctree,gilesexporter (exporter for global illumination),meshviewer,multiscenemanager,nogredex,oasis,ogrefsrad,
ogredotnet,ogreode,ogreopcode (collision demonstration),ogrenewt ,ogretokamak,overlayeditor,paginglandscape,particleeditor,
posertools,pyogre,rmogreexporter,videoplugin.

Now I tell it clearly, it's not that Cristal Space is bad coded, unuseful, etc. just what I want to point out is:
why should a programmer choose a tool that requires quite more time to develop the same game, when he can choose
another tool, with same license, that HAS PROVEN(*) to speed-up developing by quite some time???? I can see no other reasons
that yearning, or affection for own-self project (foir Crystal Space developers/users by quite some time).

If the word vaporware has offended you or anyone else in any way, I excuse me, my little english isn't perfect and that word is mistaken,
choose yourself the right word to summarize what I'm telling.

(*)Note: has proven by facts, just peeking at big projects screenshots
can demonstrate that there's quite more "meat to taste" developed with ogre.
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jorrit
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PostPosted: Thu Feb 16, 2006 7:06 am    Post subject: Reply with quote

The learning curve of Crystal Space is steeper. That means it is more complicated to learn it. But once you got past that stage I believe that CS allows you to do quicker development of games as it does more. OGRE is mostly a renderer. CS is a complete 3D engine framework with integrated physics, sound, ... In combination with CEL (game entity layer) CS becomes even more powerful and also easier to use as many common game things (camera handling, walking system, inventory, quest manager, ...) are already handled by CEL.

Greetings,
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