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Behold.. Yo Frankie! Online! Both the binaries and the whole production tree are available in .zip format and also browsable via web.

Download Yo Frankie!
So go to the Download Yo Frankie! page and start playing the game, playing with the source files, or open the blend files in Blender 2.48a and do both! ๐Ÿ˜‰

A big new is that Yo Frankie! is now part of Blender Projects, this means that you can make and share your own levels, characters, whatever! and also help in the development and maintenance of the game, so we can all play Yo Frankie! in future Blender versions.

VideoTutorials uploaded so far:
– Library Linking
– Level Template Creation
– Texture Splatting in Real Time with GLSL

Just Added 3 more!:
– Water Effect with Animated Normal Maps
– Simulating AO with Vertex Colors
– MultiColor Mist Effect with Shading Nodes

Just Added 8 more!:
– Ambient Colors
– Baking Shadow Maps
– New Features in the IPO Editor
– 5 Part Series: Modeling and Texturing a Low Poly Tree

check the download page:
https://apricot.blender.org/download
(now with an easier-to-remind URL ๐Ÿ™‚ )

That’s all folks! ๐Ÿ˜€
Thanks for everything,
The Apricot Open Game Crew

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Yo Frankie! Demo 1

Time for an update from the Blender Game Engine team! and guess what.. we’ve got something you can play!

Being this the first Blender Game Engine demo we publish, it will only focus on the technical side, so don’t expect big gameplay experience, in this demo we provide a small level with a few platforms and some characters running around, so you can test if the blenderplayer runs on your computer and we can have nice feedback from that.

Please check the yo_readme!.txt file, it will guide you through the controller keys, and how to setup Blender for running without some gfx features for older computers. (even a spanish version! : )


You can get Yo Frankie! Demo #1 right below, basically there is a version with and without GLSL, while GLSL gives you nice shaders, real time shadows and other features.. it can be very expensive, so if the game runs any slow in your computer, you should check the version without GLSL).


Update #2

YoFrankie! Demo 1.2!!
Updated the Source files, Linux, Windows and OSX binaries!

Release logs ๐Ÿ™‚
– Press F1 for help!
– Fixed major slowdowns in game.
– Plenty of fixes in the GLSL side and some warnings in game.
– Updated Bullet Physics System.
– [Linux] built-in (static) libraries!: OpenAL, FreeALUT, libGCC, and Python.

Remember you can always use the source files with a recent Blender build!


Update #1

Updated the Linux version to use static python (so it doesn’t depends on the one installed in the computer), also doesn’t use gettext, exr, and some others.
Tagged it as 1.1 so you can keep track of which version you’re playing.


Linux:


Windows:


OSX:


At the right is an image you can see how the game should look with and without GLSL.

Note: If the binaries doesn’t run, you can always open the ‘.gamedata.blend’ in a very recent Blender build (trunk, not the apricot branch, built today or yesterday) and run it (the readme file is also embedded in the Text editor, so you can read it in Blender).
This is how Yo Frankie! should look.

We want to make sure you all can play the game before we give more features away, once this demo is successful and we know it plays well in most computers, we plan to release a new demo with more gameplay and features.

We hope you enjoy it!, leave any technical problem right below, gameplay suggestions are also welcome but this time we are focusing mostly on having YoFrankie! running ๐Ÿ™‚

Comments 305 Comments »

So.. the project is coming to an end. ๐Ÿ™ Today is 10th, Chris’ flight is August 30th, and mine is 31th, that makes 20 days of work from now, we made a daily schedule till the very last day.ScheduleAAAARRGHH

With the time we have from now, we managed to split it in a way we could continue wrapping up the game, and still have enough time to invest in the most important aspect of the Apricot Open Game Project, Documentation!

Basically, on my side I will be working one more week (next one) in the game itself, then move completely to work full day on Tutorials/Documentation (the week after), then the last week will be for making the design for the DVD and content. On Chris’ side, he will work on the game for a bit more, since now there is mostly work to do in the Logic/Python and special effects, something he is very good on ๐Ÿ™‚ with the online help of Campbell who is working from home back in Australia, he’s the most busy of all of us i think, among all the additions to Blender and fixes, he made literally magic with the logic, making the gameplay a charm, oh and by the way he already got the BlenderPlayer to work! So Runtimes are possible now with GLSL and complicated Python stuff (Mathutils), all in one double-click-and-run file! ๐Ÿ˜€

So, as said before, the most important aspect of the project is Documentation, because “ok.. is very nice to have this little game and characters and everything, now you say we could make our own levels and expand the game with more episodes, but how do you expect us to do that?”, and not only that, because you, the people, the main sponsors, need to have something back for your support, not only the finished game but a lot of documentation and tutorials up-to-date with all the new features in Blender, and clear instructions in how to proceed to make new stuff.

At this point, thinking about the DVD content, what is the best way to keep this project as open as it is now? and make it *more* open?, let’s ask them what they want to have in the DVD!, we are not making it for ourselves, we are making it for them!.

So here is the list of tutorials we have in mind till now, tell us what you think about them and drop any suggestions for new ones. We have scheduled to work on them the week after this one, so there is time to think about.

Me (Pablo):

  • Lighting: Baking Lightmaps, AAO, Shadows..
  • Characters: Pipeline, how to make from scratch the modeling, texturing, simple rigging, shapekeys (ipodrivers) in real time, linking. Tips.
  • Overview through new features (there are so many! in UV editor, mesh editing, animation wise, GLSL and sooo on). Tips & Tricks.
  • Logo?

Chris:

  • Trees: *huge* topic in Game development, making trees from scratch, texturing them, optimizations.
  • Extend YoFrankie!: Explanation in what you need to make a new level, put all the assets on, enemies, power-ups, making ledges to grab on, loop-the-loops, and sooo on.
  • Overview through new features in the BGE, GLSL, splatting, etc.

Campbell:

  • Overview of Frankieโ€™s logic – Explain each state, property and object in frankies group.
  • Break Frankieโ€™s logic into 5-10 blend files each with an element of frankies logic, so its not as confusing.
  • Tutorial on adding a new action – we have tailwhip, kick, throw, you might want to add another ;-)
  • Enemies, overview of their logic – how to use the same logic for multiple enemies, adding some variation.
  • New features in logic bricks and python api, and now we used them.
  • If this doesnโ€™t take too long Ill go into details for the enemies and do some screencasts too.
  • There is some overlap with game logic and level design, Chris and I will share this.

Now is your turn to tell us what you think about this list, and don’t hesitate in leaving your suggestions for more tutorials/documentation.

On the Crystal Space side, Dariusz and Frank already made tutorials, that you will find in the DVD, covering Scripting (main character, NPC’s, interaction), Linking, Shaders making, and so on.
But feel free to suggest/request CS-related tutorials anyway. Thereโ€™s some chance Frank or Dariusz might have time for them.

Yo Frankie tshirtIs your DVD! you choose what to have inside, and if it is still not yours, go grab your copy here! and support this project, by the way the new Yo Frankie! t-shirts are already in the e-shop, among with the brand new design for the Blender ones. ๐Ÿ™‚

That’s all folks! ๐Ÿ™‚
venomgfx


PS: First picture: my schedule, slowly starts to get more annotations on it, next to it is my Pocoyo toy I got back in Barcelona, and the reason why I’m awake most of the time.. Coffee!, Red Bull and the nice caffeine gums I got from the guys in Denmark (yes, they are legal).

Comments 82 Comments »

GDC Students and PabloLast weekend I’ve been out of the Blender Institute, spending it in what would be a presentation of Yo Frankie! on the Game Development Campus 2008, in the University of Aalborg, Denmark.

The goal of the Camp was to share ideas about games, get to know each other, make groups, and then each group (7 groups in total, with 6 people each) will have to develop a game for the end of the week, using Blender as the Game Engine where all the games will run.

It ended up being lot more than that!ย  met a lot of people and made very good friends over there.

But the good news are that they are releasing all the games under the Creative Commons license! quoted from the Press Release:

“Inspired by the open-source game project, Yo Frankie!, all the teams have decided to release their games under the Creative Commons license.
The teams decide on the specifics for the licenses individually. This means that the games created at the summer camp will be made available on the website, along with all the code, 3D models and textures. All the games will run on all operating systems (Mac, Linux and Windows).”

And is all thanks to you people for making this game as Open as it is, sharing characters, animations, textures, and helping with constant feedback.

Also, the Game Development Camp is going to be giving away each student in the camp a copy of Yo Frankie!, and the Essential Blender book. Isn’t that awesome?

GDC CrewSadly I had to hop back to Amsterdam and couldn’t spend the entire week there, we have to finish a game here!, but I will love to attend next year ๐Ÿ™‚

Here you can see the Official Press Release.

Games OnLine!:
Check them out here.

Each game have its own section there, where you can see:

  • Group’s Blog (Danish)
  • Download Source Code (.blend file)
  • Download Game (.zip)
    It’s .exe, but they run perfectly under Wine, however you can always download the blend file and press P, or save your own runtime file. ๐Ÿ™‚

Updated the Press section in this site as well.

Thanks to everyone there, I had a great experience and learned a lot, see you next year!
(charlieee!)

Comments 29 Comments »

Ramiro the RamMeet Ramiro the Ram! our new character, actually it is there since a while ago but now is time to put it in game.
He is the male sheep, the Ram protector of all Mandy‘s around, and will not hesitate in hitting if you get too close to them!

This week we got the sheep game (catching, throwing, animations, etc) working at a level we can move on to other games, like the piranha, rat, buck, turtle? and its logic.
But still there is a lot of things to do/tweak in our levels/hud/effects and here is where we can use your help, we have this character, the Ram, but no animations still, there are scheduled for the next week (not the one that starts tomorrow monday), so we thought that with the nice response we had with the “Animate Frankie!” post, we could try this again and let people contribute with their own animations so when the next week starts we have some already there, for tweaking/integrating and some nice extra time to work on the levels or make even more animations, we can always re-schedule ๐Ÿ™‚

What are we looking for?, this character doesn’t have any animations yet, so we can use any kind, but most needed are:

  • WalkCycle
  • RunCycle
  • Idle animations
  • Hit / being hit (by a nut)
  • Being kicked
  • Death animation
  • Drowning
  • Charging to hit with the horns, pissed off animations, everything you think will fit to this character.

Grab the .blend file here. (Packed, ~1.2Mb). Animating at 40 frames per second (like Frankie’s) will work.
Nothing really fancy on it so should work with recent builds of Apricot, that you can find at GraphicAll, thanks to our build monkeys, also the Apricot branch (linux) have an special place in the “Automated Builds” section, under “Current Hot Branches”.

* You don’t have to leave your .blend file always, you can use Vimeo (good)/YouTube (bad) to upload the OpenGL videos (?) there, and we can ask for the .blend file later (you may want to do some tweaking before release or so).

As a side note, if you’re not an animator and would like to contribute with any other stuff (modeling, texturing, etc). Check the “Contribute your own stuff!” thread we created at blender.org forums and leave your questions/thoughts there.

That’s all! looking forward to what you blenderheads do with this character, hope you like it!
(Feliz Dรญa del Amigo!)

There is an open ftp space on blender.org. It works like this:
ftp to: download.blender.org
user: anonymous
password: your email address

When logged in, go to the directory โ€˜incomingโ€™. What you put there is visible here:
http://download.blender.org/ftp/incoming/
This upload space deletes all old files after a couple of weeks, so donโ€™t use it for permanent storage.

Comments 108 Comments »