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).
YoFrankie! Demo 1.2!! Updated the Source files, Linux, Windows and OSX binaries!
Release logs 🙂
– 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!
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.
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).
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 🙂
For a while now we have been close to being able to release a playable demo and I’ve been itching to get something online that shows the gameplay coming together since its really fun to play Franky here in the studio and videos don’t cut it anymore for an open, interactive project.
Chris made a small test level for playing Franky, with a range of asset that can be used as modules for making your own levels too!
Pablo (VenomGFX) is working on animations and characters and I have been learning blenders game logic to get Franky to a playable state as well as a few bugfixes and logic brick additions.
Special thanks to Brecht for his amazing GLSL shader work and Benoit Bolsee for writing a new game logic state machine. Thanks also to Mataii for optimizing Franky’s mesh and removing ~1700 triangles .
The response from the last post was overwhelming, We wanted to include peoples wacky animations but I’m afraid this would have set us back yet another day so we will have them included by the next update.
If anyones interested in making their own levels, this is not so hard, just edit the existing terrain, or add a “ground” property to any mesh and use the existing blocks to jump on.
Playing the Game
For this test level you collect and throw nuts, climb up the ledge, glide and run around.
This demo requires a modern graphics card (for Nvidia, 6+ Series for GLSL to work), Blender Apricot-Branch revision 15389 or higher – grab one from www.graphicall.org
Up, Shift+Up to walk, Pressing Up while hanging climbs.
Left/Right – Turn or Shimmy when hanging.
Spacebar – Throw when you have collected a nut.
K – Kick (no kick objects in example level yet)
Z – Jump, Press twice to double-jump, hold to glide.
Just like you read it, Real Time Shadows in Blender’s 3D View *and* in Blender’s Game Engine!
It uses Shadow Buffers, so is only available for Spot lights now, and it works with the same settings as for rendering, like OnlyShadow (very useful!), or ClipStart, ClipEnd, SpotSize, falloff, Bias, etc. They are not filtered (yet!, so don’t complain : ) so no Soft shadows for now.
I don’t like to take attention from other’s blogposts but this feature totally deserves it.
Made a quick video showing how it looks right now in both our game demo from Chris’s blogpost and in 3D View, is speeded up a little bit also for not to bore you too much.
This feature was made by our code hero Brecht and is still under development, so go compile your apricot branch, test, and share your happiness here with a nice comment.
That’s all folks! 😀