Tuxracer 1.0 Retail Version Finished 244
Nailer writes "Tuxracer 1.0 is complete Version 0.6 has been downloaded over a million times, and 1.0 looks like it will kick its older siblings arse. This latest version has a massively improved set of features compared to the earlier versions, including multiplayer support, far more detailed tracks, new hazards (giant boulders, better trees, vehicles, and entire towns with roads, houses, castles, fountains, etc) new players (a girl tux, a funky polar bear, and others), split screen multiplay, internationalization, and probably a whole bunch of other stuff. Take a look at the screenshots and trailer movie. The initial release of the game will be proprietary for Windows and Linux (and perhaps Mac), but some of the code from 1.0 will be released as Open Source. Sunspire are still looking for a publisher, but should be taking direct orders soon. And when they do, I'm buying it."
Open To Closed (Score:2, Flamebait)
You can still download the source of the 0.61 version directly from their homepage [tuxracer.com], or from sourceforge [sourceforge.net]
-J
Re:Open To Closed (Score:5, Insightful)
Of course, I expected to see at least a dozen comments like that. Not everything can be free, guys. People need to live and eat and take care of their families. That being said, open source is here to stay, and as I said above I think it can easily coexist with commercial software.
Re:Open To Closed (Score:1, Interesting)
'Real Work' (Score:5, Insightful)
This is one of the reasons I can't agree with RMS. Why is it that someone who creates some music, a level design, some textures or a model deserves compensation for their hard work, but somehow someone who spends just as much energy writing code does not?
Re:'Real Work' (Score:5, Insightful)
Anyway, Open Source is a fun concept as long as people don't push it to the extreme. If someone wants to do an open source project because they love it and it's a hobby and they want to share their work, more power to them. Demanding that all software be open source and that people should someone try to make money by selling support for it (and competing with 20 other companies selling support for your product too if it's good enough) is just plain whiney on our part. People deserve to make an honest day's wage.
Personally I don't think I'd buy Tuxracer as it got boring after about 5 minutes of playing the different levels, but it might be fun for a child.
Re:'Real Work' (Score:2)
No license fees, but you could still be paid to make things happen. My own small company makes about even amounts from license fees and custom work. If we had no license fees we'd probably have more user and more custom work. Things would be tighter, some non-programmers would lose their jobs, and we would have less time to do some of the more researchy things, but the programmers would survive.
For larger companies, the situation would be mixed. IBM would do fine, Microsoft not so good, companies like Oracle would probably survive but look much different.
Why? (Score:3, Insightful)
Why shouldn't the person who created the code/art be entitled to compensation for the work they put in?
This is one of the things that I really don't understand about RMS's philosophy. He asks 'how can it be wrong to share a program with one's friend?' without asking 'how can it be fair to make use of another person's work without compensating them for the effort they put into it?'
Re:Why? (Score:2, Insightful)
"Might be fun for a child?" (Score:2, Insightful)
I couldn't care less about Half-life or Diablo, and don't get me started about Super 3D Virtua Kick The Shit Out Of Rendered Anime Guys Champion Edition. I play a lot of MAME and newer games with outstanding gameplay like Bomberman, Myst, Quake 2, and Chu Chu Rocket. As far as racing goes I haven't really seen anything since Road Rash that was fun, and really Road Blasters was pretty much the pinnacle of fantasy driving experience. I can't imagine myself ever playing a snowboarding game, but Tux Racer is kinda pretty, whimsical, easy to pick up in 30 seconds and put down when you're bored with it, and satisfying.
Playing it with adult family members leads me to the same conclusion. For the 80% of the population who's never touched a Playstation 2, games like Tux Racer are an embarassment of riches. Finding out that it "just comes with Linux" just makes them sort of stare blankly and then a month later ask me if they should run Linux instead of Windows. (I still haven't answered "yes" to anyone because things like Reader Rabbit and American Greetings don't work under WINE yet.)
I'm not sure it'll make it if it ever gets to retail shelves, even with all the extra nice stuff I see in the screenshots -- I kind of expect to see it in the 10 dollar bin at Staples or computer shows pretty quickly -- but the vast middle ground of people who like games but not enough to know what "CTF" stands for or buy a Playstation are the perfect market for Tux Racer.
At any rate, I'm going to pick up a copy just so my partner and I can race each other in real time instead of having to take turns.
Re:'Real Work' (Score:2, Insightful)
If I create something that people are willing to pay for, no one, certainly no pompous ass on slashdot or UNIX-bearded Bulgarian-dancing hacker has the right to insist that I have to find another way to make a living. You can't tell me that t-shirts are worth more money than quality music. (I don't listen to Radiohead because their t-shirts kick ass.)
Re:'Real Work' (Score:2)
You are at this point telling people how they will earn money under your system. That is antithetical to the entire concept of freedom.
Re:'Real Work' (Score:4, Interesting)
The "compensation" I get when I write code is not primarily finincial, because I do it for the love of it, not just to make money. Similarly some of my friends write music for the same reasons. I can't say I have friends who do graphical artwork, but I imagine there are people who do it for fun.
Maybe the question you should ask is:
If there are coders who work very well for the love of it and produce excellent code, and they do not demand money for their efforts, then what gives musicians the right to make similar demands?
Re:'Real Work' (Score:5, Insightful)
When you pay for software (and this applies to music and art as well...), you are effectively paying for a service - the service of someone writing the code instead of you having to do it. As a result of many people paying for it, you don't have to shoulder the entire cost of that development by yourself.
Re:'Real Work' (Score:2)
Re:'Real Work' (Score:2)
As a programmer and artist I don't mind giving away ALL my work and I don't really see a line between science and art. Very few people make a very good living off either and they are usually both appreciated most long after they are dead.
I was sort of disappointed to see them close some of the source. I really hope they open it back up after they've earned back the money they invested. We all deserve to pay our bills if we are willing to work but it doesn't hurt to give as much as we can to the public good. Sure a game isn't life or death but even entertainment can do people good.
Anyway it looks great and I'll buy a copy. I'd buy a copy regardless of license if I like it.. especially if it comes with some fun extras like manuals, pretty cd's, posters, stickers, etc. Hope to see some more games from this company.
Re:'Real Work' (Score:2)
Re:'Real Work' (Score:2)
There is nothing in RMS' stated platform that I know of, where he makes such an unfair distinction.
You're getting confused between someone being compensated for their work, and someone having exclusive control over something they have created and released to the public. You can have the first without the second. But it requires that you sell your labor (i.e. get paid by the hour) rather than sell a product (i.e. get paid per unit sold). In many industries, labor and units scale at the same rate (and also there is a material cost that scales at the same rate), so this distinction wasn't noticed. For example, it takes about twice as long to sew twenty shirts as it takes to sew ten. When you get to easily-duplicated intangibles such as software or digital art, where there is no significant material cost and unit production does not scale at the same rate as labor, the distinction between labor and units becomes very large.
The traditional business models for proprietary software, entertainment media, etc is to pretend that the distinction does not exist. But GPL-commies ;-) take that distinction into account, and want compensation for software to be proportional to its production cost, as is the case with most industries.
Re:'Real Work' (Score:2)
Imagine if plumbers came into your house, refitted your boiler, checked your pipes, etc. without asking you first. And then tried to charge you afterwards when you start using the new stuff that they have done.
And remember, this problem would be a lot more widespread if we could manage teleportation and duplication of real-life objects - Imagine if you could go down the street and make a copy of your mates Ferrari
Re:'Real Work' (Score:2)
You are the one that needs to start asking yourself. Think if it is better in a world where you can talk to your friends without every bit of information being scanned to see if it was illegal for you communicate that idea. Then think if it is better for you to tell your computer what to do, or for you're computer to tell you what you can and cannot do on behalf of government and bussiness cartels. Think whether you care more about your integrity as an individual and the promise of free communication, or some lousy economic argument advocated loudest unsurprisingly by those who are rich and stand to get richer.
We have freedom for a reason, and we do not tear it down for unsupported unnecessary utilitarianism. UNDERSTAND THIS.
Re:'Real Work' (Score:2)
Now, the line that you draw with all these things is down to personal (or rather governmental and cultural) taste, - here in the UK we have considerably stricter gun laws than in the US, but we are allowed to drive faster, and have sex and drink earlier, and burn any flag we damn well please.
"Your freedom to swing your fist ends at my nose"... To view copyright only from the consumer's point of view seems to me to be just as shortsighted as the seemingly prevailing view in the music industry, which is bringing in crippled CDs to stop people playing them on their computers, viewing things only from the producer's point of view.
Re:Open To Closed (Score:3, Insightful)
I don't see why this should necessarily be true, I remember some wonderful and freely released TCs (Total Conversions) for Doom and Quake, as well as seemingly endless amounts of levels. The quality of the user made levels and artwork varies, of course, but it's not like that can't be said about Free software.
I think you have differentiate between replayable and non-replayable games. In replayable games, what you see is that a couple of models (like Civilization, and multiplayer Deathmatch) have been stumbled upon that except for technical updates have remained much the same for the last ten years. In Civilization we have seen a free implementation of the concept grow up quite well, and with Deathmatch JC of course GPLed a lot of the code himself - though I am unaware of any attempts to combine the GPLed code with user levels and artwork to make a totally free Quake.
I think that that the real reason that we have not seen a lot of Free games developed is that decent proprietary versions have been around. We have seen time and time again that there aren't often enough coders who are motivated by ethics for free software to thrive when there are propreitary programs available to do the same thing (cf the lack of a free RA decoder, and the bad state of the free Flash player (and Flash is even documented!))
For non-replayable games, the kind that people play through in 10-12 hours and then don't look back to, I might agree that free development might be difficult, at least not for the same amount as come out today. I think the world can do without them.
Re:Open To Closed (Score:2)
http://www.swift-tools.com/Flash/
It is the only way to play flash on real computers (ie Irix, PPC-Linux, Solaris)
Re:Open To Closed (Score:4, Informative)
I've had an at length discussion about this matter with RMS, and his stances is that either the developers write free (using his definition) games (of a lower quality) while working at jobs who pay them to write free applications, or they don't write games at all.
Email me (me@thisisnurgle.org.uk), and I'll forward you the emails if you don't believe me...
Re:Open To Closed (Score:2)
Re:Open To Closed (Score:2)
Re:Open To Closed (Score:3, Redundant)
Yes, it's a troll, but I'll bite:
Emacs, GCC, glibc. Any questions?
Re:Open To Closed (Score:2)
<rant>How did I get moderated "Redundant" when I posted my comment first?</rant>
openracer builds on the GPL-version of tuxracer (Score:2, Informative)
http://moria.mit.edu:8080/wf/dev/systems/OpenRace
http://slashdot.org/article.pl?sid=01/08/02/20262
Re:Open To Closed (Score:2)
I honestly and utterly believe that if contributers to that code , who contributed there time (and therefore money) did so in the belief that that code is GPL, than there is no two ways about it;- they are entitled to compensation
, or at least the same rights that they granted the publishers when they submitted their GPL'd submissions
There is nothing more *f_ked up* than putting in work into a community project only to have some renegade company pirate (yes I said *pirate*) your work and make it closed work. Some one *please* call a lawyer. And for god sake if you have a shred of decency , do *NOT* purchase that game.
Re:Open To Closed (Score:2)
"Renegade company"? Well, I guess you ignore the fact that Sunspire is the collection of people who created the software, who wrote the overwhelming majority (all?) of the software, designed the overwhelming (all?) of the graphics, sounds, levels...yes, these guys are pirates!
BTW: the games is still Open Sourced [sourceforge.net].
Re:Is this Legal? [Re:Open To Closed] (Score:2)
It's not a derivative work! It's the original work!
Trailer movie? (Score:2, Informative)
I couldn't find the link to the trailer movie... can someone point the way?
Re:Trailer movie? (Score:1)
Re:Trailer movie? (Score:1)
Re:Trailer movie? (Score:3)
I have it - if you have the bandwidth to host it I'll mail it to you.
Mike
Re:Trailer movie? (Score:2, Informative)
Great (Score:4, Interesting)
I also like the fact that the binaries for all platforms will be on one CD. I'm tired of buying two copies of games if I want to run them on both Linux and Windoze.
Hopefully they will find a partner and be successful. It could be a good shot in the arm for Linux game development. It will be hard for them to say who is running it on what platform though, but I can live with that in return for getting all of the binaries in one box.
Re:Great (Score:2)
However, I'm not sure we all appreciated the result much [lokigames.com].
Re:Great (Score:2, Insightful)
I've been following the development of this, and it's nice to see a game being developed simultaneously for Linux and Windows, rather than being released on Linux a year or more after the Windows counterpart.
I would certainly hope that a game starring Tux, the Official Linux Penguin, and originally developed on Linux, would not be available for Windows before it's available for Linux.
I also like the fact that the binaries for all platforms will be on one CD. I'm tired of buying two copies of games if I want to run them on both Linux and Windoze.
Yes, it's certainly nice when the game is developed, and originally released, as cross-platform. (Like Terminus [vvisions.com].) Unfortunately, that's not really an option when a separate company like Loki does the porting after the game has been released, and it's kind of unfair to blame Loki for that. If gaming under Linux is important to you, then send a message by not buying Windows-only games; that way, you'll certainly not pay for the same game twice.
Demo ??? (Score:1)
Is it just me (Score:2, Flamebait)
I'll get my coat
Re:Is it just me (Score:2, Insightful)
Will I get mod'ed down as well for having my own opinion?
Re:Is it just me (Score:2)
When it comes to games, the only ones published here are the highly anticipated geek games (CivIII, Black&White, etc...). Tux racer has none of these, cept a penguin.
MAYBE if it was linux only, I can see it, but, quite frankly, its a racing game. Not many nerds get into racing. And another thing is that its been done SO MANY TIMES.
Lets just leave it as MarioCart being the champion "cartoon" racing game, and try for something new, shall we?
Yeah, I'm your average slashdot whiner, but they post stuff that would obviously be complained about!
Next article will be "Microsoft is bad, linux is good"... just wait and see.
FYI - Its best to whine when you have 50 karma, so after you get modded down some, you can work your way back. I call it the "Slashdot Game".
Re:Is it just me (Score:2, Funny)
Yeah - brilliant innit? I've managed to pick up some notright who gives me grief each time I post because I disagreed with groupthink at some point. Fantastic that not only are the linux freaks who live under the rocks on this site losers in real life, but they are on here too!!! Mod away MF's - another 18 points to lose
Re:Is it just me (Score:2)
Re:Is it just me (Score:2)
I really love TuxRacer. I'm sure there are other racing games out there that are equally fun, but that takes nothing away from TuxRacer.
TuxRacer is easily played with just a keyboard; it runs smoothly and looks pretty; some of the courses are really well-designed; in short, it is nice in many ways. The only shortcoming, to me, is that there aren't enough courses, there is only 1 song, and only 1 player model... and the 1.0 release will provide more courses, music, and models.
There are times when I am in the mood for a short, fun game, a sort of snack of a game, and TuxRacer hits the spot. Unless they have changed the fundamental nature of TuxRacer somehow, I'll be paying for 1.0.
steveha
Who owns Tux? (Score:3, Insightful)
Re:Who owns Tux? (Score:3, Informative)
Nice to see the correct spelling of 'arse' (Score:3, Funny)
why... (Score:2, Funny)
Re:why... (Score:2)
:)
More Screenshots (Score:1)
http://www.sunspirestudios.com/images/
Many of these are not linked from the site.
Re:More Screenshots (Score:5, Funny)
http://www.sunspirestudios.com/images/
Indeed - check out the new competitive team based mode, with voice commands and enemy taunts! [sunspirestudios.com]
This game will not succeed in the windows market (Score:2, Interesting)
Re:This game will not succeed in the windows marke (Score:2, Funny)
...
Boris (Score:2, Funny)
They should have changed the name (Score:5, Insightful)
Remember what Tux stands for. It's Tux not Mario or Sonic. He's a free animal and I want it to stay this way. I won't buy this game.
Re:They should have changed the name (Score:2, Informative)
from http://www.isc.tamu.edu/~lewing/linux/ [tamu.edu]
Furthermore, nobody has a trademark on Tux. As I said, the sentiment is nice, but it seems somewhat hypocritical for the same crowd that espouses "free everything" to complain when its mascot is used in a way it doesn't like. But then, the Slashdot audience has always been fickle like that. "Free Everything" even if it puts the content creators out of business. Splendid idea.
Re:They should have changed the name (Score:2)
Re:They should have changed the name (Score:2)
Re:They should have changed the name (Score:2)
They didn't. They just didn't use that code or got permission.
> I fail to see how the Open Source community can claim that knowledge can be shared without dimming your own
I fail to see how the proprietary software community can claim that they should be able to use anything the open source community puts out, but we can't use anything of theirs. If the author didn't give you permission to copy it in that way, then you don't have permission, proprietary or open source.
Re:They should have changed the name (Score:2)
I, and probably virtually everyone in the so-called "proprietary software community", have no problem with Open Source people dictating the terms of their license. After all, one should be entitled to the product of their own mind. Whether they want to keep it for themselves, share the source, dictate the license, charge for it, or whatever, that is up to the creator.
However, while they may have the right, it is hypocritical to claim that ideas cannot be property and can be shared without any cost to the creator and then turn around and say that there some be an exception in their own case. If it's truely FREE, in every sense in the word, then I should be ALLOWED to take the source and do whatever I want with it, including releasing a derivative proprietary product and keeping my modifications to myself. You may not like it and you're free to protest it, but it should be within my rights, at least if the OSS people are to be consistent. It may be consistent with for them to object to the copyright law that protects the proprietary product, but that's a distinctly seperate issue.
Re:They should have changed the name (Score:2)
Re:They should have changed the name (Score:2)
That said, I do not believe that a GPL-style license is really necessary to prevent free software developers from being "ripped" off. What, precisely, is the harm of someone borrowing your code and not publishing their modifications? You and your buddies can still share your code every bit as well. You've not lost out financially. It seems to me that if you're going to give a gift to society at large, that it should be more in the style of the BSD license. Not only is that gift is more free without restrictions (by definition), but it can also do the greatest good. (e.g., Open AND Closed Source developers benefit)
Re:They should have changed the name (Score:2)
Do you really want to compete with someone who has access and permission to use everything you do, but you don't have access or permission for any of their stuff? If GCC had been that way, we wouldn't have the massively multi-target multi-frontend compiler we have now; we would have a compiler supporting a few languages and a handful of targets, and thousands of buggy limited proprietary compilers based off GCC. C++, ObjC and Ada were all added in part because the GPL compelled the freeing of the code.
> It seems to me that if you're going to give a gift to society at large, that it should be more in the style of the BSD license.
If you want to give away a million dollars, do you throw it into the street, or do you carefully consider who to give it to and what conditions to put on it? Is it wrong to give a million dollars to a university to build a new library?
> it can also do the greatest good. (e.g., Open AND Closed Source developers benefit)
But the other 99% of the world - non-programmers - end up with more proprietary bugware and less working free software. If you want to do the greatest good, focuse on the largest number.
Re:They should have changed the name (Score:2)
Under a BSD-style license, if customers would rather spend 50 dollars more on proprietary extensions, then that is the greater good. If, however, the closed source additions simply crap it up, it's rather unlikely that people will buy in large numbers. Thus the propreitary line will die and become irrelevant. In other words, I believe allowing the free market, of sorts, to handle this is a far better method of contributing to this world.
The difference is that this is not a zero sum game and that the money is finite, whereas my code can be used towards multiple ends at one time without wearing away at it. If I allow my code to be thrown in the "street", so what? Some incompetent coders my screw their modifications up. Other competent developers in Open and Closed Source can still make the most of my code.
Firstly, relatively little of this code was ever based in Open Source. Secondly, you're making an assumption that I disagree with, that Open Source is an inherantly better process than Closed Source. Thirdly, that, as I alluded to above, you are presuming that consumers are irrational and therefore incapable choosing the better product.
What does this mean precisely?
Re:They should have changed the name (Score:2)
Re:They should have changed the name (Score:2)
Anyways, to be honest, Super Mario Kart will allways be the best cart racing game - man, how many hours did we wast at Uni on this game. Ahh... those were the days - tokin' through the night with winner stays on SMK.
So, forget tuxracer - download yourself a SNES emulator (there are plenty e.g http://www.snes9x.com/ ) and a SMK ROM & enjoy....
Re:They should have changed the name (Score:2)
In xbill (a crappy game, if ever ther is one), Gates is the enemy. Therefore it is an anti-MS game, and could possibly be intepreted as a pro-OS game. I'm sure nobodys complained against this usage of Bill because it isnt worth it.... if they had used Bill Gates as an end-of-level bad guy in e.g Quake, it may have been a different matter. Alternatively, in tuxracer you play (by default) as the penguin. Therefore the penguin is "the hero" or "goodguy". Therefore, this could be considered a pro-linux - and by proxy - a pro OS game. I think this is a valid point.
Yes, it would be rather a travesty to have the GNU mascot as a character in their aswell..... if they did i might have to start a website campaign or tuxracer.die.die.die newsgroup or something
Re:They should have changed the name (Score:2)
(As a quick aside, my comments were somewhat tongue-in-cheek -- especially the xbill one. However, I still think there's somewhat of a point to be made.)
I agree that Tux Racer, by using Tux as a mascot, is representing itself as pro-Linux. However, I believe that they fulfill that role (through the importance placed on the Linux version of the game). I do not believe that pro-Linux should automatically imply pro-OSS. One of the most obvious strengths of Windows is the existence of commercial third-party software. If I could walk into, say, CompUSA and see just as much Linux software as I do Windows software, that would be another tickmark on the short version of the Linux World Domination TODO list. Now in RMS's ideal world, all that commercial software would be open sourced, instead. While I appreciate some of the benefits of that ideal, I do feel it's too extreme. There's a benefit to being able to recoup software development costs from people other than your first customer, and the much touted "support model" of making money seems to be failing a lot of people. Still, Linux at its core is a good example of what OSS can do. However, that doesn't mean that anything and everything associated with it has to be exclusively OSS. This is especially relevent in the area of games, where OSS is way behind what the commercial folks have done. There are some very good OSS games (Nethack is probably my all-time favorite game), but for each of those, there's many more good commercial games. It's hard for a volunteer effort to compete with a team of programmers and artists working full-time for 2+ years.
Re:They should have changed the name (Score:2)
OK OK OK you win... agreed. I guess by the sounds of this they have open sourced some of the game. I dont know which parts, but you would guess the more low-level stuff, so other people can build on top of it. Yes, this is the way linux should go. OS kernel + libraries + essential unix apps etc.... but then yeah, if you want someone to give you a really slick desktop or ace FPS or whatever, its fair enough that they charge for it, keep the source code & reap the rewards of their hardwork. Yes, I dont see any other way for Linux World Domination(tm). But then again... we have to be careful with this. Dont want to generate a new MS. Aswell as keeping all the low-level stuff Open, things like file specifications should be Open (XML, whatever) to stop ppl being "locked" into a certain product and ever spiralling liscense charges. Anyway.... what were we talking about again? Oh Fuc... forgot to put those darn paragraph breaks in
WAIT A MINUTE!!! (Score:2, Insightful)
Re:TROLL A MINUTE!!! (Score:5, Insightful)
Re:WAIT A MINUTE!!! (Score:2, Insightful)
The original copyright holder is always free to relicense his code under whatever license he wishes. In other words, you can take GPL:ed code you have written, and put it under any license you like. However, if there's someone else's code in there, you'll have to remove it unless you get that person's permission.
Sunspire Studios had to rewrite parts of the game to get rid of other people's GPL:ed code, which they couldn't relicense.
Of course, the code on SourceForge is still GPL. They can't change that.
I'm kinda sick of Franchise Racer by now... (Score:5, Funny)
Race with the Disney [ign.com] characters.
Race with the Looney Tunes [ign.com] characters.
Race with the Hanna Barbera [ign.com] characters.
Race with the Donkey Kong [ign.com] characters.
Race with the Star Wars [ign.com] characters.
Race with the Austin Powers [ign.com] characters.
Race with the South Park [ign.com] characters.
Race with the Muppet Show [ign.com] characters.
Race with the Disney [ign.com] characters again, except something went wrong and only three disney characters are there.
You know where were heading, don't you? Mary-Kate and Ashley mall racing, that's where.
God help us. God help us all.
Re:I'm kinda sick of Franchise Racer by now... (Score:2, Funny)
Oooh, you're not going to like the new racing game on the Xbox then starring Bill Gates with a big cartoon head driving around in a crazy snowmobile trying to run over the penguins.
Re:I'm kinda sick of Franchise Racer by now... (Score:2)
Race with the Crash Bandicoot characters [ign.com]
Re:I'm kinda sick of Franchise Racer by now... (Score:2)
If you do a cross of that with Unreal... You would have one of the highest selling games ever.
Why don't they sell a gpl version at retailers? (Score:3, Interesting)
Forget the fact you can download it for free, or have it included with your favorite linux distribution; convience of getting it off the shelf at best buy under the GPL GAME SECTION for five bucks a pop, is the way to go.
The proprietary version will probably be 30$ and they'll sell 10,000 or so vs. 75,000 gpl'd games at 5$ a pop.
--the temptation to exploit users through hidden code is too great for proprietary software. ie.. haven't they learned anything yet? 300,000 gross sales for propiretary version vs. 375,000 for gpl games, you do the math!
Re:Why don't they sell a gpl version at retailers? (Score:3, Insightful)
Open Source is great, however don't force it upon people who don't want to open source their products. People write software for a living you know - software that is good enough to not require support services. Games don't need support services - there is no market for single-player game support, only in selling the game itself. Sure, in multi-player games you can sell time on the server itself, but someone will just set up their own server anyway thus making the work worthless.
The art of coding should not be treated any differently from music creation or graphics creation. Why is coding considered to be less worthy? Let people write free opensource software if they wish, who are you to criticise them?
Kickass feature to have.. (Score:4, Interesting)
Imagine a 360-inverse-tux-flip or perhaps a tux-slide.. There's no end to the possibilities =)
That put aside, the linux version wil be mine.
Re:Kickass feature to have.. (Score:3, Informative)
But you can stunt already (Score:2)
Last version of Tuxracer I played was old and crusty from many months ago, but it did have the capacity to do stunts and tricks.
Hold down the jump key, wait until it powers up, then release it and slam a direction key. You'll spin end of end, flipper over shoulder, or even do a fancy horizontal pirouette.
It's all in there ... you just gotta read the docs. (Docs weren't added to make the gzip larger.)
on the Game Cube? (Score:3, Interesting)
It's kinda neat but.. (Score:3, Insightful)
The gameplay is pretty straightforward and boring. Doesn't even seem as interesting as, say, the snowboarding mini-game in Final Fantasy VII, which wasn't even meant to stand on its own. Snowboarding games and the like typically offer a significant deal more than TuxRacer, and for this reason if I was going to shell out cash for a game of this genre, I'd go with a good game.
For another thing, the graphics are not that spectacular. The scenery has some nice textures, but the characters and objects are simple gouraud shaded polygons, and even then the polygon count in the player models and how they are put together is now substandard. I understand that having a low polygon count helps performance, but companies like Square show how you can really have some decent looking graphics without complex geometry.
All in all it was a neat little game that kept my attention for a few minutes when I first got it. It's not on the level of any commercial competition in my opinion, considering games from 97 have roughly equivalent graphics and the gameplay is really boring and repetitive, with next to nothing to spruce it up.
Re:It's kinda neat but.. (Score:2, Informative)
Re:It's kinda neat but.. (Score:2)
Re:It's kinda neat but.. (Score:2)
I can walk out and make my own movie with some friends. The resulting movie can be truly great. It wont have the effects of the Matrix, or the babes (unless I happen to know some talented 'ass' - which I don't) but it can be great. Ideas make movies. It can be great. It could make it to a film festival, do a small run in small cinemas / video screens and get a small release on video.
I can also gather a bunch of people together and write a snow boarding game. Unless it brings something new to the genre then it'll just be mediocre or crap. It can look pretty through good design, it can play well through refined physics, it can be good. It'd take years. It _could_ be good. At a push.
But I could make a movie in a couple of months with no money just using my spare time - it'd be a short most likely - but it _could_ quite easily be cool.
Can a game in an established style ever be worth £30 when on the same shelf as something that cost literally millions to develop and is supremely polished?
Most people would agree a movie is a movie is a movie - some are bargain priced on video/DVD - but on the whole they cost the same.
Games, on the other hand, are different. If Tux Racer is justifiably likened to a mini game in FFVII how can it be justified in charging £30?
I used to write games on my old Ataris - they were shit, but we enjoyed playing them (racing platformers mainly - now THERE is a dead genre to resurrect). We enjoyed them because we could dick about with them and speed characters up, slow them down, turn gravity upside down etc... the games themselves were painfully mediocre - actually it was all the same game at various points on its evolution.
I always thought jeff minters games were kinda cruddy - they were small, the graphics were small - but I loved playing them and always paid double the shareware fee because I enjoyed the idea of feeding camels. Thats the territory I see TuxRacer inhabiting, not the boxed £30 games shelf.
Re:It's kinda neat but.. (Score:2)
http://www.graftgold.com/now.html
Andrew Braybrook:
moved back to commercial programming at Eurobase Systems Ltd when Graftgold ceased trading. He is a Senior Programmer working on client/server database applications for the insurance market.
Shiver. Braybrook's games were some of the best ever. I'd say he probably couldn't bear games coding for such an ugly-to-program platform as the Wintel architecture for very long, after the comparitive bliss of Amiga games programming...
Are you are you saw the screenshots? (Score:3, Informative)
In 0.61 you:
* Skied / jumped down a slope
* Tried to race on icy bits to get the lowest time
* Collected herring which didn't do anything
* Enjoyed the occasional jump
* Stop moving when you hit something
In 0.1
* Race opponents (computer controled and split screen)
* Deal with hazard like falling ice blocks, moving vehicles, giant boulders, interfering opponents, logs across your path, stumps, moving cable cars, ice spikes, falling snow, etc.
* Have cool ice tunnels to use centrifugal force to climbs the walls within
* Actually collect herring to contribute to your score, which can be places in the sky and only accessible via jumping from a ramp or perhaps a hidden rooftop, making the game much more challenging
* Ski through slopes, towns, ice tunnels, fountains, roads, etc. More detailed backgrounds and artwork make the levels much more unique and complex, check out the realistic trees and beautiful sunsets
* Stop moving when you hit something in a way that makes it seem like you actually hit something
* The path may diverge in more than one direction, meaning there can be hidden shortcuts.
1.0 is nothing like 0.61. Yes, 0.61 sucks as a videogame (as I said, its an ancient tech demo) but 1.0 (from the screenshots and trailer movie) looks like being a quality game up there with most Nintendo titles, and, more to the point, worth my cash.
a funky polar bear (Score:2, Funny)
Cost & availability? (Score:2)
It looks like a good gift for the holiday season!
Girl Tux or Boy Tux? (Score:2, Funny)
Openracer (Score:3, Informative)
They try to move away from the original game, though, in order not to interfere with the commerical versions' development.
Their site is at:
http://moria.mit.edu:8080/wf/dev/systems/releas
You can check the source out from cvs using CVSROOT
Please note that it will need the newest plib version from CVS, too, though.
Re:Openracer (Score:2, Informative)
Corrected Link [mit.edu]
Not much to see yet.
Tux Racer will not sell well, IMHO. (Score:2)
In other words, Sunspire Studios won't have Tux Racer out in time for the biggest shopping season for games.
why Windows is on top (Score:2, Funny)
installation for Windows 95/98/ME/NT/2000
Obtain the tuxracer-win32-.zip file from the Downloads page.
Unzip this file to your hard drive. You will need a program like Winzip to do this.
You're done!
installation for Linux
Make sure you have (and have correctly installed) the following libraries:
An implementation of the OpenGL API version 1.1 or greater (Mesa versions >= 3.2 work; see http://mesa3d.sourceforge.net). Note that you will need a hardware-accelerated implementation of OpenGL in order for Tux Racer to be playable.
The GLUT library, version 3.7 beta or greater. This is distributed in the MesaDemos package, so if you have installed Mesa you probably also have GLUT. Otherwise, see http://www.opengl.org.
Tcl Version 8.0 or greater.
(Optional) Simple DirectMedia Layer (SDL) Version 1.1.1 or greater. This is required for joystick support.
(Optional) SDL_mixer Version 1.0 or greater. This is required for sound and music support.
Obtain the tuxracer-.tar.gz and tuxracer-data-.tar.gz files from the Downloads page.
Unpack the code tarball:
shell$ tar xvfz tuxracer-.tar.gz
shell$ cd tuxracer-
Configure for your system:
shell$
Many people will be able to run configure without passing any options. The more commonly-used configure options are:
--prefix=DIR: Specify where to install tuxracer. (The tuxracer binary will be placed in DIR/bin)
--with-tcl-libs=DIR: Specify Tcl library location
--with-tcl-inc=DIR: Specify Tcl header file location
--with-tcl-lib-name=NAME: Specify Tcl library base name
--with-gl-libs=DIR: Specify OpenGL library location
--with-gl-inc=DIR: Specify OpenGL header file location
--with-glut-libs=DIR: Specify GLUT library location
--with-glut-inc=DIR: Specify GLUT header file location
--enable-stencil-buffer: Use if your hardware has a stencil buffer
--with-data-dir=PATH: Location of tuxracer data directory (can be also configured in options file later)
Run
Compile:
shell$ make
Tux Racer should compile cleanly, with few (if any) warnings. Please see the FAQ or our Support page if Tux Racer fails to compile.
Install the tuxracer binary:
shell$ make install
Unless you specified the --prefix option when you ran configure, this command will install the tuxracer binary in
Install the data files:
shell$ cd
shell$ tar xvfz
shell$ mv tuxracer-data- tuxracer
You may install the data files anywhere you wish, but tuxracer looks in
You're done!
That doesn't matter... (Score:2)
The vast majority of people do not wish to spend time looking for libraries, or downloading and compiling source, or any of that stuff. They want it all ready for them.
My freshman year, I had a C professor who watched my pitiful attempts to find the optimal solution to a sorting problem. This thing would be rarely used, and not all that critical, and not often executed. He told me, "Let it go. Programmer time is always more expensive than CPU time." Point is, you have to look at the optimal solution in terms of preserving what's valuable rather than what's technically superior. Make a person go through 5 minutes of work to save $.12 worth of hardware and they'll run away from your solution like it's coated in anthrax.
My time is far more valuable than the 25MB of hard drive space DirectX takes up. I'm glad it's installed by default in WinXP. I was able to get my XP box up and gaming in ten minutes. It's been a month, and I still can't get my Linux box to run quake3.
Re:Highly technical review (Score:2)
I didn't realise there was a game option for the polar bear to piss himself on the way down... Or does Tux leave a _yellow_ groove in this version?
Grab.
Re:what's the priceing going to be? (Score:2)
Guess what this game seems to be worth boys and girls.
Well, it sounds like it's worth about $5 to you. Which means you may just not get to have a copy, I guess.
For me, I'd be willing to pay $30-$35 for it, as the original Open Source Tux Racer was a hell of a lot of fun, and I'm willing to pay up for the man-years of effort that have gone into the game since then.
In any case, Economics 101 says that the best way to price things in a free market is to find the optimum price, where the most money will be earned.. if someone out there was willing to pay one million dollars for their copy, then that's what SunSpire should charge.. million bucks free and clear, and if a second person ever wanted to buy it, then that's gravy..
In the real world, they'll probably price it somewhere in the 20-40 buck range, depending on how good they think the game is and how well they can market it. They'll hopefully get a good bunch of sales, then if their sales start to drop off, they'll put it on sale and maybe someday it'll be at a price even you, personally, can afford.
Open Source is well and good (I've spent the last 6 years working on a GPL'ed project), but Linux needs commercial software development to be successful.. it's okay if you have only a handful of Open Source databases, or only a couple of complete Open Source web servers, but if you want to get a consumer mass market, you need hundreds and thousands of games, and there's only so many people with the talent, desire, and disposable resources to produce open source games.