Frogatto & Friends

Frogatto sprite

Frogatto & Friends is an action-adventure platformer game, starring a certain quixotic frog.
We're an open-source community project, and welcome contributions!
We also have a very flexible editor and engine you can use to make your own creations.

Graphics News #8

April 13th, 2010 by Jetrel

We’ve done a major update to the brown rock tiles in the seaside tileset – it gets rid of the vast majority of those ugly “seams” which plagued use of it under quite a few common arrangements. Words don’t convey it, here are screenshots.

Before:

After:

Should speak for itself. 😀

Release plans:
Frogatto is (probably) going to be released in what we call “episodes”, but which are basically nicely self-contained games like the early Sonic the Hedgehog, or Mario games. We will share graphical/audio content between episodes, such as tilesets, and we’ll improve any existing episodes by porting in new content as relevant (if we make new interior props, we’ll put them in episode 1’s houses, for example). It remains to be determined whether we’ll actually sell these separately. We might have everything in one app as a one-time payment, and just add new episodes for free. We might have extra episodes as for-pay DLC. We might sell them as separate games (although I think this is rather less likely than the DLC). What is certain is that each set will be separate storylines, and the levels of them will not be connected in any way.

Anyways, the point of explaining this is to note that we’re getting close to the intended content set for this episode, in terms of tilesets. We were planning to have:

Seaside
Interiors (sunny)
Interiors (basement)
Forest
Cave
Dungeon.

Dungeon is the last one left to do, and we’ll start on it in ~ a week or two. When those graphics are done, we’ll be able to fire on all cylinders to create the remaining levels for the game, and then it’s done! 😀

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8 responses to “Graphics News #8”

  1. Charlie says:

    I think you should look at the Replica Island model:
    http://replicaisland.blogspot.com/

    That may well work better (i.e. selling on platforms other than PC) whilst not compromising the open source nature of the game.

  2. Jetrel says:

    Our code is open source, but our art has never been open-source. Please do not discuss this, I’ll start deleting comments if I get any of the usual freetard screed about how we should be completely open-source.

    We’ve released our code, because we’d love to enable the creation of other games, but we’re very hostile to people getting a ‘free ride’ on this specific title. We worked hard for it, and we don’t want someone else to be able to release frogatto on a platform we expect to get paid for. A game being completely GPL allows that, and any title worth selling will likely have tons of volunteers showing up to take the money for uploading it. This already happened to wesnoth.

    We’ve made our decision, and don’t want any noise about it.

    Now – bear in mind – we’re very, very open to GPLing specific parts of the game graphics that aren’t something unique to frogatto (we’ve already GPLed an old tileset), but our interest in open source is NOT about “letting people rip off our stuff for free” – it’s about “enabling people to create their own stuff by not having to invent the wheel”.

    c.f. http://opengameart.org/content/old-frogatto-tile-art

  3. anon says:

    Thanks for this, I wish there were more commercial games following this path: free engine, proprietary data. This way you can be sure that the game will never cease to work on your modern system, it will integrate nicely with it and won’t have any code that’s working to take control of your own computer away from you, or work against you in any other way, as is the case with most proprietary games nowadays.

  4. Reilly says:

    F’in beautiful my man!

  5. Jetrel says:

    I don’t mean to be harsh, mind you – I really do appreciate the advice, I just want to lay down the “house rules”. I’ve been harassed about OSS by a number of people (generally teenagers) who ironically haven’t made significant contributions to OSS at all, but just hang out in the community at large.

    It’s very obnoxious, and can easily drive people away from the movement entirely.

  6. Jetrel says:

    Yeah. Not only that, I’m really hoping some *pure* OSS project picks up the engine and runs with it.

    If you wanted to do pretty much any 2d game, this engine is pretty solid, especially on the scripting front (and of course we’re open to give advice on using it). For scripting, dave wrote the “frogatto formula language” (variants of which have been ported to both wesnoth and silvertree). It’s a haskell-like pure-functional language, and holy hell is it nice to work with – by being that kind of language, instead of something procedural, we avoid entire sweeping categories of bugs.

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    Graphics News #8 « Frogatto & Friends