YoFrankie is still very much alive! Campbell Barton just posted an update on the YoFrankie Blog.
From the YoFrankie blog:
Its now 7 months after the DVD release, this is the first version of YoFrankie since being an open project at the blender institute.
Version 1.1 brings YoFrankie up to date with Blender, taking advantage of new features. There have also been improvements in the game logic and levels.
- Includes the 3 winning levels from the level design competition, with additional improvements.
- Updated Game Logic for Blender3D 2.49a
- Runs faster, from testing level 1 home: 2.48a averages 50fps, 2.49a 80fps*
- Cleaned up blend files, materials, textures, animations, unfinished levels.
- Loading screen between levels.
Great news :).
Thank you very much and thanks for the team for the good work.
This is great! Thanks everybody for making Yo Frankie better and keep it under development!
if enter into the Extra levels Sign there is no Signs to choose!?Strange!
Thanks Vassilios for picking up on this, it must have broken because the order of logic brick execution isn't ensured anymore (which is faster but less predictable in some cases).
The signs are added, just below the ground :-|
Making the script run after 1 logic tick fixes this, raycast then finds the real ground.
great, i was just reading the boning tut of the rat charater in 3d world mag very enlightning.
Technically this game was/is great thing but what was bothering me about it - had no sense whatsoever :P. I will check it out new levels though. Thx to this... "game" one can create something with actual scenario in mind so after all it is a great thing :D. Thank you guys!
hello, i think what would make this a great selling point and exposure to the goodness of Blender, is to have this ported to the XBOX 360 via XNA Gamestudio. even for whatever copies sold at the minimum pricepoint can be saved for future financing of Blender projects, or could be donated to Blender causes.
Sweet! Have downloaded, shall play!
I've recently been itching to experiment with creating game scenery, but can't be bothered with developing my own game. I forgot that Yo Frankie was there for me! :P
Since my comment didn't get posted on the YoFrankie site for some reason, I'll post it here. There are still a few bugs with movement; when using a gamepad I constantly turn the left and walk forward, and with a keyboard, I cannot run and turn left at the same time. :/
@Nezumi, agree the premise is a bit odd and not well communicated, but It seems interesting enough to keep improving on.
@J.Dumisani, Im not really interested in XNA, but if others want to port - knock yourself out :)
@tatsuyame, for some reason the spam filter holds some posts, I think all the non spam posts are now there.
The gamepad bug I didn't see yet, I test with a gamepad quite a bit.
The keybord problem is a known hardware limitation with some keyboards (we looked into it a while back, quake and other games have it too), just need to remap the keys. though better default keys could help.
In the Levels Folder when you doubleclick on the "Level_1_home" blend file to open Blender Crashes!?
But when you open it inside Blender -File-Open...blend file not Crash!
Are there standalone version of this game (CrystalSpace) still going to be made? I think it would help popularize the game more if it can be played outside of Blender. I took a look at the YoFrankie site and the last MSI and 0-install versions date from September 2008(!).
Are standalone versions of the game (CrystalSpace) still going to be made? I think it would help popularize the game more if it can be played outside of Blender. I took a look at the YoFrankie site and the last MSI and 0-install versions date from September 2008(!).
@Lovely Armada, not as far as I know, I'm also not sure what you mean by "played outside blender",
if you open the zip file you can run the game directly without having blender installed, it runs the game fullscreen without any blender interface.
@Vassilios, interesting bug, think I know what it is. When you double click on a blend file, does it open with blender 2.48a or older?, if so that would explain it. Though oddly enough I could not get it to crash on my system, a while ago I had problems opening the files that were saved in background mode because they dont have a 'screen' set. The bug is fixed in 2.49+, if you still get this problem with 249a then thats really odd.
i have Blender 2.49a Installed and Python 2.6.2 and it crashes bevor!
But now it works! No Crash!! very strange...really odd!
I have the same problem with my gamepad (Xbox 360 with XBCD 0.2.6 drivers) as tatsuyame, with always walking in some direction, but it may be that the analog sticks are set to be too sensitive, I have no problem with it when emulating games with Project64 though.
http://blog.venomgfx.com.ar/2009/07/04/venoms-lab-esta-listo/ Venom has finished his tutorial dvd.
i figured i'd post it here since blendernation missed jonathan's blender 2.5 overview untill late. just helping out Bart. =)
Thanks Random! Ben already picked it up. If you want, you can also submit news straight to our inbox using the 'submit news' link at the top of the screen - it'll give you a better chance of being noticed!
"The keybord problem is a known hardware limitation with some keyboards (we looked into it a while back, quake and other games have it too), just need to remap the keys. though better default keys could help."
Can you elaborate on that at all? I don't quite understand what would make it so I can't run and turn left at the same time, but I can run and turn right just fine, and have it only affect the keyboard. ( I just tested it on my gamepad, which is a Madcatz fightpad, using the standard xbox 360 controller drivers that Vista automatically loads. I can run forward and turn left and right fine using that. Also, I don't constantly turn left and walk forward until I press a direction on the pad. Don't know if that helps at all :) ) I'm very curious, or in other words, wtf is wrong with the arrow keys :) If you need any more info feel free to ask
i think i've figured it out... but have no idea how to fix it. some game pads have left as 0, right as some really high number, some game pads have left a -some really high number, and right as +some really high number. it shouldn't take too much to build a checker of some sort, like, press d-pad in all directions, then translate, or change which number is recognised as middle. analogue sticks do the left-0:right-reallyhighnumber thing, usually.