I heard about a new game called
Frogatto via
IndieGames.com. It looked nice enough, but I was intrigued by the fact that it was also an open source game engine. So, of course, I had to check it out. Here's the main points in brief:
Hacking Frogatto
- Fun game, solid engine
- Oh, gosh, every time the big bad kills me, I have to go through a bunch of dialogue
- Hey, I wonder if I can hack the data files?
- Open up milgrams-throne-room.cfg and edit out a bunch of text.
- Nope, just changing the data files doesn't work.
- Ah, maybe data/compiled?
- Hmmm, nope.
- okay, a CLI arg --no-compiled
- Wait... wTF? TextPad saves don't appear in-game, but vim do? Is this a weird Windows 7 security issue? Yep.
- Okay, now that I found out the issue, time to play my edited level.
- Error dialogue.
- Look in stderr.txt, scroll to End, and see that I've got an error.
- Edit, run, and check stderr.txt until no more errors
- Success, the end-boss pre-fight cinematic now takes about 1 second :)
Frogatto As A Platform
- Impressions of the C++ code is that it was clean and well structured.
- Mixed data and script format is okay. I would prefer some separation, but it's not an important distinction.
- Couldn't figure out how to get the editor to launch (used the binary download from the website). didn't build right out of the box in Cygwin (missing MinGW).
- All in all, not my specific cup of tea, but definitely will be excellent for modding.
- The partitioning of the GPLed engine and proprietary (but open source) data allows for commercial development on Win/Mac/Lin and iPhone (iPad?). If they make an Android port, they'll have all of the major targets for non-Flash games.