Hedgewars ♥ Github

Hello folks,
we have some great development news!

Hedgewars sources are now mirrored on Github! If you like to have all opensource projects in a single dashboard or you never contributed to Hedgewars because you hated Mercurial, worry no more!


Changes will be mirrored daily (until we find a way to automate things) and we'll accept pull requests directly from Github.

Spread the word and tell your friends!

PAotH Comics 86-90

Wow! It's so hard to believe I'm almost to 100 comics!

Read previous issues of PAotH here.

And yes, the name of the space organization in the new campaign is from these comics, though the campaign story and the comic's story have no relation.

Space Campaign First Mission, Moon


I was working the first real mission the past few days. Hero visits the PAoTH station at moon to refuel his flying saucer.

There he is about to meet some PAoTH people that are instructed to help him.
However, the notorious professor Hogevil has arrived first and has set an ambush.

In this mission the Hero has to get some weapons and neutralize the enemies in order to rescue the PAoTH astronauts.

Here is a picture of the map. I am thinking of some changes but overall it will seems like that.


I have finished most of this mission. There are some details that I have to take care of and some decisions regarding how hard the "battle" will be.

Here is a video that displays climbing to the platform, where the weapons are placed, with rope.

What do you think about the difficulty of climbing? Should be harder? By the way there is a checkpoint in that platform, so once you reach there if you later lose, you'll re spawn there.

That's all for now. I'll keep you updated :)

Space Campaign Menu Map and Checkpoints

Hi all!

As you know the last couple weeks I have started working on the new space adventure campaign. Let me give a glimpse of what I am working on.

As I have mentioned in the forums there will be a special "menu" mission for the hero to move between planets. Here is a picture of this map.


You can see the hero's home planet moon and 3 more planet's(ice,desert and fruit planet). There will be one more but I haven't decided yet what will be the theme of that planet.

Other than that a feature that I am intending to use in the campaign is check points. This means that if hero hog will achieve some difficult or time consuming task in the game then his state will be saved and if he later fails then he'll be respawned to the check point position.

Here's a silent video regarding that:

In this video I demonstrate how checkpoints will work. When the hero hog gets to a specific place then his status will be saved and the next time that he'll load the map he'll continue from there.

In this example when we "play again" the hero will have to play the moon mission, so the game ends. There will be cases where the hero will be able to travel to another planet and play it's missions first.

So, that's for now, I'll try to keep you updated. As always fill free to send me your feedback :)

P.S.: Bonus! In the video you can see the campaign mission image and description in the front end campaign page!

P.S.2: I'll try to add sound to any other future video :P

Ongoing situation with mobile port

This is an official Call for Help on the Hedgewars mobile ports.

First of all let me say that *all* the code is still fully available and compilable; in other words, it should be still working fine and dandy on any mobile phone. The Android version currently in the repository is *much* more advanced and feature complete than current alpha on the GooglePlay store, it even has networking play! iOS has received a unified input manager from the Android port and a lot of merging steps have already been done.

We just need someone to look after the code, apply latest library updates and unify the interface module.

Currently it takes a lot of effort to maintain three separate architecture targets and most of the devs are focusing more on the desktop version; in order to develop for mobile a lot of the interface has to be rewritten, as well as input method, and, at least until a few months ago, the supporting libraries were not as mature as today.

Although most of the engine is fairly portable, Hedgewars has a completely separate 'frontend' module which is based on Qt/C++ but is implemented in native Uikit/Objc and Android/Java. This is nice because native development offers a more consistent look'n'feel, but it is a maintenance nightmare, as you have to backport your changes three times. There were some attempt to unify this situation in the past and proposals to have a single codebase to be used everywhere but we could never find a complete replacement.

The binary builds used to be provided by me for iOS and by Xeli and then Medo42 for Android but all of us have found themselves too busy with IRL projects. So if you read this and are interested in mobile development, GUI and game design, jump in, we will really appreciate your effort and you will make countless people happy of playing our game!

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