I can has engine.

Posted by Scott_AW on Sept. 30, 2010, 2:04 p.m.

I has engine, almost.

(Embedded Video)

Lighting will change, so will the generic bodies, might have shading on the characters and definatly shadows.

I was going to do something with simple 2d polygons, but things just didn't want to work right, so I was all F___ this S___ D__ and …

Halloween horror party

Posted by Scott_AW on Sept. 29, 2010, 11:06 a.m.

So I got an idea for a survival type horror game, something like Jacob's Ladder, Silent Hill and a little flavor from Eternal Darkness.

The basic idea is that you, a poor kid in a cheap-ass ghost costume go to your high-school party which apparently you never heard of taking …

TV mode

Posted by Scott_AW on Sept. 23, 2010, 8:43 p.m.

Playing around with TV mode type display. It is for a NES styled RPG after all.

Funny how it makes simple NES games look better to have scanlines, at least I always thought games on a TV looked better then a monitor, emulation wise.

Runs great on a PC, kind …

The three little engines.

Posted by Scott_AW on Sept. 22, 2010, 2:49 p.m.

I've shuffled between working on three engines as of late.

First off is the attempts to create voxels in GLBasic, so far it goes well but needs to be more optimized.

Then I finished off the collision, movement and player animations for the NES RPG game in GLBasic, all the …

95% working! Demo Video

Posted by Scott_AW on Sept. 17, 2010, 11:54 p.m.

At least the basic face based drawing is finally working.

It seemed the right combination of mistakes in code was the culprit, the rest was fine.

That's a big relief because I was thinking that it might not be fixable.

Reductions are very nice too, although a standard wall from …

Dump that idea...

Posted by Scott_AW on Sept. 16, 2010, 11:02 p.m.

So as I step into the deep swampy abyss that is voxel rendering, or more like splatting, I encounter strange new beast of mathmatical ferocity.

In other words the idea of having a code based facing system turned out to be a little over bearing and I found a much …

Brace yourself, *vid*

Posted by Scott_AW on Sept. 14, 2010, 3:46 p.m.

It's not voxels yet. But it's using the models that my image to voxel program spits out as well as voxel models.

Right now it's a tile based 3d engine much like my GM 3d variations.

So I've got my ideas down and now I pretty much have to create …

New idea, w/ voxels, new file type.

Posted by Scott_AW on Sept. 12, 2010, 1:47 a.m.

Now that the idea of making my own voxel engine has resurfaced and plagued my mind…I find that I will most likely be creating a new voxel format.

Currently there is the basic uncompressed raw VOX file, with a 255 color palette(1 is for void).

Then KVX and KV6 formats …

How the F___ did that happen?

Posted by Scott_AW on Sept. 10, 2010, 11:03 p.m.

So I started working on the image to voxel program again, using the sprite to array function now offered in GLBasic.

However there are two drawbacks. First is the array gets fed the complete color info, including the alpha channel. That and I'm not quite reading the array yet. And …

It's almost voxel, but still 2d

Posted by Scott_AW on Sept. 9, 2010, 11:16 p.m.

So a little bit more time in playing around with Desertfox's voxel algorithm and I have managed some nice results.

First few tests were just a small box of colored pixels, proving that the rays were hitting and returning colors of the object.

Next, which is were I'm currently at, …