Proper doors

Posted by Scott_AW on Aug. 1, 2010, 6:22 p.m.

open smoothly and on the hinges.

New play demo and source download

Code starting to get messy again, time for some cleanup before I move further.

So far so good though, the next challanges are items and containers.

Doors! Almost...

Posted by Scott_AW on July 30, 2010, 3:47 a.m.

I have working doors now in The Crawl, voxel RPG.

Mostly, they currently just swing instantly open and seem to be a little off, as in they come off the frame…so I'll have to figure if its the model origin or my coordinates.

Any, it works in automated mode. Upon …

All new demo, fanciness.

Posted by Scott_AW on July 27, 2010, 3:30 p.m.

I've started a blogspot for the project, I've also created one for The Crawl but haven't started with any blogs yet.

You can head on over to find out the details and how to activate the cheats to test out 3 of the special powerups.

You can use all three …

Shield Breaker GLB test demo

Posted by Scott_AW on July 23, 2010, 6:29 p.m.

Download SB_win072310.zip

I'll have a mac version soon…hopefully.

Mac version didn't work, doesn't like fullscreen apps…but I'll fix that later

Download SB_win072410.zip

Corrected the bouncing, but not perfect yet.

Use up/down to move the turrent, space to shoot, escape to escape.

Game ends when all blocks or your shield = …

BP does care, see proof!

Posted by Scott_AW on July 23, 2010, 1:29 p.m.

Double update

Posted by Scott_AW on July 21, 2010, 10:23 p.m.

Created a new cave entrance object, one that goes with double height walls.

Also will be starting on working with doors soon.

I've decided to use a slotting system to handle model and map resources. Also planning on creating a all-in-one editor down the road.

The slotting system would work …

Its so fast its abuse.

Posted by Scott_AW on July 18, 2010, 4:20 a.m.

GLBasic is pretty damn fast. That and when you make your own entity system you get better result

This lastest stress test for the GLB conversion of Shield Breaker feature 200 blocks and unlimited shooting. So its kind of cheating. But hey, its a future powerup.

All this done on …

The Crawl: A new techdemo, several updates

Posted by Scott_AW on July 16, 2010, midnight

So Evaldraw can make EXEs now…

Play instantly or download the whole thing

And I've changed collision for objects to be independant, now that objects can be placed anywhere instead of fixed to the center of a cell.

The downloadable version contains the new map maker and a RPG sim …

Now with EXE power

Posted by Scott_AW on July 14, 2010, 10:15 p.m.

Evaldraw has been updated and now has the two features I've longed the most for.

EXE creation and basic file creation(for save data).

The latter is something I'll still need to work on.

However the EXE part is very nice indeed, and I believe it is faster than the old …

Multi-platform Shield Breaker.

Posted by Scott_AW on July 14, 2010, 1:38 p.m.

After doing some reworking of the old RPG system for The Crawl, reworking some formulas, I took a shot at rewriting Shield Breaker into GLBasic.

A few hours into it and I'm close to having the engine pretty close to finished.

Heres a video showing unlimited shooting, a task manager …