Not just one, but two.

Posted by Scott_AW on July 12, 2010, 9:30 p.m.

I had just recently heard of google's andriod app builder, and when searching for the link to share, I found another one too.

Both seem to take the old WYSIWYG approach and drag and drop fun we've seen in game makers in the past. Somethings are slow to catch on …

Shield Breaker 0

Posted by Scott_AW on July 10, 2010, 4:41 a.m.

The very first build of shield breaker, its actually playable.

SB0

Arrow keys to move, space to shoot.

Compared to the finished version.

SB1

And the updated.

SBEX

I've been seriously thinking about rewriting it in GLBasic, they've just updated recently to version 8 and have iPad support.

GLBasic 8 …

Its old, but simulated.

Posted by Scott_AW on July 4, 2010, 3:45 a.m.

Old The Crawl stat simulation

This is the new facebook, for developers, gamers and people who whine about…damn this is like facebook, which I'm on…well I was here first at least.

More objects/walls/stuff

Posted by Scott_AW on July 2, 2010, 10:50 p.m.

I've started a new version of the map format to handle inpercisely placed objects, currently all objects are centered in a cell.

While its started, and somewhat working, I'm having issues retaining the decimal when the map is being saved. Something isn't dividing or being intergerized. Code gets messy even …

Back to Black, map maker update

Posted by Scott_AW on July 1, 2010, 12:10 a.m.

Added zooming to the map maker for The Crawl.

Found here

So I went into it and began ripping out unneeded or pointless chunks of code and drawing to improve overall performace. On top of that I've made level maps standard at 480x480 pixels.

Currently this will only take you …

Damn you proximity formula...oh it works now, yay!

Posted by Scott_AW on June 27, 2010, 12:07 a.m.

So one of the next parts of the EvalDraw version of The Crawl's engine is a proximity checker for objects that are both near the camera and in it's direct line of sight.

After trying a few things, reading some unhelpful stuff, and generally getting lost, I finally figured it …

Just because...

Posted by Scott_AW on June 26, 2010, 1:22 a.m.

So with little time, and having to spread that between C++, EvalDraw, and GLBasic, of course I've added another to the list.

Why not cycle through four coding environments?

Maybe you're just sane.

So in C++, its a slow -painful- process of creating the basics for 'The Crawl' using Voxlap. …

ECONAPO 4 all.

Posted by Scott_AW on June 24, 2010, 12:10 a.m.

So I just don't have the time for it, what with the voxel rpg game and a new found interest in cleaning up Black Shadow.

That and all the other project's I've accumilated.

So I've released the source for ECONAPO, the game that faked voxels with a series of …

Arr, I been pirated ;)

Posted by Scott_AW on June 23, 2010, 1:29 a.m.

So I was checking out my photobucket stats and noticed my image for my faked voxel sidescroller demo appeared to get a lot of hits.

It was called rainmanstresstest, as it was a demo with hundreds of male characters falling from the sky and walking around.

So I decided to …

Its The Crawl, forum.

Posted by Scott_AW on June 20, 2010, 9:44 p.m.

https://sourceforge.net/projects/thecrawl/forums

Thats about it, I like this activity feed thing in other news.