Voxel calculator, w/ guts

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

It now creates a simple color palette so your VOX files will have color in Slab6. However the color is limited to 255(last index is for an empty voxel) and if your image exceed that you'll see some weirdness I'm sure, haven't tested it.

Download strip2voxel043010.zip A bug in it… …

Voxel2sprite, near done

Posted by Scott_AW on April 29, 2010, 11:59 p.m.

A little while back I started playing with the idea of a fake voxel like dungeon game. It would generate 3d models based on 16^3 array of cubes. Then I thought, why couldn't I have it make real voxel files? So I did! But currently no color info is transfered …

RJ tech update, handles better?

Posted by Scott_AW on April 24, 2010, 12:41 a.m.

I made a bunch of tiny improvements, some you'll notice others you won't. Also caught a few more bugs, enemy shots were not traveling with the map scroll speed, which also happened to the explosions.

Scrolling has also been altered, the ship moves slower horizontally and should allow for better …

3rd tech demo, and a OSX version

Posted by Scott_AW on April 21, 2010, 3:02 a.m.

9000+ pixel long level in one go, solid 60fps. I haven't checked uncapping it.

Still need to fix some things, like making the player bullets faster and enemy AI. The level is split into 9 1024x600 frames, with a lightmap, solidmap and backmap. The entire level is pixel based collision, …

SCHMUP sample 2, big screen, sample level!

Posted by Scott_AW on April 14, 2010, 8:18 p.m.

While I did not create a tile program just yet, apparently it is more efficient to use a solid image when using pixel perfect collision in GLBasic. This kind of works out because there are no perfect method of getting Mappy or Tiled tile maps into GLBasic.

I was going …

SHMUP sample

Posted by Scott_AW on April 12, 2010, 4:22 a.m.

When I first started GLBasic, the first project I decided to play with was Rick Jason, my side scrolling SHMUP.

I hacked out a decent little demo before, but after a little more reading into GLBasic I found better ways to do things.

And so I scrapped the code and …

Super palette on a diet.

Posted by Scott_AW on April 9, 2010, 10:26 p.m.

So I was going to do this…last year, but now I have. I've condensed the super sized mega palette I've been using to a nice quick pick image. Later on I'll make a Photoshop swatch for those who don't like picking colors from images.

7 shade palette, hue transition colors, …

Styles, pick your fave.

Posted by Scott_AW on April 6, 2010, 3:55 p.m.

Playing around with various display styles for my cubic dungeon crawler. Pic your fave. Although all or most can be included.

With nothing but a fog on.

With a point light on, shading by vertex normals.

Tile shaded, like The Crawl, kinda.

Built in toonshader, didn't work.

Faked toon shading …

Interface(OSX tease!), sample vid

Posted by Scott_AW on March 31, 2010, 5:24 p.m.

I currently have the sprite to model program working well enough. However there are some issues with my reduction method, normals get fudged up. So until I perfect it I'll be using the normal versions.

Without any reduction…

With reduction, normals are flawed…

But moving on, I started working on …

Cubic Crawl, the concept

Posted by Scott_AW on March 20, 2010, 9:26 p.m.

With the basics of the sprite to cube model setup, I've gone in to working on an actual game engine.

Building the games engine is pretty straight forward, since it will only handle the models and not do any fancy conversions.

Currently the limit on model sizes is 16x16x16, although …