Just a few things.
Posted by Scott_AW on Feb. 7, 2008, 2:41 a.m.
A fix for the bad update I released, well not bad but not really an updated exe. I've also updated the original update file to have the correct version of the creator in it.
Crawl Creator Fix So I'll be getting married soon, I decided to have a kid first(almost …Bits and pieces
Posted by Scott_AW on Feb. 3, 2008, 2:49 a.m.
Man, drama at this site in the past week has rekindled old un-fond memories of delving into the social world of the internet. Of course the internet is a sort of anti-reality and thus leading anti-social types, like myself, to dwell among it.
Now theres nothing wrong with being anti-social, …Update 4 techdemo
Posted by Scott_AW on Jan. 26, 2008, 7:38 p.m.
If you have not downloaded these…Main demo file, 3.5mbGraphics Pack(needed), 5mb…you will need to.This is a update for the previous techdemo, if you've already got that you won't need much else. Be sure to read the instructions to find out about the …
Some mocking.
Posted by Scott_AW on Jan. 14, 2008, 2:02 a.m.
Mock screenshots that is.
Althought it would be nice to actually display them, I'm just going to have to spit out some links.http://64digits.com/users/Scott_AW/mock_combat.jpgNow redone as of 1/25/08 They're not in-game screenshots, but mock-ups. So the background and the enemy are just background for reference.I've been playing around …Stat system preview
Posted by Scott_AW on Jan. 11, 2008, 3:43 a.m.
Copy and paste to download since the code is inactive.This is a stand-alone demonstration of the stat system, its built simply in GM and apart from the main engine for now.Currently there is only a Stat window, skill window and inventory window, which are all 95% functional, …
Tech Demo #3
Posted by Scott_AW on Jan. 6, 2008, 11 p.m.
Several new features, several improvements and some bug fixes..
New tile type, castle ramparts. Currently they aren't marked as blockers so you pass right through them.Also as stated in previous blog, colors have been fixed in the editor, as well as when using single object tiles, thats just floor/cieling/wall/hill/ect. …Casual update.
Posted by Scott_AW on Jan. 5, 2008, 2:40 a.m.
Well I jumped back into the code of the editor and began ripping out those horrid little bugs.
One of the more pressing issues was the incorrect colors used when tiles are placed. Turns out it was a misplaced variable…In addition to fixing it I also added a feature …End of the year patch.
Posted by Scott_AW on Dec. 31, 2007, 10:20 p.m.
Fully working day and night cycle with sun included. Watch the clouds bloom without bloom and other snassy looks.My shortest blog of the year too.
Updated engine preview.
Posted by Scott_AW on Dec. 31, 2007, 1:21 a.m.
I fixed up a few problems relating to trench tiles messing up in a certain area, turns out I just had the same model twice…
Also added a collision and gravity system, its not perfect, but it fits my needs. Maps can be made of hundreds of models, mostly repeating, …Tech demo release
Posted by Scott_AW on Dec. 22, 2007, 9:37 p.m.
**Warning 11mb file**It includes both the engine and the editor as wells as a pre-made test world. Maps that are already made include 0x 0y to 15x 15y(a diagonal line) 0x 1y to 0x 3y and 1x 0y to 3x 0y. Some maps were made pre-u3d and may …