Updates, new demo, more demoing.

Posted by Scott_AW on March 18, 2011, 1:01 p.m.

http://64digits.com/users/Scott_AW/bs031811.zip

I can have actual voxel weapons, which is nice! There is some clipping issues with them but theres also positive clipping like with water surfaces.

So far the weapon and shield aren't really setup, just displayed. You can put them into action positions by pressing left or right mouse …

Who wants a demo?

Posted by Scott_AW on March 16, 2011, 12:43 p.m.

http://64digits.com/users/Scott_AW/bse31611dist.zip

Thats right, I gots a demo of current progress in the Evaldraw engine.

However the final may not be in evaldraw, but just using the script style and a build-specific source build….but thats for later.

I suppose this makes up for all the teasing that the Duke3d version caused, …

Up the res, time for higher quality models!

Posted by Scott_AW on March 13, 2011, 3:30 p.m.

With a better engine, I can handle more voxels, and thus higher quality ones.

I dumped all the original rocks for new ones created in sculptris and up 4x higher detail than the originals.

I also bumped up the detail on monster models by 25% which resulted in better conversion …

BS for duke3d is dead, long live BS for Evaldraw!

Posted by Scott_AW on March 10, 2011, 10:37 p.m.

I've decided to shift engines after playing around with some things I can do in evaldraw vs. the original Duke3d engine.

I go into some detail at the blog, blackshadowgame.blogspot.com

But for those who don't like clicking(there is a video there…however its also on the previous blog) I'll run down …

Oh nos, it's happening again!

Posted by Scott_AW on March 7, 2011, 4:22 p.m.

Getting sick usually means not getting any game stuff done, and it did, cuz I was sick as a dog for the last couple days.

So once I felt a little better, I decided to grab a little piece of nostalgia from GOG.com, Stone Keep.

I don't know if anyone …

Brief tour of the keep.

Posted by Scott_AW on Feb. 28, 2011, 6:11 p.m.

Just to note, that solid brick wall the cannons are shooting at will be removed.

So in addition to getting a little more done on the Baron's keep, I also fixed the positioning of cannon balls and smoke, so now it lines up with the cannon muzzle instead of looking …

Ya'll too young to remember...

Posted by Scott_AW on Feb. 25, 2011, 3:07 a.m.

Actually thats a lie, it was only like….2-3 years ago? Damn I made Black Shadow awhile ago now that I think about it, of course never finished and revised countless times map wise.

So I'm betting no one ever played older demos(I might still have them, I have all the …

For the anti-pixelated crowd.

Posted by Scott_AW on Feb. 22, 2011, 1:28 p.m.

(Embedded Video)

Running in 32bit mode with voxels converted into models(done by the engine) and bilinear filter. Some alternations need to made as you'll see but I think everything can be corrected.

Runs on average 200-400fps on my new system, AMD dual core 3gz, 4gb ram, nvidia(unkown specs)

No more Gayverns, new computer and more...

Posted by Scott_AW on Feb. 19, 2011, 7:46 p.m.

So after much searching, missing out on a nice barebones deal(damn one day only, just before my tax returns…) and countless browsing I settled on a desktop.

I got it at Walmart <.< same place I got my first netbook. Both are Acers.

So I got an Acer with a …

3/4 done, 4 maps in the works.

Posted by Scott_AW on Feb. 17, 2011, 1:06 a.m.

First map, nearly done

Second map is about three fourths done.

Third map was started awhile ago but hasn't been worked on in a month…

And so I started the fourth map. The reason I'm getting maps started ahead is because the second map attaches to the 1st, 3rd, 4th …