Blackseeds

Dev Update #7

Wow, already Number 7? Sure doesn’t feel like it. A helluva lots been done though.

What’s been done:

-Extended custom physics engine to allow to make a simple character

-Camera class was added that allows the world to go beyond the viewport.

-Resolution-friendly. Run it super-high or super-low.

-Character Physics (REALLY needs an overhaul)

-Polygon based maps (Ineffient though, +1000 polygons could use a gig of memory. Not my fault HGE decides to use 1.2mb per primitive I draw. Might need to fix that later or make sure people dont go polygon happy).

-Simple map designer

-Saving and Loading of maps

-Parallax backgrounds of maps (layers scroll at different rates).

-Multiple textures allowed for each poly.

What’s to do:

-So much shit, I don’t even wanna list it. Most having to do with improving the map file and efficiency.

Screenshot:

Talk about it in the forum!: http://apakoh.com/forum/viewtopic.php?f=4&t=4

Saturday, February 6th, 2010 Blackseeds, Development No Comments

Black Physics (Physics Engine for blackseeds)

Well, as I’ve said before, I’ve developed my own 2D physics engine for my game. I will release it as a lib but open-source isn’t coming until I really optimize and improve the code. It’s super lightweight, and to make it, I used a bunch (like 5 or 7) articles and things such as the famous Verlet Integration to make it what it is.
Currently, it runs just as beautifully as Box2D but creating polygons and such is soo much easier. (Say like one line).
For example, a map triangle:

maptriangle = new Body();
maptriangle->AddVertex(100, 100);
maptriangle->AddVertex(150, 200);
maptriangle->AddVertex(200, 500);
maptriangle->AutoConnectVertexs();

It also runs about 4x faster then Box2D and currently, I am pretty proud of it. I promise I’ll release some footage once my HyperCam stops acting like Lag-City.

Sunday, January 17th, 2010 Blackseeds, C++, Development 2 Comments

Dev Update #6

Whats been done:
-Got textures working on the skeleton

-Inpolate between frames and the coding can manipulate the animations themselves to account for aiming and such.

-Developed custom physics engine based on Verlet Integration method in gamedev.net and coded to be rendered in DirectX.

-Added textured objects that are implemented in custom physics engine.

Whats to do:

- Fix skeletal animations

-Support more static bodies and save CPU time in physics engine

Physics triangles on a slanted plane


DirectX blended textured Physics objects on a slanted plane

Monday, January 11th, 2010 Blackseeds, Development No Comments

Dev update #5

I believe i am long overdue for a tech update to my game. First one of the new year. I haven’t really been working on the game itself, more-so the components of it lately. As promised, the fifth update will have something better.

Whats been done:
-Got skeleton animation working on a bare-minimum basis (just need to texture the bones) inside my engine. Took about 2 days to get it right and I scrapped my old coding (which was far less efficient at rendering anyways).

-Started to work with lighting and dynamic lighting for my game. Found some really useful stuff and I am working on making it better then it is. This was really inspired by an old tech demo from Michal (the creator of soldat) in which he used light balls and dynamic lighting to create a really appealing effect. Screenshot below.

-Started to streamline the player manager code for easy access

-Started to work on development graphics.

Whats to do:

- Texture skeletal animations

- Start work on polygon based maps

- Smooth out dynamic lighting.

Screenshots:

Skeleton Demo (Untexture)

Demostration of capabilities of 2D dynamic lighting.

Tuesday, January 5th, 2010 Blackseeds, Development No Comments

BlackSeeds Dev Update #4

Man, haven’t updated this in soo long. I feel bad.  Two months of development and barely anything to show for it… Most of it was back-end though. Took me a little over 3 weeks to rebuild my entire source thing and man, it’s more efficient then hell. I swear Fifth prototype will have something better!

Fourth prototype update of the game:

Whats been done:
-Rebuilt source from ground up
-Added a lot more classes and such
-Server and Client side works now and even in singleplayer, it runs server-client yet people can still join.
-Working GUI menu (Can start server and exit game from it)
-Got Lua Scripting working (YES!). No functions though (AWW)
-Might scrap Box2D and go with self-made physics
-So much other stuff I can’t remember lol.

Whats to do:
-Get GameObjects Class working on network layer and graphics layer and physics layer. Thats my main priority atm. My only priority.

Screenshots

titlemenu

screenshot2

Friday, December 4th, 2009 Blackseeds, Development No Comments
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