“light” changes

Posted April 17, 2008 by Kyle
Categories: development, graphics, system, xml

- each entity may now have one light attached to it, which essentially means that whenever that entity is moved, the light moves with it
- a backdrop can either be lit by the in-game lights, or have its own set of lights
- both entity and backdrop specific lights can be defined within the XML using the same light schema as before
- the light XML element had a small schema change: a new attribute, dynamic, has been created to differentiate between moving and non-moving lights

enException handling

Posted April 15, 2008 by Kyle
Categories: development, graphics, system

- added new class, enException, which is used for exception handling
- change XML light schema to allow both offset and positional modes at the same time
- minor bug fixes

editor and font changes

Posted April 1, 2008 by Kyle
Categories: console, development, editor, system, xml

- changed the enButton default texture, as well as created a new constructor which accepts a custom texture filename
- added a “new map” button to the editor screen which clears out the current map (and increases g_saveLevelCount)
- modified the test mode for trying maps to include a “caution” border, and the ability to go back to the editor by pressing escape
- added the ability to change the font size of any label on the fly (as opposed to setting the values in cvars.ini)
- removed the attribute "sideWalls" from the XML level structure
- added a drawBorder function to enActor
- on the intro page, added the ability to select options with the mouse
- in the editor, the selected entity now stands out more noticably
- the console command updateIni now accepts as a parameter a console variable name, which allows only that updated console variable value to be saved (all other console variables are saved using their originally loaded values)

editor changes and buttons

Posted March 26, 2008 by Kyle
Categories: development, editor, system

- created a new GUI component, enButton, which consists of an enActor and an enLabel
- added a bottom menu bar to the editor screen (home, test, save, quit)
- added the ability to test a saved map from the editor screen (initiates “test map” mode)
- minor bug and memory leak fixes including an issue dealing with changing between engine states
- added in a few new textures

random(low,high), GameItemBox

Posted March 9, 2008 by Kyle
Categories: development, game, system, xml

- added the ability to use the keyword random(low number, high number) as a value for any xml number attribute
- for player controlled entities, modified the texture flipping mechanism

- GameItemBox has been fixed to work properly with the xml level structure (given a separate child under its entity root)
- GameItemBox can spawn any type of entity - even another GameItemBox

editor changes and vsync modification

Posted February 25, 2008 by Kyle
Categories: console, development, editor, system, xml

- entity positioning in the editor’s entity chooser window no longer relies on x and y coordinates from the editor.xml file; positions are chosen based on a first-come first-serve basis, based on the size of the chooser window
- modified some strings with regards to the output of console messages

- added new console variable s_verticalSync which controls the synchronization of frame changes, provided that the WGL_EXT_swap_control OpenGL extension exists on the video card
- added new console variable g_saveLevelCount which increments by 1 every time the user saves a level; this value is used with g_saveLevel to create a unique filename

entityBattle

Posted August 24, 2007 by Kyle
Categories: console, development, game, screenshots, system

- made some modifications to the console, and cleaning up of old states
- I’ve forked the main code line, entityengine, creating a new project called entityBattle which is a Super Mario 1 on 1 game
- entityBattle is a simple game where you must step on your opponent’s head to kill them; the player with the most kills in the time limit wins

eb_3.jpg eb_1.jpg eb_6.jpg

eb_2.jpg eb_5.jpg eb_4.jpg

source code now online

Posted July 25, 2007 by Kyle
Categories: development

I’ve posted the source code online. You can view it here.

I hope to post a downloadable source code package soon.

console variable changes

Posted July 13, 2007 by Kyle
Categories: development, editor, screenshots, xml

- added the ability to set a console variable’s value to an existing one (e.g. set g_gravity g_defaultGravity, cvar float g_lowGravity g_gravity)
- fixed the save map functionality in the editor to accommodate the new xml level structure, defaults each map to one offset light

ss23.jpg ss24.jpg

multicoloured labels

Posted July 11, 2007 by Kyle
Categories: console, development, graphics, screenshots, system

- added the ability to create multicoloured labels, with different parts of the text rendering in different colours through the use of tags (e.g. {041122} represents 04 red, 11 blue, and 22 green)
- colours can also be specified through use of tag constants, such as {DEFAULT}, {ERROR}, {RED}, {AQUAMARINE}

ss21.jpg ss22.jpg