- 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 [...]
Archive for the 'screenshots' Category
entityBattle
August 24, 2007console variable changes
July 13, 2007- 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
multicoloured labels
July 11, 2007- 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}
console and font changes
July 9, 2007- added new [fonts] section to the ini file, which stores information for in-engine fonts
- changed the default console font to a non-monospaced one; still using a monospaced font for lists where column width is important
- boolean variables now only accept true or false as valid values
lighting engine
July 6, 2007- modified the engine to allow multiple lights per level, each having their own colour, intensity, and movement
- shadows are cast dynamically from each object for each light
- lighting is still entity-based (the entire entity is coloured and lit)
- added new console variable, s_lightShadowFactor, which sets how large the shadow offset is
- fixed a bug [...]
shadows, enLight, console variables
July 4, 2007- added a new class, enLight
- added two techniques to render shadows on all entities, one that depends on the position of the light, and one that simply renders a shadow that is an offset of the actor’s position
- added four new console variables which control the rendering of shadows: r_drawActorShadows, r_drawActorMovingShadows, r_drawActorSolidShadows, r_drawActorSolidMovingShadows
- [...]
hit collision, hitbox, and xml changes
June 29, 2007- new hit detection algorithm that relies on the position of entities, rather than checking every entity in a level
- completely redesigned how <attack>, <destroy>, <accessFromBottom>, and <friction> operate in the engine, as well as in the xml level structure; now all four are individually set for each hitbox that an entity has defined, allowing [...]
new textures, physics, damage rules
June 25, 2007- edited the attack code to determine who has hit who more accurately (from the top and bottom only for ActorSolidMovings)
- edited hit detection and the resulting physics between ActorSolidMovings to determine if two players are hitting eachother
- started adding in new textures that have a more realistic look
abstraction of a level – enLevel
June 20, 2007- abstracted the level information from the main engine to a new class, enLevel
- fixed a texture issue that occurred when jumping (still needs more generality, though)
- new screenshot of a level that I created in under 5 minutes: