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Post by death72 on Jan 31, 2012 19:52:08 GMT -5
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Post by EightBitDragon on Feb 1, 2012 15:10:07 GMT -5
I don't consider this version to be a big release. The only thing changed in 1.3 is that I've added editable keyframes. Also, there are a few bug fixes and slightly better documentation.
Version 1.4 will be a big release. I've started organizing and adding comments to some of the code so that people will know what does what and where to find it. I started breaking the objects up into their own source files - even each object's parser has been separated from stage.bb and put into it's source file. This makes it very easy to make and edit individual objects, which is necessary if I am to merge BGE with Freerunner. The camera will also be improved, and I may finally implement a more efficient and easier to edit menu system. Also, physics will be editable. Scrolling textures will also be added for making waterfalls and such, which should have been in 1.3 but I forgot to add them to the DB engine when I compiled it.
1.4 will be a first step to making a solid base engine from which to start adding BGE components for the merged engine I had in mind.
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Post by EightBitDragon on Feb 2, 2012 22:01:35 GMT -5
Update:
The team behind BGE doesn't seem to think its a great idea to merge Freerunner and BGE. I thought they would not have a problem with this, as BGE contains a number of Freerunner's components. Since they do not wish for me to use their code in Freerunner, I will instead continue to improve and document Freerunner's code, and add more of my own features. Azukara, the project leader of Freerunner, and other team members, has agreed to release the Blitz3D source code for Freerunner.
I hope to have most of the organizing done soon. Stay tuned for another release!
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Post by Chini on Feb 2, 2012 22:09:00 GMT -5
Update: The team behind BGE doesn't seem to think its a great idea to merge Freerunner and BGE. I thought they would not have a problem with this, as BGE contains a number of Freerunner's components. Since they do not wish for me to use their code in Freerunner, I will instead continue to improve and document Freerunner's code, and add more of my own features. Azukara, the project leader of Freerunner, and other team members, has agreed to release the Blitz3D source code for Freerunner. I hope to have most of the organizing done soon. Stay tuned for another release! I'm looking forward to the engine bro
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Post by Marble (LS5) on Feb 2, 2012 23:46:53 GMT -5
BGE contains a number of Freerunner's components. Now I'm starting to feel guilty about our decision.
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Post by EightBitDragon on Feb 3, 2012 1:05:37 GMT -5
BGE contains a number of Freerunner's components. Now I'm starting to feel guilty about our decision. Don't get me wrong, I'm not mad about it. But I am a little curious why not. If you don't want BGE's source released, that's fine. I can just release Freerunner's alone. If its something personal I'd like to know what it is so we can resolve it because having one master BlitzSonic engine that does everything and has lots of documentation and tutorials could benefit the BlitzSonic community in my opinion.
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Post by Th33z on Feb 3, 2012 1:11:20 GMT -5
BGE contains a number of Freerunner's components. Now I'm starting to feel guilty about our decision. whether you guys do it or not is fine. there is no reason to feel guilty... nothing will be lost if you DON'T do this.
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Post by death72 on Feb 18, 2012 15:47:17 GMT -5
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Post by Chini on Feb 18, 2012 15:56:33 GMT -5
ya i joined the forum
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samcrossette
Relic Team
Advanced Coder,Stage Maker & Photoshoper
Posts: 427
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Post by samcrossette on Feb 18, 2012 16:03:41 GMT -5
Guess I'll do the same thing
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Post by EightBitDragon on Apr 8, 2012 22:03:11 GMT -5
Its been a while since I've posted here. Thought I'd give an update. Menu: The new menu is being implemented now, and I hope to have it integrated with Blitz Sonic Freerunner soon. The code turned out pretty nice, creating your own menu is a cakewalk now. It effectively does the same thing as the old one, except its not a total piece of crap. I've done away with the mouse - you now have a selection bar that you can move with the arrow keys. Stage folders are loaded automatically into the stage select - no more stages.xml! Objects: Separating the objects and their parser turned out great. I will try to include some instructions on how to make objects in the help file, but no promises. Help file: Yes, there is a help file now. It is written in html, so you can open it in any browser. It features brief tutorials on how to edit the character's animation xml, how to add stages, how to edit the config file, and a few other helpful hints to get you started. Chao: Oh geeze. Yes, I'm still working on this too. I have all the code ready to go, its just a matter of animating, modeling, and creating the a.i. stuff like walking around, flying, interacting with the player, etc. I said I would release 1.4 some time in March, but I couldn't find the time to get everything done that I wanted. Rather than make another release date, I'm just going to say soon. There, problem solved!
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Post by zankuujinmujinsho on Apr 8, 2012 22:09:37 GMT -5
Chao: Oh geeze. Yes, I'm still working on this too. I have all the code ready to go, its just a matter of animating, modeling, and creating the a.i. stuff like walking around, flying, interacting with the player, etc. Holy Shit, you were able to code Life? Are you a God?
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Post by EightBitDragon on Apr 9, 2012 15:44:29 GMT -5
Chao: Oh geeze. Yes, I'm still working on this too. I have all the code ready to go, its just a matter of animating, modeling, and creating the a.i. stuff like walking around, flying, interacting with the player, etc. Holy Shit, you were able to code Life? Are you a God? Not exactly. The real Chao engine is actually quite simple. Its just a matter of filling in all the data for the small animals/chaos drives (done) and then making models (partially done) and animating them (also partially done). All of the other little functions like adding data to the Chao's stats and morphing it is done. Also the save functions for saving the garden and the Chao are pretty much done. I just gotta piece it all together now. I do have a basic Chao a.i. that walks around, which I hope to get in the game in the next few days, and I have made a nights Chao for testing the morphing/evolution. Hopefully I can make a video soon. In the mean time, I successfully integrated the new menu system into Blitz Sonic Freerunner. The buttons scale properly in both windowed modes and full screen modes. And unbelievably the stage folder reader worked with little fuss. Now you just plop your stage folder in Stages, and that's it. The engine makes the button automatically in the stage select.
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Post by 06hypersonic60 on Apr 9, 2012 17:28:35 GMT -5
OWEEMGEEH! That's owsuum! Ill try to work on a similar stage select system soon
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Post by EightBitDragon on Apr 16, 2012 2:20:05 GMT -5
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