Archive for the 'Multitroid' Category

Quick update

Monday, December 7th, 2009 by SharQueDo

Just wanted to share a quick update with you guys about Multitroid.

I’ve just rewritten the sprite animation engine. It’s now looking much more smoother, more bug-free and easier to expand in the code. Soon we’ll have a steady base to work on regarding multiplayer and even record snapshots for a trailer video.

Big things on the todo-list now is to polish the physics engine (add slope support), add a basic user interface (menu) and start rewriting the old network code.

Stay tuned. A beta release might come sooner than you think. :)

Inactivity

Sunday, December 6th, 2009 by SharQueDo

There wasn’t been much development going on lately due IRL issues. But things are getting quiet here again, so I can focus more on Multitroid a bit.

Multitroid map collision part 1 finished

Wednesday, September 30th, 2009 by SharQueDo

Allright. The first part of map collisions for Multitroid are complete! This is just on map level, calculating collisions per tile. Next step is going into tile detail to pixel level for slopes and rough terrain and adding animation.

multitroid_collisions

Also, as you probably can see, I also added an executable icon. Screw Attack, yay! Regarding the screen size, the real version will have a larger resolution (640×480 to be exact), this small resolution is just for development and testing.

Multitroid static page added!

Tuesday, September 22nd, 2009 by SharQueDo

For those of you who don’t feel like browsing through forums for data about Multitroid, I made a static page for it! It hosts some basic info and screenshots. For downloads and additional info, you’ll still be required to use the forums until I bring out solid, non-development releases.

The page can be found here, or click on ‘Multitroid’ in the menu to the left (which previously linked to the forums).

Multitroid, what?

Monday, September 21st, 2009 by SharQueDo

A quick mockup screenshot I made about Multitoid. Yes, I know the HUD is missing and stuff. But meh, who doesn’t want to see Samus vs Samus, Super Metroid-style, online?

Quick mockup for Multitroid.

This is basicly what I’m building. Super Metroid, online. Maybe I’ll make a few more (proper) mockups later. If you like to request a mockup or anything, drop me a line on the forums (see menu)! I’ll see what I can do. ;)

Multitroid progress report #4

Sunday, September 20th, 2009 by SharQueDo

Optimizing and cleaning up code atm, so that we’ll have a clean base when we can really start working on the player physics and networking code after. At the moment, there’s some duplicate code which I’m stuffing away (properly, mind you) in the existing classes. Also for time being, I’m kind of busy with IRL stuff, so I haven’t got a whole lot of time to properly work on anything at the moment.

I also might add more tilesets soon to give people more freedom with map design. Don’t hesitate to fire up the level editor and show me some of your work. ;)

Reminder: Multitroid Level Editor released!

Friday, September 18th, 2009 by SharQueDo

A reminder to you folks who don’t read the forums (as often):

The current level editor for Multitroid has been released a while ago. This is not the actual game, like a tech demo or something playable whatsoever. But rather, the level editor. It hasn’t been built for simplicity, please consult the included readme before use or ask on the forums.

Please check this topic for more info and download link.

The level editor is pretty much functional, and although levels can’t be tested yet, I’d like to point out that good maps will be officially included in future releases of Multitroid. Also, please report any bugs you find in the bug report topic. Other than that, I also want to hear your comments, questions and suggestions about Multitroid, about the whole idea of an online Super Metroid-fangame and the level editor in it’s current state. Also feel free to show off creations you made with the level editor!

Please register on the forums and let me hear your voice and thoughts about it.

New theme + Multitroid update

Thursday, September 17th, 2009 by SharQueDo

The old theme was getting boring, so I picked something different. Simplicity is the key! (If you don’t like it, then shoo! :< )

Also, Multitroid isn’t dead as I’ve hear some people say. It’s just that I’m too busy in real life at the moment to properly work on stuff like Multitroid. Other than that, the engine is getting along quite nicely. We can start working on a tech demo and networking code soon.

In other news, the link linking to the forums in the Pages section works again. No idea when or why it broke, but it works again. Don’t forget to register and say hi to us there!

Commenting on posts have been disabled due huge amounts of spam (and me being too lazy to use a proper spam filter). If you would like to leave a message to us, please use the forums!

Stay tuned for more updates!

Multitroid progress report #3

Monday, July 6th, 2009 by SharQueDo

The engine has been rewritten from scratch successfully, and is now more stable and clean than ever!

Back on the level editor, I’m working on the collisions engine. At first we decided to use a vector-based collision engine, but today we felt that pixel based collisions are enough. The former was too much work to get it functional and the latter is more precise, especially seeing we’re basicly (re)creating a pixel based game.

Optional default collisions for a tileset are now stored on the filesystem as image as a black-white mask, containing tiled collisions. The full-solid tile and blank tiles are hardcoded, so this way collision masks are optional. But they can be used to add stuff like slopes, half-tiles, etc to the collision maps. :)

Here’s a screenshot. Top right image is the tileset, bottom right image is the optional tileset collision mask, and the application itself (top left) shows all the unique tiles in the tileset collision mask. ^^ I know a few tiles are incorrect on that mask (slopes, for example), but I’ll fix that later.

Now to add a substate in the Level Editor to actually view, place & remove them (collisions per tile), and to save and load them. After that I can start working on the basic player physics with pixel collisions! Rawr.

Multitroid progress report #2

Monday, April 13th, 2009 by SharQueDo

I started on a major overhaul on the game engine a while ago. Most of the code has been rewritten from scratch for more speed and performance. I’m currently implementing the map engine, shortly followed by player physics and networking. Most of the data (graphics, sound effects, music, etc) are done and ready now.