Multitroid progress report #4

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!

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

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

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.


Mineth.net forum launched!

May 18th, 2009 by SharQueDo

Mineth.net now has it’s own official forums! Visit us at the Shinesparkers! (near the bottom)


azFRAXY//REDUX #2

May 2nd, 2009 by AzMiLion
azFRAXY//REDUX enemy

azFRAXY//REDUX enemy

Hey all,

Development on aF//RD is coming along quite nicely, having experimented with events and the new attach types a bit i have created a new enemy.
It’s basically your standard dragon/snake type boss. But hell, it’ll do.

So what have i found out about the new FRAXY editor attach methods? They are crashy as fuck, i must’ve had the editor crash on me 20 times. which always leads to losing all your data.
But enough about that, t’s now possible to easily make tails that move realistically behind the bosses wich lead to better encounters.

I’m thinking about making 5-6 bosses per update, just as i did with azFRAXY, So i can work on it for a while and then do nothing, since i’m ofcourse also busy with my job, playing videogames,testing(a.k.a destroying)SQD’s editors and games and other assorted things.

The current status of the first version of aF/RD is about half done.I’ve gotten 3 bosses done definitively, 2 of which have been posted on this blog. Two spinnertype bosses(Think Orbic) one big, one small. And the dragon you see to the left.

haven’t thought about the other bosses i’m gonna make yet, but then again i never really think about them untill i start working on them.
It’s how my creative process works, i just wing it.

Well enough of this rambling on about nothing, thats it for this update.


azFRAXY//REDUX #1

May 2nd, 2009 by AzMiLion
azFRAXY//REDUX

protoSPIN//REDUX

Allright peoples,

Here’s the beef.I’ve decided to start working on azFRAXY(aF) once again,It’ll have a different name though(azFRAXY//REDUX(aF//RD from now on)), to signify the restart,This strapping young lad on the left, that’s protoSPIN//REDUX, a redesigned version of one of the bosses from aF, yes it’s a spinner. yes they are hard as fuck, Yes he can regen his cores, no those aren’t lasers.
Apparently FRAXY got changed to hell and back in my absence, and now i’ve gotten all these new toys to play with.

Building bosses is still a complete bitch though.
mostly because of the way the parent system limits you to 16 child objects per parent, and that requires some creative use of invisible/indestructible parts. Lucky for me, i rememberd how i built the Orbics and the previous protoSPIN, so getting the different rotations in the frame wasn’t that stupidly hard.
I’ll see what i can do about getting the metafraxy page back up, but for now thats it for today.


And behind door #3

May 1st, 2009 by AzMiLion

Hey guys,

The third and final member of the mineth crew here, it’s me! AzMiLion, Having known SharQueDo for a stupidly long time, we’ve always made games/levels together, wether it’s JazzJackrabbit 2 maps, Warcraft 3 maps. Completely custom games wich fall flat on their face after a long period of development(Vectro comes to mind) or other projects.
Sharqy and I usually work together on everything(I mapped on Metroid Tournament, probably going to help with Multitroid again), though we both have our solo projects.

The last thing i made publicly is a bosspack for the excellent bullet hell shmup, FRAXY.
It was known as azFRAXY and it was a pretty fun compilation, this chunk of shmup hell came forth from metaFRAXY.
A pack i made with members of the metanet community, awesome people, awesome times.

So in short, that’s who i am.


Multitroid progress report #2

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.


Inactivity

March 4th, 2009 by SharQueDo

Sorry for the inactivity of the blog for the past period. It’s mostly due I’m too busy with IRL stuff to work on things Multitroid. It is still in development, though. Only progress is slow at the moment.