Archive for May, 2008

Level editor updates and such

May 12, 2008

So here is a look at the changes and updates I’ve made to the level editor.

So as you can see (actually I realize its quite hard to see but I don’t know how to add the click here and zoom the picture feature.)I have added teleporter support to the editor. When you hit the button it changes the selected face to a teleporter then pops up a box telling you to choose the connector. I have also added a spike timer ability. We want the spikes in the game to move on variable times to create sort of a wave of spikes thing. I’ve also added a way to clear the cube of objects rather than just deleting the cube. The editor is almost finished tech wise. I’ve got a few bugs to work out then it will get an over all on the UI for usability so if we choose to release it with the game its simple and easy to use.

So over the weekend I was informed that some of my old projects over on my website were not working. I attempted to make some fixes to them but realized that Mixed-Up Mario was never able to build in release mode so I can’t create an installer for it. The same goes for my Return of the Living Homeless. The other projects are not really for use just more code samples of mine for people to use. The good news is that if anyone has Visual Studio installed and tries to download and play my older games they will work. I plan on fixing them to run in release in a few months after final project is over. Also I’ve put up my editor but the Visual Studio requirement is still in effect at this time. The final release of it will allow all pc lovers to enjoy it. You can download it here.

Controls for the editor:
Left, Right – Moves the Placement Cube on the X Axis
Up, Down- Moves the Placement Cube on the Y Axis
P, L – Moves the Placement Cube on the Z Axis

Shift + Left, Shift + Right – Moves the Camera on the X Axis
Shift + Up, Shift + Down- Moves the Camera on the Y Axis
P + Left, L + Right – Moves the Camera on the Z Axis

Alpha!

May 12, 2008

So last week Pengkwik had their alpha turn-in and I can say it went very very well. First off you can officially track our progress on our studio website. Here you can get a hold of our alpha build and try out the game. Please do and give us some feedback on where we stand. Basically the reason we feel so good about alpha is that the week before we tested our game on the machine we would be presenting on and our EP (External Producer) Was concerned about the progress of the game and where it would be by alpha. We took this and used it as inspiration. We created a list of about 17 items that we knew had to be in the build by alpha. We worked hard all weekend and pushed out a great alpha build. Here is a perspective on a weeks work.

Here you can see a picture of our Feature Fragment 2 turn-in. Rather than a description just look at this.

So this is a weeks worth of work. You can see we’ve gotten a skybox in and a lot of new textures and visual items. Pengcasso is here and looking beautiful and we also have some sweet keys and spikes. The timing system to the game has been implemented so theres a challenge and a goal to the game now. So I suggest you go right now and download the game and the newest DirectX if you don’t have it and play the game and give us some feedback.