Date Archive: 2004

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BABS2 Screenshots :)

Considering that the topic considering the BABS 2 alpha release was completely ignored, I thought that perhaps posting some screenshots will help wake the community up a bit.

Time will tell :).

Happy Christmas

Of course, completely in line with tradition I would like to wish you a happy Christmas in the name of the whole TSS staff! May you have a nice time during this weekend :).

I also dropped off a small present at Ye Olde Blah, you should be able to discover it without too much searching ;).

Wheeeeeeeeeeeeeeeeee!!!

Progress goes faster than lightning these days. Here’s a small overview of what’s been added (forgive any omissions):

Overall:

  • Configurable settings file for game options (called settings.cfg).
  • Configurable settings files for map entities (called (mapname).entityfile: With this file you’re now easily able to program your own entities on the map and have a limited degree of control over their statistics.

SMEE:

  • A few interface tweaks
  • Transparent color in the color selection
  • Added land effect editor. It is disguised as the ‘land type’ option to improve intuitivity ;). Land effect does not do anything yet, but that will change soon.
  • Left the map format unedited. In the very least the new SMEE will be backwards compatible, and perhaps the old SMEE 1.0 is even forwards compatible. Haven’t tried yet really :).

Game / BABS 2:

  • Added a real entity system, where you can put multiple sprites on a single map.
  • Added a turn sequence, along with very simple battle menu’s and attack animation placeholders.
  • Set up and implemented a statistics system. Characters deal damage, receive damage, gain exp, gain levels (yes, monsters too!) and die honorably in combat ;).
  • Improved the controls to make them a bit more faithful to regular emulators.
  • No AI yet. The intention is to make BABS 2 hot seat multiplayer only :).
  • Added a few extra sprites and tiles. Most came from Ty & Newt’s Shining Online project (thanks guys!).

Technically I *could* release a demo, but if anyone could help out with an attack animation or two, I’d be very happy! A demo is so much cooler with graphics :P.

Another Shiny Sword update

Well, with all the disappointing news on the SEGA front I felt it was time to get started on some serious work. Most of the entity stuff is going pretty well and today I set up most of the statistics system that I’ll be using.

The whole code is still a mess but I figure that it’ll clean itself up over time ;). Still, adding functionality is still do-able, and that’s what matters most.

I updated the progress page, so feel free to take a look at it here.

SSC Update

It’s been a fatally bloody while, but finally I can report _some_ amount of progress on SSC again :).

The past bunch of days I’ve largely busy with setting up an entity and sprite system, and basically the turn based movement -in its simplest form- is done. Instead of making a full game right away, my first intention is to set up a hot seat multiplayer battle engine. Of course it’s bloody easy, but I’m missing it a little in existing projects.

I might call it BABS 2, I might not. Heck, I might die tomorrow!

On a more inviting note: if there are any severely bored souls out there, feel free to contribute the project with a few tiles and sprites. You can easily use the existing SMEE 1.0 (and the PNG export option inside it) for the tiles, and a sprite template should be in that distribution as well ;).

And if you’re truly lazy: send your old crap over! I’m sure I’ll find a useful purpose for it :D.

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