Project News

RSS Feed

BABS 2.0 is out!

This will not be the last version of BABS, but it has been tested and largely debugged. Also, compared to the beta it has a bunch of improvements.

After all the programming today I’m too lazy to do screenshots, but you can check out the program here :).

Depending on community interest I will further patch and enhance this program. If the interest is minimal or non-existant, I’ll just focus on developing SSC instead ;)

Enjoy!

BABS 2 Beta out

After BABS 2 Alpha and a bunch of hyping from my side, I thought it’s time to fullfill a few promises.

Therefore I now present BABS 2 Beta! It’s still unofficial, but at least not as unofficial as BABS 2 Alpha. The most notorious features over the alpha version are:

  • Ranged attacks
  • Improved interface
  • Land effect and limited movement
  • Real Cacophonous Midi music from my own making ;)

Of course, what would a release be without accompanying graphical terror? ;) Here you are:


Target lock baby.


Grayscale Elric going into the clouds ;).

As for the game itself, you can find it at: BABS-2.beta.zip

In order to run the game, you need to have the Java 5.0 JRE, which you can find at http://java.sun.com/j2se/1.5.0/download.jsp (third download link).

Finally, I would really appreciate bug reports and feedback about this program. It will be the last release before the final BABS version, so I want to be sure to have everything right by then :).

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 :).

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.

Displaying 11–15 of 41 1 2 3 4 5 8 9