Devlyn – The Shining Source https://www.shiningsource.org Home of the Shining Style! A great place for developers of shining force fan games to hang out, exchange tips and share their projects. Fri, 03 Apr 2026 19:34:14 +0000 en-US hourly 1 https://wordpress.org/?v=5.1.19 Early beta uploaded of Shiny Sword: TDD https://www.shiningsource.org/2014/04/early-beta-uploaded-of-shiny-sword-the-dark-dimension/ https://www.shiningsource.org/2014/04/early-beta-uploaded-of-shiny-sword-the-dark-dimension/#respond Wed, 23 Apr 2014 17:48:03 +0000 http://www.shiningsource.net/?p=1215 [singlepic id=79 w= h= float=none]

It’s all a work in progress, but if you’re interested in trying out a “new” game in the spirit of the Source, then be sure to visit:

Read more on Early beta uploaded of Shiny Sword: TDD…

]]>
[singlepic id=79 w= h= float=none]

It’s all a work in progress, but if you’re interested in trying out a “new” game in the spirit of the Source, then be sure to visit:

http://www.shiningsource.net/forum/?topic=1127.msg9727;topicseen#new

I also added a few screenshots to the Shiny Sword  project page and on  the forum here:

http://www.shiningsource.net/forum/index.php?topic=1125.0

 

 

 

]]>
https://www.shiningsource.org/2014/04/early-beta-uploaded-of-shiny-sword-the-dark-dimension/feed/ 0
About progress on BABS https://www.shiningsource.org/2011/05/about-progress-on-babs/ https://www.shiningsource.org/2011/05/about-progress-on-babs/#respond Fri, 27 May 2011 07:25:18 +0000 http://www.shiningsource.net/?p=1014 Hi all, even though the worklog is empty BABS 3 development is progressing at full speed. Just head over to the Shiny Sword/BABS forum to find out about the latest advancements. These include vast improvements to the tile editor and the introduction of arbitrary tile sizes, among many many other things ;)

Read more on About progress on BABS…

]]>
Hi all, even though the worklog is empty BABS 3 development is progressing at full speed. Just head over to the Shiny Sword/BABS forum to find out about the latest advancements. These include vast improvements to the tile editor and the introduction of arbitrary tile sizes, among many many other things ;)

]]>
https://www.shiningsource.org/2011/05/about-progress-on-babs/feed/ 0
BABS 3 in development https://www.shiningsource.org/2011/05/babs-3-in-development/ https://www.shiningsource.org/2011/05/babs-3-in-development/#respond Sun, 08 May 2011 13:48:20 +0000 http://www.shiningsource.net/?p=1010 I already spread some stuff on the forums, but now I feel I’ve been working on this sufficiently seriously to put this officially on the map.

BABS 3 is officially in development. It will be a heavily re-engineered and refactored version of the BABS 2.5 engine, which should allow people to make much more interesting games without a lot of additional effort.

Read more on BABS 3 in development…

]]>
I already spread some stuff on the forums, but now I feel I’ve been working on this sufficiently seriously to put this officially on the map.

BABS 3 is officially in development. It will be a heavily re-engineered and refactored version of the BABS 2.5 engine, which should allow people to make much more interesting games without a lot of additional effort.

Things BABS 3 will support for sure include:

– A vastly improved SMEE editor, with a more intuitive interface (I might throw in a resolution increase too).

– Support for arbitrary tile sizes and resolutions (so finally you can use those neat 42×42 tiles for your Hitchhiker’s Guide fangame ;)).

– Improved performance and responsiveness of the overall toolkit.

– Severe enhancements in the roleplaying department. This will evolve as I work on it, but for sure I’m going to add interactive dialogues and a personality engine. The latter will ensure that the responses of NPCs  will match the way you roleplay (so no more mr. NPC Nice Guys when you start behaving like a murderous idiot :)).

What it will for sure NOT include:

– Kickass graphics (there are other games for that).

However, I might write out a graphics contest or two to improve the visuals of BABS 3 and its corresponding game. These contests will include some kickass prizes and I’ll let you know more about it in due time.

BABS 3 will also get its own game, which actually is the main reason why I’m working on BABS 3. Also, it will remain open source and supported by the lads here at the Source (yes, that includes me too, despite my near-decadal hiatus :P).

If there are any things you’d like to see, or you’d like to help in the graphics department, feel free to let me know by posting on one of the forums!

]]>
https://www.shiningsource.org/2011/05/babs-3-in-development/feed/ 0
2 new projects! https://www.shiningsource.org/2006/06/2-new-projects/ https://www.shiningsource.org/2006/06/2-new-projects/#respond Sun, 04 Jun 2006 11:45:20 +0000 http://127.0.0.1:82/2006/06/2-new-projects/ After aaaaaaages of silence, we finally have an update again. Two new projects have been added and two new users as well.

Say hello to solmyr and Jibe! ;)

]]>
After aaaaaaages of silence, we finally have an update again. Two new projects have been added and two new users as well.

Say hello to solmyr and Jibe! ;)

]]>
https://www.shiningsource.org/2006/06/2-new-projects/feed/ 0
Shiny Sword bug solved! https://www.shiningsource.org/2006/01/shiny-sword-bug-solved/ https://www.shiningsource.org/2006/01/shiny-sword-bug-solved/#respond Sat, 07 Jan 2006 15:10:50 +0000 http://127.0.0.1:82/2006/01/bug-solved/ Just wanted to say that the bug we’ve been having since last summer has finally been solved. Elvenfyre has resumed work on the game while I have resumed work on the BABS engine.

Read more on Shiny Sword bug solved!…

]]>
Just wanted to say that the bug we’ve been having since last summer has finally been solved. Elvenfyre has resumed work on the game while I have resumed work on the BABS engine.

The bug involved sprites not being placed on new positions during map switches, which caused strange behaviour to the point of crashing. This did not happen on the initial map however. Either way, it’s solved ;).

In addition to that, I implemented a string parser which allows entities to trigger flags or text to be shown only when a certain flag is set. I still need to make documentation for this though :).

]]>
https://www.shiningsource.org/2006/01/shiny-sword-bug-solved/feed/ 0
More graphics for TRAP https://www.shiningsource.org/2005/09/more-graphics-for-trap/ https://www.shiningsource.org/2005/09/more-graphics-for-trap/#respond Tue, 06 Sep 2005 07:31:07 +0000 http://127.0.0.1:82/2005/09/more-graphics-for-trap/ Today I packaged and uploaded all the battle backgrounds I could find that were made by Peter van Dalen. Some, but not all are used in the SSC game, but feel free to use them in your own project as well :)

Read more on More graphics for TRAP…

]]>
Today I packaged and uploaded all the battle backgrounds I could find that were made by Peter van Dalen. Some, but not all are used in the SSC game, but feel free to use them in your own project as well :)

Either way, enjoy!

]]>
https://www.shiningsource.org/2005/09/more-graphics-for-trap/feed/ 0
SFFC ROM patch released! https://www.shiningsource.org/2005/08/sffc-rom-patch-released/ https://www.shiningsource.org/2005/08/sffc-rom-patch-released/#respond Wed, 24 Aug 2005 16:28:26 +0000 http://127.0.0.1:82/2005/08/sffc-rom-patch-released/ After much work by z80 and further efforts from the peeps at Shining Force Central, we are now able to enjoy the goodness of a translated Shining Force: Final Conflict!

For more information, please refer to this page!

Read more on SFFC ROM patch released!…

]]>
After much work by z80 and further efforts from the peeps at Shining Force Central, we are now able to enjoy the goodness of a translated Shining Force: Final Conflict!

For more information, please refer to this page!

]]>
https://www.shiningsource.org/2005/08/sffc-rom-patch-released/feed/ 0
DR lighting experiment https://www.shiningsource.org/2005/08/dr-lighting-experiment/ https://www.shiningsource.org/2005/08/dr-lighting-experiment/#respond Fri, 12 Aug 2005 14:49:14 +0000 http://127.0.0.1:82/2005/08/dr-lighting-experiment/ Just posting an image here to peek your attention ;).

Be sure to check even more pictures and a detailed explanation of them in the Dark Resurrection thread! :)

]]>
Just posting an image here to peek your attention ;).

Be sure to check even more pictures and a detailed explanation of them in the Dark Resurrection thread! :)

]]>
https://www.shiningsource.org/2005/08/dr-lighting-experiment/feed/ 0
New DR screenshots! https://www.shiningsource.org/2005/06/new-dr-screenshots/ https://www.shiningsource.org/2005/06/new-dr-screenshots/#respond Thu, 23 Jun 2005 12:13:33 +0000 http://127.0.0.1:82/2005/06/new-dr-screenshots/ Here’s what Peter wrote in company of the screenies:

Hi Peeps,
Everything is going well with Dark Resurrection. I have lots of experience with Cartography Shop. It’s really a great program to work with, once you get used it. Very Happy

Read more on New DR screenshots!…

]]>
Here’s what Peter wrote in company of the screenies:

Hi Peeps,
Everything is going well with Dark Resurrection. I have lots of experience with Cartography Shop. It’s really a great program to work with, once you get used it. Very Happy

Gamespace is going well too. I’m busy watching the video-tuts for skinning and rigging. It LOOKS easy, now to do myself :(

So far I have:

  • 11 multitextured maps (for outside locations: hills, mountains, cliff, rivers, etc)
  • 4 maps (inside locations: inn’s , houses, churches, storage rooms )
  • 15 different pieces of furniture ( chests, barrels, tables, chairs, vases, pots, cupboards)
  • 3 different house types
  • 11 tree-types
  • 3 grass-types
  • 2 rock formations
  • 6 weed formations
  • 1 windmill
  • 1 cave-entrance

I also have a double layered skybox (both have the same dimensions, but you can only see one of them , the other one is hidden and is used for switching textures, then the hidden skybox slowly fades in, while at the same time the visible skybox is slowly fading out.) It can be used up to 5 different transitions right now.

There’s also a multilayered (and lightmapped) sewersystem that consists of a number of modules. I’m using modules because copying/building is faster than a loading a complete level, and lightmapping it afterwards. (btw: All sewerparts are loaded at the start of the game).

Very soon I’ll send some other screenies of the outside world.

That’s it so far , next time I will post some ideas about how the game will look and play.

Screenshots




]]>
https://www.shiningsource.org/2005/06/new-dr-screenshots/feed/ 0
Wanted: Visual Basic 6 guru https://www.shiningsource.org/2005/05/wanted-visual-basic-6-guru/ https://www.shiningsource.org/2005/05/wanted-visual-basic-6-guru/#respond Mon, 23 May 2005 17:37:54 +0000 http://127.0.0.1:82/2005/05/wanted-visual-basic-6-guru/ From stordarth of the Bowie Online team:

We have encountered a bit of a setback. The lead programmer of the engine we were using has decided to hang up his spurs, and is no longer programming the engine. This means we are stuck with the features that are there at the moment. The source code for engine has been released however, and one of our staff is looking into it to see if he can continue with the engine. Whilst I am confident he can do a bit, I fear we may be stuck in a rut. If there is anyone out there who knows how to use visual basic 6, and is interested in building on an online game engine that is already established quite well, I’d be glad to hear from you, as my staff are spread thinly enough as it is.

Read more on Wanted: Visual Basic 6 guru…

]]>
From stordarth of the Bowie Online team:

We have encountered a bit of a setback. The lead programmer of the engine we were using has decided to hang up his spurs, and is no longer programming the engine. This means we are stuck with the features that are there at the moment. The source code for engine has been released however, and one of our staff is looking into it to see if he can continue with the engine. Whilst I am confident he can do a bit, I fear we may be stuck in a rut. If there is anyone out there who knows how to use visual basic 6, and is interested in building on an online game engine that is already established quite well, I’d be glad to hear from you, as my staff are spread thinly enough as it is.

Failing that, we may be forced to work without features that were due to appear in the next release that was planned, and that will put the game back a lot.

]]>
https://www.shiningsource.org/2005/05/wanted-visual-basic-6-guru/feed/ 0