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 :).

Here is the direct link:
Still a long way to go :s Technical stuff driving me nuts, but i am still fighting, heh. These graphics are only temporary, i hope it will look nicer in the end.
Loolarge posted a video on Shining Force Central that’s definately worth a look. Sporting 3D graphics and some funky music (along with a nice Star Trek reference), it’s definately shaping up to be something special.
Read: Shining Force Central Forums » Loolarge’s Game
I am almost through with that XSI plugin and the animation system for my game. I thought it is time again to post something here, i am still alive, still working on the game every day. It progresses slowly but steady. Right now i estimate to be through the major programming stuff within a month or one and a half. Then i will begin working on the design part. Can’t wait for that.
Right now i am dealing with the handling of multiple animations and my scene format. In an animation sequence there is as many scenes to be played back as there are enemies. And you need to be able to trigger different animations that contain different objects and have different particle animations, different camera animations etc etc.
But lately i started working on the actual game code again and it was such a good feeling. The scene format works inside the game, so you can see the animations playing when you attack an enemy.
Sometimes i feel like everything is going too slow, but other times i feel very successful whenever something works. I just hope i can get most of the framework done by the end of this month.
Stay tuned…
It’s been a long while since we have any progress to report, but we finally have got things moving again.
Noma has once again begun mapping, as has linus, and we have a new mapper on the team, known as “shining assassin.” His map looks promising at the moment, and with practice, they’ll be on par with linus.
Now, you’ll also be wondering what I and AG have been up to. we’ve been looking into the mechanics of the game engine, changing things around, adding new colours, and finalising the GUI, and I have been working on the level up dynamic, using the script file to change the way we will level up.
Let me tell you, the GUI is now a thing of Beauty. We even have the official SF font installed, and it looks fandabidoozie.

I’m also working on the other areas of the gui, such as login and credits, adding images to make it look awesome.