Archive for September, 2009

Animation Test and More

Wednesday, September 16th, 2009

I know I said I’d post once a week, but I’ve been spending a lot of time working with all the tileset stuff Pinback has created. I’ve gotten a lot done and the engine is starting to actually look pretty.

  • • Sprite and Doodad animations tested and working.
  • • Sprite movement tested and working.
  • • Attack animations tested and working.
  • • Major bugs with the redesigned engine fixed (memory leaks, some interesting Doodad problems that I could write pages about).
  • • Scenario loader tested and working. It’ll need some revisions, but it’s very promising at this point.



At this point, the engine is actually starting to resemble a real game. Crazy. Up next, plan to get skills working, some UI work done, and then comes that thing I’ve been pushing back because I know it’ll be a huge project: the AI.

Exciting New Stuff ™

Sunday, September 6th, 2009

Been a while since I’ve made an update since I was on vacation in Mexico during the latter part of August. Still, got a lot done this week when I’ve had time. I also designed the AI while in Mexico, which I’ll be implementing soon. Here are some recent updates:

  • • First versions of all data loaders are now done, including the scenario loader.
  • • Added a new GUI element - when you mouse over attack overlay locations, the % chance that you will hit something in that location is shown (basically accuracy) on the location. Note that this doesn’t take evasion into consideration.
  • • Character skills are now fully implemented under the new engine.


It’s just a matter of time before Victor finishes the first tileset we’ll be testing in the engine. Going to be a lot of work for me but quite a bit more for him. Check around the same time next week!