More soon as soon as we have something to demonstrate...
Showing posts with label Graveyard Dogs. Show all posts
Showing posts with label Graveyard Dogs. Show all posts
Monday, 19 June 2023
were back in the saddle
After many years working on private projects we are back to making games, i have ported my URandom system just today to our latest project and it is working perfectly. I will use this to layout the maps so we can have an endless arena to explore :)
Friday, 24 February 2012
They are back...
Just when you thought it was safe, they are back... I have finally added the monsters back into the game engine now. I took em out earlier to add the random map design system, and now they are back in there.
Also I have added the entrance and exit areas for the player, also the player is in too and now faces the camera correctly. I have also finally got around to adding the doors so next up will be player movement, shooting, combat and lighting.
Once all these are in there the whole game will look absolutely amazing :D
More soon...
Also I have added the entrance and exit areas for the player, also the player is in too and now faces the camera correctly. I have also finally got around to adding the doors so next up will be player movement, shooting, combat and lighting.
Once all these are in there the whole game will look absolutely amazing :D
More soon...
Labels:
BlitzMax,
EdzUp,
Graveyard Dogs,
Leviathan,
Procedural level design
Monday, 20 February 2012
BlitzMax ASCII engine released for Win32 and OSX...
Well I have got around to compiling the ASCII engine into a module for BlitzMax this allows users to create games that look and feel like the ASCII games of old, why not go and grab it over at www.graveyarddogs.com and have a peek in the Downloads section.
Today I have been doing some tests on a game idea we are playing with im also prototyping another game I have planned. Also I found time to bring the tired old Graveyard Dogs website upto date and completely rewrite the entire frontend of so it doesnt look so nasty. I will be changing other stuff on the site as the days progress adding more content and information about Graveyard Dogs products and services..
More soon...
Today I have been doing some tests on a game idea we are playing with im also prototyping another game I have planned. Also I found time to bring the tired old Graveyard Dogs website upto date and completely rewrite the entire frontend of so it doesnt look so nasty. I will be changing other stuff on the site as the days progress adding more content and information about Graveyard Dogs products and services..
More soon...
Sunday, 13 November 2011
DyEd is getting there...
Well I have been working hard at getting DyEd complete with all the features that Emm has requested and I have added some of my own too, these equate to:
1) Toolbar - this is now in and almost fully functional I still have to do cut,copy and paste but its getting there
2) Grid - I can now turn this on/off (wooo) and change the grid size( yay ) ;)
3) Options - being that I have the editor on a flashdrive putting it into different operating systems (I have Mac/Windows and Linux here) means a reconfiguration of the programs folders now this is sorted as the editor itself now saves the configuration dependent on the operating system its running on.
4) Numerous behind the scenes bug fixes and corrections :)
5) Zooming is also now in there too :), still needs a little work BUT its in there and fast as anything :)
6) Layers are now in there too, I can show/hide Tiles, Backing, Items and prefabs this makes it easier to edit the levels as required.
Once all the features requested are in there the editor will be ready for its initial beta phase and after probably some more adjustments we can move forwards with getting everything in there :)
More soon...
1) Toolbar - this is now in and almost fully functional I still have to do cut,copy and paste but its getting there
2) Grid - I can now turn this on/off (wooo) and change the grid size( yay ) ;)
3) Options - being that I have the editor on a flashdrive putting it into different operating systems (I have Mac/Windows and Linux here) means a reconfiguration of the programs folders now this is sorted as the editor itself now saves the configuration dependent on the operating system its running on.
4) Numerous behind the scenes bug fixes and corrections :)
5) Zooming is also now in there too :), still needs a little work BUT its in there and fast as anything :)
6) Layers are now in there too, I can show/hide Tiles, Backing, Items and prefabs this makes it easier to edit the levels as required.
Once all the features requested are in there the editor will be ready for its initial beta phase and after probably some more adjustments we can move forwards with getting everything in there :)
More soon...
Subscribe to:
Posts (Atom)