I’ve been slowing making some progress on my zombie game. I’ve improved the networking quite a lot (still needs work), made the zombies move and attack (they don’t do damage yet), added more gibs and some other little things.
I just recently uploaded OpenAW3D to GitHub. It’s an 3D open source Advance Wars tribute game based on the Advance Wars: VG Remix done by klamp on the Polycount Forums. It was created using the Unity engine.
I originally made this for a Uni assignment so It’s not very fleshed out. There is only one map and it can only be played as a hot seat multiplayer game. There are only 2 buildings (Bases and Cities) and 1 unit (Tanks), none of which are textured. The .max files for the models are also included for those interested.
vimage version 7 released.A new version of vimage featuring a settings app.
- Added vimage_settings.exe, you can now edit your settings, key/mouse bindings and context menu with a decent user interface.
- Added a few more settings such as; zoom speed, limit to monitor height/width and listen for setting changes.
- Improved window positioning.
- Fixed .bmps displaying upside down.
- Fixed min image size setting not being used at times it should have been.
- Fixed images sometimes disappearing due to them keeping the same zoom value as the last image which could result in the new image being too small.
- Fixed extension checking being case sensitive.
What I’ve been up to
Uni Game Project - Tank WarsI’ve spent quite a bit of my time working on different assignments for Uni. The first one being a Unity game based on the Advance Wars: VG Remix done by klamp on the Polycount Forums. I’m planning on releasing the source for this on GitHub sometime soon.
You can play the web build of it here.
Uni Game Project - Super BallThis game was made using OpenGL and GLSL shaders. I made a terrain generator/renderer (new terrain is generated after each goal) and a few different shaders. Shaders such as the outline on the ball, some simple normal mapping on the target and multi-textured terrain (fades between dirt, grass, rock and snow).
Music is “Hard electro attempt” by Fantomenk
Uni Game Project - Sentient Kill-BotIn this game you’re a kill-bot drone that is meant to provide air support to the kill-bots assaulting the human city. Though if you want you can just turn on them and help the humans instead. It’s pretty cool watching the AI fight each other, especially with all the bullet and laser trails.
Game Music is Crowd Control by Waterflame.
Menu Music is Heavy Terror Machine by alextheDJ
You can play the web build of it here.
(If you mouse is not locked just press ENTER or ESC and click Resume)
Small Flash GamesI’ve programmed a couple of small flash games for a Contractor and currently working on a third. None of them are out yet, but when they do I’ll made a blog post about them.
vimageEvery so often I do a little work on vimage and commit the change to the GitHub repo. Yesterday I officially released a new build that includes all the changes I’ve made over the last few months. You can check it out in the last blog post. Next I’m planning on making a settings GUI, to make it more user friendly to change your settings. It will be a seperate exe that will simply modify the config.txt.
Rupert’s Zombie Diary (working name?)I’m still planning on continuing work on the port of the Rupert’s Zombie Diary “sequel” from flash to C#/SFML.Net. The plan is to make it a full-fledged game that will hopefully end up on Steam. Apparently I haven’t talked about it here on my website yet but If you’ve seen my YouTube channel or my posts on the Facepunch.com programming subforum, you would have seen some progress videos.
Here’s the latest progress video I made about it:
You can also check out the last blog post I made about the original flash project here.
As you could see from the progress video this game will have co-op. That and the performance increase are the main reasons I decided to port the game from flash. The game can have a lot more gibs and zombies on screen and I can add features that I couldn’t with flash (such as in-built gamepad support).
After I’ve finish my upcoming exams and the current mini flash game I’m working on; I’m going to go back to work on this!
vimage version 6 released
Decided to release the next version of vimage. I’ve been busy the last few months but every so often I did a little work on vimage. You can also just download the source off github and compile the latest version yourself if you don’t like waiting for official releases. I’m planning on making another blog post soon to talk about what I’ve been up to and what I’m going to be doing.
- Added sort by option which changes what image will be loaded when you go to the next/prev image. You can sort by name, date modified, date created and size (ascending/descending).
- Added Customizable Context Menu options to the config. Can remove items, re-order and re-name them.
- Added Min Image Size option to config (default: 64). If an image is smaller than this size in either width or height it will be automatically scaled up to it.
- Added Smoothing Min Image Size to config (default: 65). If an image is smaller than this size it will have smoothing turned off by default.
- Added Open Duplicate Image option (default: C), which opens another instance of vimage with the current image.
- Fixed crash when loading images with non-ascii file names.
- Fixed crash that occurred when opening a file with a .gif extension that is not a gif.
- Fixed crash when navigating between images in a folder that had files whose names contained numbers with more than 20 digits.
- Fixed crash when trying to load certain .icos (if loading fails it is loaded in as an animated image).
- Fixed problem where vimage couldn’t delete an image if it was the last one in the folder.
vimage version 5 released
I just uploaded a new version of vimage, my simplistic image viewer for Windows. Most of these changes were made a while ago but I thought I should probably finally release a new version officially. Special thanks to Joshua Brookover for a couple of these changes.
- Added Delete and Open File Location options (In the Context menu, can also press DEL on the keyboard to delete). Deleting an image put’s it in your recycling bin so you can just CTRL-Z in the folder to bring it back.
- Reduced CPU utilization.
- Context Menu colouring can now be turned on/off in the config file (off by default).
- Context Menu now updates when reloading the config file.
- Context Menu Animation Controls have been moved up.