Wednesday, September 21, 2011

Peaks of DOOM

Using the awesome power of Perlin noise, I bring forth the Peaks of Doom!
Watch your step!


Thursday, September 15, 2011

Destroxels Update - More artwork

Not a whole lot this update, except for unifying the theme of the game a bit. I've added better rockets, a good rocket launcher model, and some spiffy particle effects. I think the rocket launcher is done now.
Voxelized Explosions

Tuesday, July 19, 2011

Destroxels Update - Rockets

The rockets fired from the rocket launcher now has a whole new voxel model!

This is all thanks to the editor I made, with tons of help from David Koontz. The editor is a long way from being great, but it's somewhat workable at the moment at least.

Clicking in the yellow area adds cubes at that level. Scrolling changes the editable level

You can try out the new rockets in the Destroxels page.

Wednesday, June 29, 2011

Destroxels Update


  • Players are removed when they exit

  • Serving a game no longer requires a restart in order to rehost

  • Better rocket template - more cubes destroyed on impact!

  • Life displayed

  • Lava ticks life down properly

Give the new version of Destroxels a spin!

Tuesday, June 28, 2011

Destroxels

I'm keenly aware that I have a lot of games listed on my site and most/all of them are unfinished and are lacking the polish of a completed game. I decided Make Daybreak was getting too difficult and that I needed to scale it back without throwing away my initial investment. To that effect, I've created Destroxels, a multiplayer game from the start. This is mostly a down-and-dirty deathmatch game like Baboviolent but it takes place in a voxel world that's highly mutable. So far I have a rocket launcher but I'd like to add in other weapons that deform or even add terrain. The game is almost completely playable, so I'm about to claim a victory on this one.

This is where you can play Destroxels.

Wednesday, April 20, 2011

Make Daybreak!

Make Daybreak is a Minecraft-ish game I'm really stoked about right now that's got a strong focus on survival and building. I was using MinePackage initially but I found it really hard to work with. The batch processors and threading really seemed like overkill to me. Some of the features the maintainer were working on last will keep him from making any significant updates for a while, such cube destruction (which I guess worked at one point).

I like sharing the things I work on, and I feel like MinePackage could use a little friendly competition. I've created Cubed, where all of my non-game-specific game behavior winds up revolving around cubes and their manipulation.

You can check out the page for a more detailed description as well as a playable demo on the side bar, or just go directly to the Make Daybreak page.

Wednesday, March 23, 2011

Portfolio pages

I've added some pages on the sidebar for sampling the games I've worked on recently. There's a little blurb about the games and possibly links to posts of the game as well as the code if it's available. Most importantly, you can play the games from within the blog!

Friday, February 25, 2011

Woe with upgrading to 4-Oh

When upgrading to .net 4.0 you can run into a nasty little compiler error that looks like this:
Mixed mode assembly is built against version 'v2.0.50727' of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information.

It's important to note this particular error is a compiler error and not a runtime error. There is a runtime error with the exact same text, and just requires some config changes. If you're getting the runtime version, find the solution here-ish. Otherwise, you need to change your project's config a little.

Go to your project properties -> Build tab -> Scroll down to Generate serialization assembly and turn that puppy off. Enjoy a working build again.