Hi all,
Here it is, the last day of 2011. So make some overview about the year.
First look the blog itself. There were 28 post including this. The blog was viewed 444 times. The top 10 of countries are: Hungary (216), Ukraine (59), USA (39), Russia (36) , Germany (28), Taiwan (16), Vietnam (5), Italy (4), Canada (3), Netherlands (3)
The web browsers that opened the blog : Firefox (51%), Chrome (32%), IE (11%), Opera (3%), and Namoroka, Netscape,Safary also. I wonder who use Netscape these days...
On Youtube there are 8 video reliated to the blog, with 122 view. Wow thats something :)
Lets talk about sources now. Fortunatelly Sourceforge have great statistics, so here it is project by project. Prince of Darkness: 12 download, Prince of Droid: 22 download, Flaming Image Browser: 42 download, Mutation 13: 8 download, Flaming Game Development: 6 download. As you can see the most "successfull" project was the Image Browser. I wonder how many people downloaded i,t while searcing Fibonacchi calculating program, because of the FIB sort name... Secound best was Prince of Droid that shows the great potention of mobile programs these days. At least here are the countries where the 90 downloads was made:
Ukrain, Romania, Hungary, France, USA, Italy Korea, India, Vietnam, Taiwan, Philippines, Belgium, Netherlends, Turkey, Germany, Marocco. China, Brazile, Indonesia, Spain, CAnada Polland, Finland, Argentina. Wow some of them are unexpected.
Thank for everyone support this blog and our work. Happy New Year! See you in 2012. Hope that the world won't end... XD
December 31, 2011
December 19, 2011
B.V. - alpha
Hi all,
The game project is on a good progress. All of the planned features are coded. We reached the alpha state! At least I hope so... The following weeks the code will undergo some refactorization, parallel with generating contents to it. I will inform you about the developments week by week.
You can download the BV_alpha sourcecode from here.
The game project is on a good progress. All of the planned features are coded. We reached the alpha state! At least I hope so... The following weeks the code will undergo some refactorization, parallel with generating contents to it. I will inform you about the developments week by week.
You can download the BV_alpha sourcecode from here.
December 12, 2011
Objects
Hi,
Here is my next development video. Last week I implemented objects in the word. You can walk around them, but can't walk through them :). You can't shoot them through neighter. These objects can be static like tent, dinamic, like fire or portal circle or interactive like rage crystal. I also implemented switch between levels. During the coding I changed the previous render class a bit, so no more layer operation needed. The overlap of the sprites now handled with an ordered blitting to screen. At the end some bug was handled. This week I will work on the AI, and if it go well the pre-alpha state will be over.
Here is a video about the progress:
Here is the sourcecode.
Here is my next development video. Last week I implemented objects in the word. You can walk around them, but can't walk through them :). You can't shoot them through neighter. These objects can be static like tent, dinamic, like fire or portal circle or interactive like rage crystal. I also implemented switch between levels. During the coding I changed the previous render class a bit, so no more layer operation needed. The overlap of the sprites now handled with an ordered blitting to screen. At the end some bug was handled. This week I will work on the AI, and if it go well the pre-alpha state will be over.
Here is a video about the progress:
Here is the sourcecode.
December 5, 2011
All you need is... RAGE!!!
Hi,
Here is the next stage of my game development. Last week I implemented the rage system. The main tought behind it was add more fun and strategy to the game. Thats how it work:
You have some skills, that have a rage cost. If you cast them, that much rage you will lose. If you don't have enough rage for a skill you can't cast it.
You can get rage in two different way. First if you couse damage to an enemy, it give you a small amount of rage. Secound, if you hurted by an enemy, it gives more rage.
Simple, isnt it?
You can download the tech_demo_v05 source from here.
And here is a short video about it. The game has its own sound, because I added some sound play feature to it. So watch carefully....
Here is the next stage of my game development. Last week I implemented the rage system. The main tought behind it was add more fun and strategy to the game. Thats how it work:
You have some skills, that have a rage cost. If you cast them, that much rage you will lose. If you don't have enough rage for a skill you can't cast it.
You can get rage in two different way. First if you couse damage to an enemy, it give you a small amount of rage. Secound, if you hurted by an enemy, it gives more rage.
Simple, isnt it?
You can download the tech_demo_v05 source from here.
And here is a short video about it. The game has its own sound, because I added some sound play feature to it. So watch carefully....
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