programming

09 Apr

Chronicle of Mars - Act 1 of 3 released

in com, nano, programming, videogames, VNs

Chronicle of Mars Battle ScreenshotChronicle of Mars Battle Screenshot

The first act is ready for download!

12 Mar

Chronicle of Mars Update

in com, nano, programming, videogames, VNs

I've been busy doing completely invisible things like storyboarding and playing around with balancing the battles, so there's not a huge amount to show for progress.

I have, however, extended the battle engine a bit; naturally I'll add as many of these features as reasonable into the core engine after I'm done. The most significant additions are demonstrated in the below video:

01 Sep

Battle Engine - Alpha 7 Released: Elevation, TileMaps and RPG Screens

in programming, videogames, VNs

Alpha 7 of my CC-licensed RPG battle engine for Ren'Py has now been released, adding elevation to grid battlefields, tile maps and support for loading tile-based battlefields - complete with height info - out of external files, and a selection of screens to aid in the creation of RPGs.

Elevation PreviewElevation Preview

26 Aug

Ren'Py Battle Engine - Elevation

in programming, videogames, VNs

Elevation PreviewElevation Preview

A new release of the Ren'Py Battle Engine is due imminently, so what have I been doing with my time?

05 Sep

Battle Engine - Alpha 6 Released: Experience, Events, and more!

in programming, videogames, VNs

Alpha 6 of my CC-licensed work-in-progress RPG Battle Engine for Ren'Py has now been released, adding experience, levelling up, a new condition/result event system, improvements to scenery-drawing and UI, and a load of bug-fixes. The rocks below are the newest addition! ;-)

Rocks!Rocks!

14 Aug

Battle Engine Update

in programming, videogames, VNs

I recently wrote an update on the status of the Ren'Py RPG Battle Engine I've been working on for a while; you can find it here:

http://www.eviscerate.net/content/update-alpha-6-nearly-done

23 Apr

Tristan and Iseult - new features coming soon...

in programming, videogames, VNs

Tristan and Iseult has been out for a couple of weeks now, lots of people have downloaded it and a fair number of those have given some useful feedback to improve the game - thanks to everyone who's pointed out bits they didn't like and especially those who've suggested ways to get around those problems. One common request was for some change to speed up the battles - some people don't want to wait to watch their little blokes tramping across the countryside, they want to get stuck into the tactical gameplay stabbing and slaughtering part of the game - so I've added a raft of features to help out in that regard. Some of these I'd been thinking about before release and just didn't have time to add, and others I hadn't thought of at all until someone suggested them.

13 Apr

Tristan and Iseult v1.2

in nano, programming, videogames, VNs

So, predictably a bug or two have cropped up in T&I. Rather unpredictably, the big one actually got into the game as a direct consequence of the music-playing code being added to that section at the last minute, so we didn't notice it in testing 'cause we thought that since just the music code had been added, making sure the music played properly would probably be enough testing. Oops!

Theme Originally by Antsin.com, hacked around by Jake, textures from grungetextures.com