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Stomy The Game proslijedio/la je Tweet
Followers! If you haven't tried the original Thief games yet and want to do it cheaply, the games are on sale for less than ONE (American) DOLLAR.https://store.steampowered.com/agecheck/app/211600/# …
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Got a working texture browser, loading every PNG it finds in the textures subfolders and allowing you to set each surface's texture, offset, rotation, and scale.
#gamedev#screenshotsaturdaypic.twitter.com/7UP3DAQACZ
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Panel layout is now persistent across multiple launches, different types of panels can be selected, and I've made the subdivisions a little more clear.
#gamedevpic.twitter.com/yIvvmsznbd
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There's now a clipper tool for creating off-axis surfaces. I would like to add an edge manipulator at some point but for now this is enough for most things. Also made the file browser actually display folders first and put everything in alphabetic order.
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Oh man, ffmpeg totally butchered that last clip, you can't even see the grid changing
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Got a rudimentary file browser working with Dear Imgui so now I can show loading from .maps actually working. Only worldspawn brushes for the moment though as there’s no actual entities supported in the editor yet.
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Switched to Dear Imgui for doing the editor interface. I'm really liking working with this, it's a whole other world compared to Qt, Swing, and Gtk. Also got saving and loading to quake-style .map files.
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Copying and Deforming of brushes is in, the editor is starting to seriously take shape, the most important interactions are in place. There's still a lot to go but I've got a solid base.
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Time for another demo! This one probably isn’t that exciting, but it’s got everything the old Java build once had, now in silky-smooth C++. https://stomygame.itch.io/ctesiphon-demo
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Clipped brush surfaces and grid subdivisions. Starting to look a bit like a level editor
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Blender made it look sooo eeasy didn't it? I'm glad I sorted this out properly, I really like these tiling workspaces for tools.
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I'm not going to say I've been efficient with my time, but I'm pretty happy with how this has turned out.
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Also, big props for miniaudio.h, my audio system was a bit fragmentary between platforms and miniaudio ended up doing everything I wanted, exactly how I wanted, in a single public domain header.
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It's been six months of me working on side projects but I'm working on Ctesiphon again. Mostly just housekeeping right now though, wrote my first makefile today.
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I did the maths to rescale view-bobbing/footstep rate so it's faster when moving slower than running pace. Having it be a linear relationship directly to movement speed was bugging the hell out of me for ages.
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Now this is podracing! With the charger dudes getting their attack animations back, the C++ rewrite is now fully complete.
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Ever get that feeling like you've just blundered into the wrong neighborhood?
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The TVBots live once more! By the end of the weekend I should have the Sawblade dudes active as well. At which point, the port to C++ will be 100% complete.
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Party Time! Enemies are back! Without any AI for now, but animations appear to be working A-OK
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The debris system makes a triumphant comeback.
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