some good news around the street corner…
I will only post this picture those pictures right now and you will figure it out. Later I will explain more and lay down my plans for the next months…


To Banshee, Newbie_X11 and Thanatos: Yeah..im giving in! Its about fucking time! Let the texture mapping begin.
To everyone else: both experiments are still VERY early and currently unusable. The texture mapping is mostly a very insecure code (handling video memory directly) and very inneficient. Im tweaking as much as I can. Im still trying to figure out how to do floor and ceiling textures fast.
The multiplayer code already be obtained @ SVN,but is very unfriendly and not very useful. Right now, all it does it sync both players on the map, but doesnt handle game logic at all.
I sincerely dont know how long will it take to finish this, as now Im working (as a intern) at Nano Games (hoohay! gone pro!) and we’re developing some really cool games (after all, I would only join a company if I really like their games).
There is a third experiment that I might post here around the weekend…who knows?
Angstron 2 released!

Among changes are bug fixes and major revamp and the levels and graphics. Please check it out @ http://batterypoweredgames.blogspot.com/2009/07/angstron-2-droid-hunter-release.html
BTW, I entered the GPC 08 indie game competition with Angstron 2 on mobile games category. Let the best win.
BZK_Vacuum2 for PocketPC – finally!
Thats right! I finally got it working!
And with minimal code changes!
Thanks for the CeGCC project for making this possible!
One thing worth of note:
Its extremelly slow (without any -O at compiling time and with gx.dll, on my iPaq 3660)
I must also add that the game menu is not very QVGA friendly. you cant really see the menu. Only part of the Angstron logo.


This is actually a unfair comparission…with the Nokia 770. The build running on the iPaq was compiled with -O3 and the Nokia is running a -O2 build. The Nokia not only has a complete Linux OS, but also a lot higher resolution and sound. I didnt expected the iPaq to perform so slowly, but its quite proportional to their Quake versions. I probably have to rework the way BZK run on such plataforms…
PocketPC BZK port
Yes, why not?
Its been some time since I worked on this, but to get back to this pretty soon: I managed to get SDL to compile under Embedded Visual Tools 3.0 and had it to run on my PocketPC 2002.
I indeed built my good ‘n’ old raycaster (yeah, that crappy one). Here is a picture:
Just to re-iterate: PocketPC is bogus. A joke. Maemo here is the hot stuff.
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Recent
- Windows é um sistema para hackers e Linux um sistema para gente comum
- Now running FAST on a real java phone!
- soon, on your regular java phone
- Angstron Micro Edition updated
- It came from the cave – EGM
- Maemo-SDK+
- SVG rendering on C#
- some good news around the street corner…
- Angstron 2 released!
- BZK and lightning
- Angstron 2 – finishing touches
- How indie are you?
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