Archive for July, 2007
New ALPHA Screenshot of Mouse House
Sunday, July 22nd, 2007All Game Sprites Done
Friday, July 13th, 200707-07-12
[ ADD ] CRUMBLING floor
[ ADD ] BOMBs that explode when the player gets to close
[ ADD ] BEES that shoot when you walk in front of them
[ ADD ] end guy monster who wakes when all the keys are picked up and chases you fast so you better be near the exit
[ ADD ] snail that chases player slowly, when it touches the player is closes up in its shell and blocks its path
Update
Wednesday, July 11th, 200707-07-09
[ ADD ] Slime monster that slowly chases the player around a level, first critter to follow ASTAR paths
07-07-06
[ ADD ] Picking up FireBall Cheese adds 1 fire ball shot to player
Mouse House Screen Shot 1
Saturday, July 7th, 2007Here is a screen shot of Mouse House where I am about 1/2 done with making the behaviors for all the puzzle pieces that will be needed in the full game.
You must of course excuse the programmer art I threw together in 5 minutes.
What you see working here is…
The mouse ( player ).
A Door that opens when you pick up all the keys.
Cheese
Spicy Hot cheeese… when the player picks it up you can shoot 1 fire ball.
A blue ball you can push around to block the path of monsters.
Red tele porters.
Some Monsters that walk… left right… up down and in a circle…
Some back ground tiles… the blue blobs… ICE, SLOW and PUSH.
ChangeLog For B2D and MouseHouse our first game
Saturday, July 7th, 200707-07-05
[ ADD ] Check for Power Of Textures on image load
[ ADD ] path_to_sprite() A Star based path finding
07-07-02
[ ADD ] Monster Death from Fireballs
[ FIX ] Mouse no longer walks through the ball
[ FIX ] hit_something code to have correct default return values
07-06-28
[ FIX ] Inset sprite in sprite rect detection to match the tile collision detection
[ ADD ] Player Death
07-06-27
[ ADD ] Conveyor Belt tiles that move the player around
[ FIX ] Rendering bug in tile rotation
[ ADD ] ICE tiles for the player to slide on uncontrollably
[ ADD ] Keys and Doors no longer need global vars…. Im not sure anything does now…
[ ADD ] Door now only lets the player through when open
[ ADD ] Finished Collision detection
07-06-26
[ ADD ] Monsters can not walk through the ball or player
[ ADD ] Player can not walk through the ball
[ ADD ] Monsters can not walk through each other
[ ADD ] Added nudge as a bool value in sprites
[ ADD ] New collision groups and types
[ ADD ] Clockwise Rat
[ ADD ] Up Down Rat
[ ADD ] left right rat that moves back an forth
[ ADD ] Constrained player to Up, Down, Left, Right
[ ADD ] Door that responders to keys
[ ADD ] Keys… but I think we will just use 1 key color
[ ADD ] Teleporter animation to all tele porters
[ ADD ] Updated Ball for pushing
[ ADD ] Cheese
[ ADD ] HOT Cheese for fireballs
[ ADD ] Updates Fire Ball to work again
[ ADD ] teleportation animation
[ ADD ] New buttons to title screen, play, register, options, exit
[ ADD ] layer visible flag
[ ADD ] setting current frame time on spawn
[ ADD ] teleporters, R, G, B, simplified teleporter code
[ ADD ] mouse:remove_events_for_object( in_object )
[ ADD ] mouse events position offset based on camera position
07-06-25
[ ADD ] camera:move_forward()
[ ADD ] camera:move_backward()
[ ADD ] camera:zoom_in()
[ ADD ] camera:zoom_out()
[ ADD ] command Q to quit
[ ADD ] Added debug mode to camera for easy testing
[ ADD ] Added debug_mode setting
07-06-24
[ ADD ] Registers BANG2D.com
[ ADD ] Glowy mode for sprites aka particle glow
[ ADD ] Glowy mode state change caching
[ ADD ] Texture state change caching
This adds 20-30 FPS more speed on my MBP
[ ADD ] release notes file - you are looking at it
First Post!
Saturday, July 7th, 2007Bang2d is a cross platform game SNES style tile engine for Mac/Win.
It is built on top of SDL and OpenGL with bindings to Lua.
The entire engine is 100% Lua.
The goals are to make a engine that can be used by beginners with nothing more then a text editor to easily create tile based games like those on the DS or SNES.

