Hey,
I just finished creating a basic library for handling my new CubesLevelS-Format (*.cls). Oh,... and the level-format-byte-order is explained in the wiki.
Some things changed now:
- levels are loaded by using the clsFileLib.dll
- a levelEditor-Project was created
- .bmp-Levels aren't playable anymore but the levelEditor provides the option to import 'em and save 'em as binary .cls-Levels
- all tools are located at trunk/tools... read more
Imagine a cuboid consisting of two cubes. Now you push it over its edges. It 'rolles' 90 degree each step to one of four directions.
This is the way you explore levels consisting of squared fields. To walk through a level its neccessary to reach a finish field vertically. On your way exiting a level you have to get around traps, beam your cuboid to different positions an take care of not dropping it over the level border.... read more
After realizing that the JAD-Engine we wanted to use needs PixelShader 2.0, we changed our plans and now try to use plain Managed Direct 3D. This should also help us learning how to create 3D-software more than just using a pre-built engine.
Another big change is that we rebuilt the game-logic from 3D-calculations to 2D-calculations for simplicity. This idea came up when realizing that we were about to build redundant, hard-coded block-rotations.... read more