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"NovaStorm SDK"
Owner: nukomod
Showcase Entry: NovaStorm SDK
Total Entries: 23
nukomod
Entry: 23
11/20/2003
07:05 PM
*Current Version* Version 0.050 - NOVASTORM CORE
. Added landed flyer monsters. (Orca's from helipads)
. Found weird bug on one level where Z-sorting list becomes inaccurate and monsters dissappear. Tracking down this problem now.
. Gametesters have been giving back great feedback!!!
. Engine code 90% complete.. just need more levels made and some polish here and there.
. Contemplating adding BVM to script custom enemy AI.
. Started Documentation for using the SDK

Work has been slow lately thanks to increased Uni work load, but this game WILL be completed.
nukomod
Entry: 22
09/05/2003
09:13 PM
Version 0.040 - NOVASTORM CORE
. Added soldier/civilian class of monster, with 8 angles of rotation. No stopped animation yet.
. Added 'notices' that appear during events on a map. E.g. speaker icons, objectives etc.
. Different player aircraft can now have different levels of armour so faster aircraft are weaker and vice versa.
. Added player lives system
. Added auxilary weapons system
. Added ability to limit pilot pics and ships to certain campaigns.
. Added a Debug mode and some cheats to go with it!
. Rewrote player deaths to spawn powerups they had and spawn a unique death particle for each ship. This allows specific death animations.
. Rewrote MonsterSpawn to put them in the correct Z-Sorting positions staight away.
. Rewrote in-game menu to default to 'Resume'
. Rewrote map loading to only load required tiles.
nukomod
Entry: 21
08/12/2003
04:33 AM
Version 0.030 - NOVASTORM CORE
. Added Monster Beams
. Made Nukomod Logo Video
. Player missile weapons loading bug squashed
. Missiles are better aligned on the screen now with their smoke
. Player beams written to be more efficient
. Monster turrets now have optional tracking.
. Monsters can now fire missiles :)
. Homing Missiles!!! These are very, very cool. The feel of the orca when avoiding missiles is perfect!
. Added mouse support to the menu system.. ahh much better
. Still working on mission movies. 3D Max skills improving all the time.. the orca is looking sweet, but NOD have a new trick up their sleeves :)
. Finally wrote another utility : MonsterMaker. It quickly got far to complicated to write the monster_data.txt in notepad, so this utility makes it much easier to manage a lot of different monsters. Will continue to improve this as NovaStorm progresses, as with the MapMaker.
. Improved PlaySFX(), now you can force a sfx to play on a reserved channel, and while its playing all other sfx are quietened.
. Improved Z-Ordering. Now all monsters can have a unique Z-Height to increase accuracy.
nukomod
Entry: 20
07/16/2003
07:58 PM
Version 0.020 - NOVASTORM CORE
. Monster powerups now spawned with offsets
. Monster parents can now spawn death particles inc. offsets
. Added scoring system
. Added proper monster targetting system.. now they don't always target the first player.
. Added powerup speeds
. Turrets can now 'spray' shots out :) It's really really cool ;) number of shots and degree's between them can be set per monster turret.
. New GetNormalAngle() wraps 360 properley, thanks to Cyberseth, Stonemonkey and JazzieB on BlitzCoder forum.
. Collisions hurt players.
. Started to add post-level debriefings.
. Added score powerup
. Arrow keys used to navigate menu screens can now be changed between up/down or left/right
. Some graphic improvements
. Added new 'delay' trigger
. Added template for 'layerspeed' trigger to change map speed in-game.
. Added Trigger Queue system to store triggers not immediatley executed.
. All triggers now work through queue system.
nukomod
Entry: 19
08/12/2003
04:38 AM
Version 0.019 – NOVASTORM CORE
· Bought Blitz2D for a mere €19.99! That’s about £14. Bargain. Oh man just realised if I’d bought it for $19.99 I would have gotten it for £13. D’oh.
· Added splash screens.
· Added file checks for most loading functions, with meaningful error messages if they’re missing.
· Added Clsbuff() function to kill full screen glitches.
· Added ability to toggle full screen from within the game.
· Added particles to powerups when they’re collected.
· Rewrote PlayVideo() to give different features and play real videos.
· Rewrote GetPlayerSetup() so it works in full screen.
· Rewrote level format so levelmap, levelmon and leveltrig all sit in one file.
· Fixed missing Invulnerability flag for players.
· Fixed missing death code for players.
· Released version 0.019 on BlitzCoder with reduced game content!
· Two levels, a handful of monsters, no music or video and lower quality graphics. Started with 25Mb of content, and reduced it down resulting in a 2Mb zip.
nukomod
Entry: 18
07/11/2003
02:06 PM
Version 0.018 – NOVASTORM CORE
· Added Move Monster trigger.
· Added Play SFX trigger.
· Added Health Boost power-up type.
· Added Temporary Weapon power-up type.
· Added Class weapon system and Class power-up type.
· Fixed delay problems from using in-game menu.
· Fixed missing killparent implementation.
· Fixed missing deathparticle implementation and added x, y offset
· Fixed collision bug in UpdatePlayers()
· Fixed collision bug in UpdateBeams()
· Slowed down particle animation speed.
· Fixed monster jitter ONCE AND FOR ALL!!! The problem was traced to inaccurate floating-point variables not being rounded correctly. Changed the way monsters are rendered so they stick to their layer better, but with the tiniest performance hit.
· Optimised UpdateMonsters() to be faster and more reliable.
nukomod
Entry: 17
07/11/2003
02:06 PM
Version 0.017 – NOVASTORM CORE
· Monster types expanded for flyers.
· Customisable animation speeds.
· New monster flag determines if player’s weapons can hit it. Allows monsters to act as debris, preventing the need for adding an additional debris system like in the older FireStorm engine.
· Expanded the pilot expression system, preparing for the coding of pilot voices.
· Added the new Monster spawning system that works with the new engine. An evolved version of the previous system, allows for more information to be passed from the map (e.g. starting health, rotation, etc.)
· Added map targets for monsters so they can move to a location pre-determined by the level editor.
· Began to implement Trigger system.
· End of level trigger added.
nukomod
Entry: 16
07/11/2003
02:07 PM
Version 0.016 – NOVASTORM CORE
· Recoded from the ground up!
· Game allows 1-5 campaigns.
· New unified menu system allows amazing customisability and infinitely more elegant and cleaner code.
· Uses indexed data types from the ground up.
· Better BitmapText function.
· Key configuration improved.
· New video function allows sound and increased efficiency.
· Up to four players can take part!
· Improved player selection screen.
· Improved level briefs with optional unique background image.
· Background tile map code totally revamped, faster and more reliable.
· Each layer has its own tile map, all stored in one array!
· Maximum unique tile bitmaps increased to 1000 from 100.
· New monster code eliminates monster ‘jitter’ and allows multiple turrets.
· Each monster turret can have its own weapon system.
· New monster types allow monsters with 360 movement animations.
· Monster animation system revamped.
· Music system much simpler and massively more memory efficient, though the pause feature has been removed.
· Sound effect system rewritten to try and prevent sound glitches on some systems when too many channels are being used. The maximum sound channels used can be changed for each computer NovaStorm is ran on.
· Loading screens are now displayed as required.
nukomod
Entry: 15
07/11/2003
02:07 PM
Version 0.015
· Game pad support and re-definable players keys.
· Sound effects can be turned off.
· Kills and shots fired are stored as the game plays.
· Monsters stored more efficiently and separately for each layer.
· Began implementation for Z-Sorting
nukomod
Entry: 14
07/11/2003
02:07 PM
Version 0.014
· Improved Credits screen, with animation.
· Player Type now an indexed data type.
· Some speed optimisations.
nukomod
Entry: 13
07/11/2003
02:07 PM
Version 0.013
· ‘Unload’ function for video allows more efficient memory usage.
· More customisable main menu.
· Player ship can now bank left and right when flying.
· Monsters can drop power ups.
· Monsters can have simple turrets!
nukomod
Entry: 12
07/11/2003
02:08 PM
Version 0.012
· Renders To Image Buffer Without Split Screen.
· Updated HUD to take advantage of larger screen.
· Beginning to make monsters load from external file and clean up the monster code.
· Added debris, which can smoke.
· Added lots of C&C graphics.
· Automatically detects number of tiles installed and loads them. May crash if there are none. Made this into a generic file counter thing!!
· Made music load from external data file
· Made player shadows render on the map layer. This gives superior shadows under the clouds effect.
· Beams can have animation dude!!
· Increased Recharge max from 100 to 1000, and changed it back into an integer. Allows accuracy without expense of CPU time.
nukomod
Entry: 11
07/11/2003
02:08 PM
Version 0.011
· Renders to an Image Buffer now instead of the back buffer. This allowed the new experimental Split Screen effect. Sadly this feature was abandoned... for now. Not for technical reasons, just because it wasn't wanted! It was mighty cool tho' :)
nukomod
Entry: 10
07/11/2003
02:08 PM
Version 0.010
· New optional flash effect for particles.
· Game size changed to 640x480. Just common sense.
· Powerups! Currently just changing the player’s weapon.
nukomod
Entry: 9
07/11/2003
02:08 PM
Version 0.009
· Bolts now work with polar coordinates similar to missiles.
· SoundFX now faster
· Still a known bug in Play_Music with resuming a track.
· Added code to load and play BMP sequence films – early video player.
· Various graphic improvements to interface.
nukomod
Entry: 8
07/11/2003
02:08 PM
Version 0.008
· Slightly upgraded map format.
· Added early Missiles using a polar co-ordinate system.
· Evolved Explosions into particles. System will continue to grow. Early benefit smoke, and crude effect when player is damaged.
· Slowed down backgrounds by a factor of 100 so there’s greater fidelity on scroll speed.
· Known bug in Play_Music with resuming a track.
nukomod
Entry: 7
07/11/2003
02:09 PM
Version 0.007
· Frame Rate Experiments.
· All source code back into one file – twas for the best.
· Big source code cleanup... the start of putting it all into functions.
· Graphics revamp, but the player ships are too big!
nukomod
Entry: 6
07/11/2003
02:09 PM
Version 0.006
· New File code loads most data from external source.
· Some sound effects
. Changed method of storing data in-game.
nukomod
Entry: 5
07/11/2003
02:09 PM
Version 0.005
· New multi .bb file approach.
· BitmapNumber function.
· Cleaner code.
nukomod
Entry: 4
07/11/2003
02:09 PM
Version 0.0000000004
· A main menu!
· Bitmap text function allows strings to be rendered with images.
nukomod
Entry: 3
07/11/2003
02:10 PM
Version 0.0000000003
· Different space ships for players
· Some monsters!
nukomod
Entry: 2
07/11/2003
02:06 PM
Version 0.0000000002
· Some Physics code added (momentum).
· Shadows on players ships.
· Players can shoot bolts!
· Oh and definable terrain again, though hard-coded.
nukomod
Entry: 1
07/11/2003
02:06 PM
Version 0.0000000001
· Look ma!! Crazy basic code.
· Crude Background scroll with ‘tilemap’ command.
· Player control using keyboard (no clipping or momentum).
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