BuildGDX v1.05 (13.12.2019)



1. Powerslave/Exhumed support
2. Polymost floor background fix
3. Sprite's texture loading algorithm has been changed
4. Other minor BuildGDX changes

PowerslaveGDX is in developing now (25.10.2019)



I'm working on this project since 13 September 2019 and now I can show something :) At the moment, there are bugs with sector lights, spider animation, weapon aiming...maybe something else. I have written all of the game code except sound code, enemy code, palette code. My port also doesn't have a menu and change level code, so I still have to make a lot :)


You can see it here:

BuildGDX v1.03 (17.05.2019)



v1.03 (17 May 2019)
1. Gamepad sensitivity increased
2. Fps limit increased
3. Gamepad menu keys tweak
4. Updatable file browser
5. Config's file settings sorted
6. Hires textures load fix
7. BloodGdx v0.952
7.1. Custom difficulty fix
7.2. Gamepad running fix
7.3. CrouchMode tweak
7.4. Akimbo powerup will save in next level when vanilla mode is enabled
7.5. CrystallBall in addons crash fix
7.6. Crash fixes
8. DukeGdx and RedneckGdx v1.01
8.1.Invert mouse fix
8.2. CONfile extract requiring is disabled
8.3. Addon like game.con save fix
8.4.Crash fixes
9. TekwarGdx v0.951
9.1. Turn speed fix

BuildGDX v1.04 (13.09.2019)



v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
  1. SEQ tiles support has been increased to 32767 tiles
  2. The latest queue's event after load game fix
  3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
  4. CrouchToggle button tweak
  5. ROR sound distortion fix
  6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
  1. DukeGdx can play original demos now
  2. CrouchToggle button tweak
  3. Cutscenes skip message's font tweak
22. RedneckGdx:
  1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
  2. CrouchToggle button tweak
  3. Cutscenes skip message's font tweak
  4. RRRA intro movie is almost supporting
  5. Console text scale support
  6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now

BuildGDX v1.02 (24.04.2019)



 Hi! BuildGdx now supports all of my ports and DukeGdx. I separated BuildGdx on two versions: with JRE and without JRE (just with jar file). Also, I opened the source codes of all my ports. You can see it here:

v1.02 (24 April 2019)
1. Crash fixes
2. Improved interpolation in multiplayer
3. Improved addons checking algorithm for multiplayer (BloodGdx, DukeGdx, RedneckGdx)
4. BuildGdx has a version number now (current is 19.04)
5. DukeGdx v1.00
6. RedneckGdx v1.00
6-1. Weapon drop after dead in multiplayer fixed
6-2. RRRA E1L1 destruct wall in secret place fixed
6-3. Moving door after load game fixed
6-4. Quick pee don't resurrect the player anymore
6-5. FakeBubba after load game fixed
6-6. Added end cutscene in RRRA
7. TekwarGdx
7.1 - Added extra cutscenes to intro
8. BloodGdx
8-1. Shareware version supported
8-2. Gamepad's keys saving fix
8-3. CutsceneA in 4th episode fix

Build ART Files Editor v2.0 (05.07.2019)



I have released the new version of my BAFed.

The new BAFed has written almost from zero, so I can't tell exactly about changes. But here are some of them:

1. The interface has been changed and now it is supporting ART files of Blood.
2. Since v2.0 you can choose a few tiles by mouse and export it to a folder. In the import window, you can choose a few files by mouse with pushed a Ctrl-button.
3. ART files saving feature have been rewritten, therefore ART files of Blood are also supporting now and it's not changing start tile of ART depended on a filename.
4. BAFed is supporting voxel.dat and surface.dat files of Blood.
5. BAFed is supporting the clipboard. You can copy any picture to the clipboard and paste it in BAFed and vice versa - you can copy a chosen tile to the clipboard and paste it in any graphical editor.
6. Animated tiles are highlighting in the tile list.
7. You can fast switch between ART files by "File" menu from an ART list.
8. Quantity of included palettes has been increased.
9. Resizeable thumbnails in the tile list.
10. Thumbnails autozoom feature
11. Tile crc32 info (for def-scripts)
12. Tile palette converting feature has been deleted.
13. *.ini script file import feature has been deleted.


BuildGDX v1.01 (29.03.2019)




BuildGDX has BloodGDX now, so I released a new version :)

v1.01 (29 March 2019)
1. BuildFont draw non-standart symbols crash fix
2. BloodGDX v0.950
2-1. Load zip UserEpisodes in subfolders fix
2-2. SlopeTilt reset after load game fix
2-3. HiRes texture rescaling fix
2-4. Def "mainmenu" music script can use midi
2-5. Custom voxels rotate fix
2-6. Enemies shadow orientation fix
2-7. Palette exception for cultists in color xsectors
2-8. Sprites drawing behind mirror fix
3. WitchavenGDX v0.951
3-1. Def-script loading fix







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