gdxBlood - my progress (5.03.2017)

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Show video here: gdxBlood #7

There is almost done, but for first release I need to make:

- complete statistics screen

- make AI of enemies

- reading config file

- keyboard and mouse buttons setup

- third person view

- make damage for player

- make load save (perhabs its will be very hard)

- add some func buttons

- fix some bugs

- write a sound system

Some things are really can takes a long time, such as - reverse engeenering of AI and Sound System...About Sound System I mean a part of xsystem of course. Load/save feature also can takes a long of time, because C++ and Java have different memory structure and I will think how to make compatibility of memory adresses. Other things not take a lot of time, but it still need a time for write this :) When I testing cryptic passage episode, I got game freezing at two places, therefore I need fix such bugs before release. Spraycan alt-fire burn of everything including sprites type 400 and invisible sprites...at original spaycan burn of everything too, but without visual effects (fire effect), therefore I need to find different between original reversed code and my code. After first release I can start to fix graphics bugs, rewrite renderer and writing models/voxels and hires textures support

gdxBlood works on VIA C7-M CPU (19.02.2017)

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I tried launch my port on Gigabyte U60:

CPU: VIA C7-M 1,2Ghz

RAM: 768MB DDR2-533

Video: S3G UniChrome Pro II IGP (64MB)

There is framerate between 30-80fps (120fps max). 30fps when ROR is drawing. Btw, such framerate has eduke32. So, Java and C++ have same performance in case with my port :) Preview picture has a link.

Also I would test my port on Sony Vaio PCG-C1VPK (CPU TM5600 and Video ATI Rage Mobility-M1 (8MB)) but today I noticed dead backlight on screen :( It's need to repair it now

 

BloodCM - it's a mod for eDuke32, don't forget it (8.01.2017)

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Hi all! I recomend to use eDuke32 r5597, you can download it here: Dukeworld.duke4.net

Newer versions of eDuke32 have a lot of bugs and problems as no midi music

And all graphics bugs are you seen, it's a problem of eDuke32. I never fix it and I can't, because Im not an eDuke32 developer.

gdxBlood port news (7.02.2017)

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Well, I almost completed gameplay part of code in my Blood port and I made a video with demonstration E1M2-E1M4. There is need to fix some bugs and problems. Changing a palette is very droping fps with OpenGL, because changing palette calls texture update every frame, it's need to fix at first. And there is some problems with hit damage force. Cultist burnguy doesn't works, because it not complete yet. Anyway it's working as original :)  gdxBloodCM #7, I almost completed a gameplay part.

BloodCM 12.2016 released! (25.12.2016)

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Well, I think I fixed a lot of bugs and now I can make a release. Check it :) So, I don't planning to make the Crypic Passage episode, because I started write the Blood port, which I called gdxBloodCM. My progress with Blood port you can see here: https://www.youtube.com/watch?v=gVJBI377HTs . Animation of weapon and Zombie enemy are playing from SEQ and QAV files. So, At this time my port can read RFF files (all versions except alpha version), SEQ files, QAV files, PLU files and standart build files. After read map file, my port spawns player sprite with addition extra information. 

That's all, and Happy New Year, guys :) 

gdxBlood port (9.01.2017)

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Hi all! I stopped BloodCM because I working on more perspecive projects - gdxBlood - Blood port based on Java's libgdx framework. My port can reading all of original Blood maps and original Blood resources unlike BloodCM mod for eDuke32 and I working on triggers now. It almost playable at all :) You can see my progress here: gdxBlood - Java port of Blood#4

News from 29.11.2016

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I made all of Plasma Pack maps, but needs to find and fix some bugs. Besides I'm going to make a new enemies from Plasma Pack episode. GreenPod and FirePod are completed today. 

               

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