cbx
Swordmaster
Canada
296 Posts |
Posted - Mar 31 2003 : 03:29:45 AM
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I am currently working on 3 projects actively. As well as an infinite number of others that I have either dropped or put on hold.
Active projects 1: DX9Tools. I am currently working on DX9Tools Release 4. 2: CommonCBX.NET. I am currently working on CommonCBX.NET Release 3. 3: GameTools.NET I am currently working on GameTools.NET Release 2.
All three libraries are written in vb.net.
For more info on these projects goto my web site at www.createdbyx.com and select the development section.
It is my hope that after these libraries are a little bit further advanced, creating software like games will be a non issue. I am already starting to see the possibilities and payoffs of these libraries.
Also if anyone asks I am always willing to provide current code snapshots of any the code that I am currently writing. For example even though DX9Tools release 4 is not officially released yet I will and have provided it to people who have asked for it.
And yes I know the website for these libraries is lame.
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Created by: X http://www.createdbyx.com/ |
Edited by - cbx on Mar 31 2003 03:37:02 AM |
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SpacePuppy
Neophyte
Sweden
1 Posts |
Posted - Apr 18 2003 : 6:17:16 PM
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Im currently making a simple space trading game :) and trying to set up a smal gaming community.......Wich is not going to well due my lasyness =)-/< |
Fear the SpacePuppy for I am your worst nightmare!! |
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BlackTiger
Neophyte
1 Posts |
Posted - Apr 22 2003 : 4:46:19 PM
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Cool forum people
I'm currently working on a remake of a simple tankgame called tunneler. I'm using DirectDraw. I want to make it multiplayer on later stage. |
My name is Tiger,BlackTiger |
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Eric Coleman
Gladiator
USA
811 Posts |
Posted - Apr 23 2003 : 12:56:46 PM
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All these projects sound really cool. I hope to see some screenshots soon. |
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Bonez2044
Squire
USA
15 Posts |
Posted - May 12 2003 : 01:59:12 AM
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Im workin on a game thats going well all i need to do for now is get the magic to work. |
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Richard
Neophyte
Netherlands
3 Posts |
Posted - May 16 2003 : 07:43:59 AM
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Tristan and i are still working on the wildwest... we started this project back in 2000.. everything was created in visual basic/directx, but a half year ago we decided to re-write the game in vc++.. so its not really a vb game anymore.. sorry… well, were still using vb tools (tools / map editor ) :)
to give u a small preview:
we still got a long way to go before the game is completed, but hell, its just a fun-projects so we got all the time in the world ;)
i'm also working (as a 3d artist) on a ps2 exclusive title for sony europe at lostboys games.. (can't give u any information (nda.. sorry).. check ECTS this year.. (and E3 (next year ;)..
oh. before i forget, the website for the wildwest (not the really old one (http://www.thewildwest.tmfweb.nl/) ,but the new one (no link yet) will hopefully be online in the coming month (lol , i keep saying that for the last 2 years ;)... ill give you the link as soon as it is online..
Richard [artist -the wildwest)
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Eric Coleman
Gladiator
USA
811 Posts |
Posted - May 16 2003 : 11:18:41 AM
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Screenshots of that game still amaze me. Its too bad we didn't get to see the VB version of the game in action. |
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Richard
Neophyte
Netherlands
3 Posts |
Posted - May 16 2003 : 3:27:08 PM
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the screenshots ur seening are from the visual basic version :) maybe when the c++ version will be released, we also will release the vb version.. (and source) |
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Peter
Administrator
Canada
67 Posts |
Posted - May 17 2003 : 9:56:42 PM
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Just a question, why the switch to VC++? VB is more than enough to handle isometric graphics.
Is it just more familiariality with the language or better avaiability of tools/libraries/help? |
Talos Studios - VoodooVB - VB Gamer
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Richard
Neophyte
Netherlands
3 Posts |
Posted - May 19 2003 : 08:47:03 AM
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well, i'm just the artist.. but; according to tristan, the pathfinding / AI is much easier to write in c++ , plus C++ is much faster than vb.. (note: faster with AI, not with graphics, thats basicly the same on both platforms) anyway, we first came up with the idea to write the AI code in vc++ and use it as a plugin in vb, but Tristan had to write so much extra (graphical)code in c++ to test the AI, it was really stupid the just throw that away and only use the AI code as a plugin in VB, so the decision was made to drop the vb version and continue the production in vc++... so.. that's why.. ;) for the really technical stuff about this you should ask Tristan..(i'm just a stupid artist :)
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