Thursday, April 12, 2012

Kickstarter

I have started a kickstarter project to help get the FRAG Engine completed.  This is how kickstarter works, I set a funding goal and then set rewards for individual donation amounts. The project is on kickstater for 30 days, if on the 30th day the funding goal is reached I receive the funds and start to work, if the goal is not reach nothing happens and no one is out any money its all or nothing.

Friday, November 4, 2011

Project site for the engine

I started up a project management site for FRAG Engine at https://sites.google.com/site/fragengine

If any one feels like helping out on this project feel free.

Most files are there for download except for the class's that are not mine. You will also need  as3isolib(currently un-used), as3corelib-.93, caurina tweener (not positive any thing is using it right now), and SWFConsole. You can easily just take out the SWFConsole.

Tuesday, October 25, 2011

Large re-write

The FRAG Engine is undergoing a re-write to move all code over to flex, and a possible change to using stage3D to help improve on rendering speeds. The new version of FRAG will have the same features, but with a lot more optimizations. The re-write will force me to create the GUI in flex, but should help with the ports to phones/tablets.

Monday, September 26, 2011

Engine updates

The rendering code is now part of FRAG Engine. This will allow easier changing of the game's frame rate, and removes some clutter from the fla. I have also been working on add the sound system to add the Events/GUI/NPC, the sound will have distances and directions, so the player will only hear a quiet noise( crackling fire ) close up, but a loud noise ( bomb exploding ) from father away, the sound will also get louder the closer to the source of the sound.

Thursday, September 1, 2011

NEW GUI

FRAG has a nice new look. I had a few issues adding all the separate parts into one file, but the Map Editor is now in the main program. I have spent the last few days getting the parts into the new wooden look.

Sunday, July 31, 2011

Fixing Bugs

Today the Map Editor got some bug fixes. The main fix was having to do with the way the map displays layers, it was not possible to use one bitmap for all the layers on the map, there are now 6 separate bitmaps for each layer. It is a hard coded fix that I am not fond of, but it was the only way i could get this to work. To add more layers is not that difficult if need, so it is not that big of a deal. The only real down fall is that this way will be 6 times slower for rendering as i have to loop thru the bitmaps to render.

Next on the list is to add the Event/NPC Editor for the Map Editor, and environmental settings. The last layer on the map is for weather, and I plan on adding full weather/day and night system. After those are in place i will add a way to change the current tile set so that every map can use multiple tile sets with settings for fully animated tiles.