A new test build of the Cave Vehicle Engine appears! So much great stuff: external editor windows for separate monitors, huge improvements to the robot editor, a new FlipBot concept that is a potential solution to the ugly 2D sprite flipping animation problem. Miro demonstrates how it all goes down in these two new videos:
a complete walkthrough on how to build your own robot in the game:
You can follow any responses to this entry through the RSS 2.0 feed.
Both comments and pings are currently closed.
Sweet. Nice to see that it’s coming along well.
This looks quite nice. I’m going to try it out now.
I was going to test it with wine but the F1 and F2 keys don’t work under Linux then. I was able to play but not to edit. :/
Pretty awesome. When can we preorder ?
About the little shift on the wheels Miro talks about (around 8:10~8:40 in the second video) can it be caused by the pixel count beeing pair for the wheel width/height ?
This brings a question. What would be better to make a perfectly round object, having pair or impair pixel count ?
In other words, would it be better for a circular shape to have it’s pivot pricisely on a pixel if impair (3*3) or in the middle of 4 pixels (2*2) ?
I’m not sure this question is clear enougth…
Slider: The engine is vector-based, so you can zoom in and out freely.. i’m not sure i understand your question fully, but if you’re wondering about how to get a circular wheel centered on a texture: the textures should be high enough resolution that the error of half a pixel shouldn’t matter much.
Also, right now we don’t plan on charging for CVE test builds until it is more substantially a ‘game’ you can play.. until then, you can enjoy the free test builds we will be publishing right here with semi-regular intervals :]
Thank you for your answer.
Yes you are right, i was indeed referring to centering the circular shape on a low rez sprite. I just did a quick test in your current build and there seemed to be no problem (except the little 1px vertical offset Miro talks about).
I really enjoy pixel art and i know that by the fact this engine uses vectors you are somehow going for a more fluid aproach, could it still be possible to have a switch to use Nearest Neighbor instead of Bilinear filter when zooming ? maybe in the options ?
THESLIDER: for the wheel i plan to add an ability to shift the texture by a vector, that could of course shift it by floating numbers of pixels. that would be simple to do and could be used also for non-wheel objects.
the nearest neighbor is no problem to do, it is a feature of rendering, no problem to set it. i can add it to options.
help! when i press f2(editor mode) a white screen appears and i cant do nothing
@Miro : Thank you for the answer, it would be awesome. You’re doing a great job guys !
By the way, it’s been a long time since i heard from Arne. Is he still working with you ?
I have tried this and I have to say that the way that the objects and stuff break is very fun to play around with. What I really would love to see is at least the implementation of wheels into Cortex Command, so a new variety of things can be modded. Good luck, and I hope you guys are also dedicating time to making cortex command more awesome.
you know….we could use it in cortex command like a “world editor” for the actors and that stuff…imagine the ability to make an dummy with 4 lags, or a entire war machine….well i can dream right? xD
I´M RETURNED TO SEE SOME NEW GAMING NEWS =D
but here is no news 🙁
ARMIN: hey sorry for this late reply. recently maybe i’ve found what was the problem with f-keys not working. hopefully it will work fixed in new cve version soon here, with two new videos about the news and about particle system editor. look forward 🙂