Archive for the 'Cortex Command' Category

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Posted by Data in Cortex Command - December 8th, 2013

Happy Holidays folks! Data here ~

After a year+ hiatus from the games industry, I am back in the saddle at Data Realms HQ and busy cranking away with the rest of the team on our next technology and new game that we’re building with it: Planetoid Pioneers. Some of you might remember those few recordings of programming Cortex Command I did a couple of years ago… to my surprise, hours-long videos of me mumbling at code were pretty popular! So, I’ve decided to take it to the next level and do livestreams on, the first of which went down last night:

Follow our Twitch channel here for future live shows of me poking around with the very powerful editors and getting new stuff into the game!

Posted by Data in Cortex Command - March 13th, 2013

While designing Graphical User Interfaces is often not so fun, it is a necessary chore. We are in the midst of hooking this one up:


Speaking of tools; we are about to release a couple of powerful ones that will be nice for you CC sprite jockeys out there.. will be very timely for the Workshop update.

Posted by Data in Cave Vehicle Engine, Cortex Command - February 24th, 2013

Before I get to the goods, a newsflash on Cortex Command: We are indeed still working on a a nice update with Workshop integration that will allow you to publish your mods to everyone on Steam directly from within the game. There’s a lot of menu stuff that needs to come together still, but rest assured it’s well underway. Also.. some long awaited bug fixes are in the pipeline (seam gib bug, i’m looking at you!). Keep eyes peeled on our twitter feed for the latest on when that drops.

Anyway, I’m here to present yet another meaty update to our next project, the Cave Vehicle Engine; this time Miro takes us though our engine’s powerful particle systems and their new editors:

The particles will definitely be put to good use very soon as we get into the collision and particle penetration effects (e.g. bullets zinging off and through objects, with sparks flying and holes being made!). We strongly believe that realistic, detailed, and physics-driven effects add a massive amount of fun and feel to gameplay, so we care a lot about fully fleshing out these things which might otherwise seem like trivial graphical details. We are excited to show what we truly mean in time for GDC this year.

But wait, there’s more! Miro has been hard at work on a ton of other stuff like powerful in-game Lua debugging tools, Color Picker palette, Scenario Editing updates, and refined controls for getting all these editors OUT of the main game window and onto secondary monitors! It’s really a great way to work, with the main CVE screen filling your main monitor, and all the clutter of the editor panels completely off to the side, yet still controlling stuff in the game:

Posted by Data in Cave Vehicle Engine, Cortex Command - November 29th, 2012

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:

Posted by Data in Cortex Command - November 24th, 2012

Cortex Command is 50% off on Steam during their short Autumn Sale! Coinciding with it, there’s a new version out, with these improvements below. Some of the most significant fixes and enhancements are in the area of A.I., which is thanks to the hard work of Stefan “Abdul Alhazred” Winberg:

  • The AA-Drone now shoot SAMs at enemy craft at point blank range, unless the target is close to a friendly brain.
  • Fixed a bug that would cause craft to self destruct when sitting still for a long time and being under player control.
  • Fixed missing turret/mech loadouts for some techs, upped goldcost and slightly nerfed armor of silver man and whitebot.
  • Went over and touched up every single techion gun sprite, looked a bit tame compared to the actors.
  • Changed Imperatus actor standpaths for added badassery.
  • The meta fight skirmish AI now pick safer brain LZs.
  • Fixed a bug that made the human AI ignore enemies in some circumstances.
  • Fixed a few loadout errors. Fixed a Ronin script that sometimes caused error messages to be printed to the console.
  • Added a disarmer to every engineer loadout preset.
  • Gave the giga pulsar the same particles per tracer as the pulse rifle, making the giga pulsar the superior choice for sustained fire, as well as an increased magazine size from 50 to 80.
  • Improved the human AI gold dig behavior.
  • Added the Yskely and Grasslands Mining Outpost for the Bunker Breach scenario.
  • Fixed a bug that stopped the AI from spawning units in the Harvester, Massacre and Survival scenarios.
  • Added a strong border layer to the bottom of most scenes. Helps prevent actors from digging too deep and falling off the bottom of the scene.
  • Adjusted Human AI aim time. Actors shoot sooner but should miss more often.
  • Fixed several bugs in the gold dig AI. Tweaked the human AI targeting and aiming.
  • Made the human AI look for weapons when entering sentry mode unarmed.
  • Updated the new rocket launcher’s targeting system so the missiles can be locked on to the ground.
  • The new rocket launcher is now known as the Browncoat “ML-03 Flash”.
  • Fixed an issue withe the AI where some behaviors could cause actors to ignore alarm events.
  • The Skirmish Defense activities now remember what tech you fought the last round and picks another tech for the next round.
  • Made the gold-dig behavior move in a straight line to the gold rather than along the path with the leas obstacles.
  • Added the Dummy to both the Light and Heavy Infantry groups so the skirmish AI only spawn dummy AHumans.
  • Removed the “Brain Versus Brain” activity to avoid confusion among new players (and reviewers). The same functionality is supported by Skirmish Defense.
  • Changed the Browncoat “ML-03” to “ML-02” and made the missiles slightly stronger. Browncoat incendiary cannon (CA-01 Firestorm) and shotgun (IN-02) made stronger.
  • Fixed a bug in the Bunker Breach scenario that would cause AI counter attacking units to go idle.
  • Fixed a path-finding bug that occurred when mining for gold, and an issue that made the AI think some close range weapons had a blast radius
  • Impulse Cannon no longer useless, new Browncoat Missile Launcher made slightly stronger.
  • Browncoat weapon grip strengths increased slightly, Browncoat units no longer made of cheese.
  • Added the “Wave Defense” activity. Increasingly longer waves of enemies, with time in edit mode in between waves.
  • Encapsulated the AI to make modding easier. It can now be initialized with a single function call.
  • Wave Defense: Made edit mode between waves optional.
  • Actors on AI-teams now ignore the fog when shooting and searching for targets.
  • The AA-drone no longer replenish its missiles between battles.
  • Fixed bug on Ronin Heavy’s randomized armor when placing the unit from the build menu.
  • Improved gold dig AI and situational awareness of brain actors.
  • Lots of tweaks/improvements to the Nailer-based weapons
  • The human AI now reloads any held weapon before digging for gold.
  • Made the AA-Drone look for targets slightly faster and gave the SAM a small acceleration boost.
  • Campaign end game triggering logic fixed and improved. Now, If the team in the lead is the only team left with any undeployed brains, the game ends and they win. This avoids the unwinnable game state.

Posted by Data in Cave Vehicle Engine, Cortex Command - October 13th, 2012

Hey guys, here’s a really significant update on the Cave Vehicle Engine project we are working on, in addition to polishing up Cortex Command 1.0! There is now a fully functional, yet unpolished (sound familiar?) robot/actor editor in there. I will let the lead engineer and tech designer Miro Adamus demonstrate how it works in this video:

Posted by Data in Cortex Command - October 6th, 2012

Cortex Command’s Linux builds are now updated to the 1.0 version! You can find them in the licensing area, or on your Humble Bundle download pages. Let us know how it works and if you run into any trouble. Hope you enjoy!

We know the learning curve for getting into the game is still steep, and we’re working on making it more accessible. In the mean time, here’s a nice action packed tutorial for how to play the damn thing :] Thanks to @xxXChaosKingXxx for putting it together:

Posted by Data in Cortex Command - September 28th, 2012

While still in high school (“gymnasiet”) back in Sweden, I vowed to myself to make a game I wanted to play and that I would be proud to call a complete product.

Today, after eleven+ years (I just turned 30) and the help of some extremely talented collaborators, I have fulfilled that vow! Yes, Cortex Command 1.0 is now available on this site (below), on Steam, and on GamersGate! Everyone who has previously bought the game in any way can get a Steam key, right here.

UPDATE: Terribly sorry, but the Linux build is still on its way. Hope to have it up ASAP. It is being actively worked on right now! They’re now up

UPDATE 2: Humble Bundle owners of CC can get a steam key directly on their HIB download pages.

Cortex Command 1.0, baby

Buy the 1.0 here:
Buy and play Cortex Command!

Posted by Data in Cortex Command - September 23rd, 2012

Previewing the 1.0 that is coming out on Steam this month! Everyone who has previously bought the game will get a Steam key, don’t worry 🙂

Sorry for the length; I apparently had fun playing this, so time kindof flew. Apologies also for the low voice audio.. will do better job mixing it next time ~

Note: Remember to set the 720p quality using the lil cogwheel icon right above HERE

Posted by Data in Cortex Command - September 12th, 2012

At our first PAX Prime the other week, we were proud to present Cortex Command to the gaming public, as part of the awesome Indie Megabooth! So many cool and enthusiastic people came through and playtested the crap out of it! I have since been busy prioritizing and fixing the glaring issues before our launch of 1.0.. VERY SOON. Like, for realsies.

PAX Prime Twin MDs playing CC These guys knew what was up

PAX Prime Indie Megabooth

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