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:
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Sweet. Nice to see that it’s coming along well.
Also, first.
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…
T.S
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 :]
Greetings,
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
IยดM RETURNED TO SEE SOME NEW GAMING NEWS =D
but here is no news ๐
*ROAR*
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 ๐