Created a new cave entrance object, one that goes with double height walls.
Also will be starting on working with doors soon.
I’ve decided to use a slotting system to handle model and map resources. Also planning on creating a all-in-one editor down the road.
The slotting system would work like such: You create a new game project, add resources and maps to the lists, then when the project is ‘compiled’, a folder for the data is created with the files renamed to a generic slot name, like ‘Ob000.kv6’ would be an object file.
Slotting maps will make linking them up easier, and allow you to have lists of available maps displayed when setting up teleports.
Another aspect of the engine I’ll be adding is auto-roofing, which will have walls (if marked) that have no nearby cielings to put up a roof or topper.
At least for the Evaldraw version…
Also caught a bug in the current release of the map maker that was missreading object data when loading up maps.
In other news, an upcoming new version of GLBasic will allow for images to be directly stored as arrays, which means the Strip2Voxel program can possibly less limited and have less bugs, like the rogue black pixels and the color tinting that some computers may experience.
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