So I’m hitting a wall in simply compiling voxlap due to a single C file with ASM combined with a crasy linkage of VC++ 6, a processor package that requires SP5 and only SP6 is available and it won’t work for that. Then you have to mess with some regs or attempt to set things up manually.
Yeah, it was that bad. So hopefully I’ll come back to that when I can get a better understanding of whats going wrong, or alternative solutions.
But I’ve still devoted time to creating some more content for the game itself.
Thanks to Scupltris I can now easily create organic objects. Although the detail of the objects is sacraficed in the end, it makes creating trees, rocks and such much easier.
So far I’ve been working on stalagtites and stalacmites for caves, a boulder, a cave entrance, two odd plants, and tree.
A pic of the tree with leaves below.
Also two new walls, a new floor and ceiling. Done with the sprite to voxel method in my strip2vox program. They come out raw, so Atomic has been nice enough to correct the normals and make them look much better.
Another todo of mine involing the graphics is to produce a new palette that supports high brights(near white colors) to dark. Right now it maxs out at pastels which makes fading to white impossible.
The Evaldraw version is still being worked on though, the voxlap bit is for prepping a transfer between the two once I get more of the basic done in the Evaldraw version.
Ruin/temple walls
Log cabin walls
Little tree
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