Added high definition texture support and import from MyPictures folder.
Any layer can now be up to 128x128 in size.
There is an import button added to the layer edit that allows you to import a picture from your My Pictures folder and it will scale it to the appropriate size.
The voxel rendering is nicer, though more expensive on polygons.
To compensate, there are also small and large step templates to reduce the need to use expensive voxels for those.
Boats are now supported, though there aren't currently any included in the default levels.
Distracted this month by my new toy - the Oculus Rift Dev Kit #2.
I've added support for DK2 to Buildville in v1.005 now ready to send out to the world.
Also, Planes are now a supported vehicle type. moving forward speeds up and lifts into the air, and pulling back slows down and drops down to the ground. This is a bit counter-intuitive to normal flight yoke controls, but I didn't want to add a new throttle control for now.
The tutorial has been modified to show text relevant to a PC (rather than all the Touch text it used to show).
I've submitted 1.004 to the app store. So time to update the PC version....
Just download the zip and extract and run. The music is now inside the data.rkv also.
I'd like to do an auto-update feature for the next release, which might require a separate launcher exe.
Crunching at work at the moment, so progress is super slow, but still pretty happy with this release.
- fairly aggressive mipmapping using a custom atlas mipping algorithm to smooth out those flickering distant pixels
- fire & smoke are now particle effects instead of tile fill types
- poison and mud have been added to replace the old Fire and Smoke
- actors can get poisoned and take damage over time
- actors can catch of fire (jump in water to put yourself out)
- new shader effects for water,lava,poison and mud
- liquid (water/lava/poison/mud) spreads like in minecraft now - the old spreading technique was killing the network play because it required massive amounts of tile changes per frame. The minecraft style means you can get nice water falls or walls-of-water.
- water flow now pushes the player around, so you can do water slides
- enemies now have selectable AI modes and do visibility checks against the player
-- timid - they wander around and will run away if they see you
-- passive - ignores the player. Runs away if hit
-- brave - ignores the player, but attacks if hit
-- aggressive - attacks the player on sight
- enemies can be given weapons (swords or guns) or even a default weapon which won't appear but is used for damage. Use this to emulate claw attacks/unarmed combat.
- new ingame options menu with:
-- autojump - hit a tile you can jump over and it will auto jump
-- draw distance - select up to 300m draw distance, depending on your graphics grunt
- online can now hide player tags
- having ALL actors fly in creative mode is now optional - we set up skins with specific super powers, so only superman can fly, but we like to use creative mode so we have access to editting and all items while playing. Also, combined with turning off the tags, can make for some more fun PVP.
- UI between Creative and Survival is the same now. You have left and right hand items (left/right mouse button) and you can hotswitch the left items.
- lots of bug fixes with the multi-threaded code. Generally more stable exiting/entering levels.
So yeah, reasonable amount of stuff in the build.
Next build I'll probably ditch the left/right hand stuff. its overly complex and not super useful. I'll still support two handed gameplay, but you'll have to have 2 items of the same type (two non-sniper guns or two swords), and some items will be two-handed like blocks. Basically I'll move towards a more traditional RPG interface in the next build. I think this will improve accessibility and lend the game to more classic types of gameplay, and make it easier to do reticles for guns and projectile weapons.
Also, I'd like to get the airplanes and boats in. I started that with the car update, but haven't gotten back to it. Not expecting that to be a lot of work.
After all that, I've been looking at "Scratch" as a programming interface to allow people to write logic for their games. Its something thats being taught in schools now and is super easy to learn. Shouldn't be a lot of work to get something like that going... just gotta be careful about how it will work with multiplayer.
I've just submitted v1.003 to the appstore. It contains numerous bug fixes and UI improvements.
Also, you can create cars now. I planned to put in planes and boats also but I just didn't want to delay the release any longer so they can go in the next one.
I've moved the maps into the archive so only the streaming music is outside for now. I'm hoping to move music inside the archive also next time and have an auto-update feature that checks this website for new versions and downloads/installs them for you. It's a feature people have asked for and seems like a good idea even though the updates haven't been that frequent yet.
Woohoo. After months of gruelling work, the first release of the network multiplayer is now ready.
It's _fairly_ stable :) but I'm sure I'll be finding issues for another build or so.
The download link is at the bottom of this post.
Just download and extract to a folder somewhere.
If you don't have OpenAL installed it will just crash. Run the OALINST.exe in the zip to install openal.
it's only been tested on NVidia cards, so feel free to ping my firstname.lastname@example.org if you have issues or better yet, go to the buildville forums and post a bug report or just say hi. I don't really make any money off buildville so I'm just motivated to know anyone out there uses it.
When you run it will ask for your name. This is the nickname that will appear to other players.
Whenever you play a game (play or build - survival or creative modes), it acts as a server that anyone on the local wifi can join, or if your machine has an open IP you can give your friends the IP address for them to join.
In future versions I will add some hosting controls so you can disable hosting, or limit abilities for people joining... as well as new features like chat.
All saved games are now stored in your documents and settings local app data.
On windows 8 thats User/YourName/AppData/Local/Buildville.
I've also submitted an IOS update and you can network your PC with the ipad or iphone with that.
I'm still working hard on the multiplayer but its looking promising. Machines are connected and the underlying structure is looking pretty sweet. Probably still at least a couple of weeks before I'll have anything to show.
Here is an interrum update. The flat empty terrain was getting me down so I chucked in some tree generation and some snow tipped mountains. Not much, but it adds a lot of exploration value.
Also there is a "TELEPORT" option in the pause menu now, so if you get lost in the wilderness you can teleport forward and it will take you to the closest area that you have modified in that direction. Eventually this will be replaced with a more robust minimap system but that's non-trivial to implement and I want to keep the Multiplayer as priority for now.
DOWNLOAD BUILDVILLE 1.001
This update has also been submitted to the appstore as the first iOS update.
There's also some bug fixes to deleting tiles that were introduced by the last batch of optimisations.
So, I've been just fixing and optimising the last couple of weeks, trying to get a stable build out for the iOS AppStore and making sure it would run on an iPad#1 efficiently. That's on the AppStore now so check it out if you have an iOS device.
I'd love to get android and mac versions going but I'm gonna focus on multiplayer first... Its coming along well, but still at least a week from having anything playable.
So here is the bug fixed and optimised build. Its generally a lot faster than the last one and it also has a lot of fixes to lighting which was a bit broken in the last build.
DOWNLOAD BUILDVILLE V1.000
That's all for now. Hopefully things will move a bit faster once multiplayer is in. Most of the next set of features I have planned are much quicker to implement.
Some lighting fixes.
Fixed a major memory leak
Easier to get out of water.
Improved memory usage a lot in worlds where players have built at a lot of places.
Working hard on getting some bugs out so I can release this thing on iOS in its current state.
I've added 'warpyness' to the tiles now, which I think adds a lot to the aesthetics...
The new build is attached. Just
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