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879322 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 07:42:14 PM
TIGSource ForumsDeveloperFeedbackDevLogsCraftStudio: game-making for gamers (real-time collaborative!)
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Author Topic: CraftStudio: game-making for gamers (real-time collaborative!)  (Read 24120 times)
elisee
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« Reply #105 on: June 09, 2012, 11:38:59 AM »

@3DReMix and a bunch of friends (including my buddy Xael and my lovely girlfriend Rosalie Smiley) have made a game with CraftStudio over the past week called:

FoodyFast Coding

They didn't tell me about it until they released it today... It turns out you play as me, Elisée, working on CraftStudio :D. You must collect chopped bacon and shandy (some of my favorite food) and avoid nasty vegetables to fill your energy meter and then spend it at the computer to write code for CraftStudio.


The visuals are insanely cool and it's pretty fun. What's even cooler is they are giving away some Premium keys to the 5 first people to win by scoring maximum points.

You can check out a gameplay video and download the game!

There is so much cool stuff happening around CraftStudio lately, I'm really happy to have reached a point where games can be made with it. I'm working fiercely to improve it. I post all the new release changelogs on my blog so be sure to check it out.
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kamac
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« Reply #106 on: June 09, 2012, 11:50:10 AM »



Peter Griffin's image! Yay!
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Christian Knudsen
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« Reply #107 on: June 09, 2012, 01:25:00 PM »

Is there actual picture in picture capability in the engine or is that editing done for the YouTube video?
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Laserbrain Studios
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elisee
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« Reply #108 on: June 09, 2012, 01:27:59 PM »

It's just raw gameplay footage so yes, actual picture in picture. You can have multiple cameras and define their viewports so you get splitscreen and such.
« Last Edit: June 09, 2012, 01:34:45 PM by elisee » Logged

Christian Knudsen
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« Reply #109 on: June 10, 2012, 05:13:20 AM »

Cool. Splitscreen was exactly what I was thinking. Grin
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Laserbrain Studios
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elisee
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« Reply #110 on: June 23, 2012, 02:01:29 PM »

This week I've been working on an update which will feature lots of improvements all around. I hoped to release it this week-end but there's still quite a bit to be done so it'll probably have to wait until early next week.

Copy / paste support with selection and copying from / to external programs



Tile set reuse so you can make many levels with the same look or switch between different looks for the same level



Line numbers in script editor



Shiny social icons on the home pane



Plus the usual assortments of bugfixes: no more jumpy transform handles when lagging in models or scenes!
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SolarLune
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« Reply #111 on: June 24, 2012, 09:53:00 AM »

Great to see progress. I'm sure code folding would be really appreciated by a lot of users. Anyway, it's looking pretty great so far!
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elisee
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« Reply #112 on: July 01, 2012, 02:53:10 PM »

So last week I've finally started doing some prototyping on Project Waffle, the dungeon crawler Xael and I are making with CraftStudio. For now I'm just laying out the gameplay basics with temporary assets.


Yesterday I released CraftStudio Alpha 0.1.4.0 with raycasting functions, a revamp of the scripting API with Vector3, Plane and Ray classes and lots of new keyboard shortcuts (yay increased productivity!)

Having introduced breaking changes in the scripting API, I decided to add a versioning scheme so people can switch to the newer API only when they're ready.


Tomorrow morning, I'll be joined by @Matthtz. He'll be doing a 2-month internship at Sparklin Labs (well, it's just my flat really Roll Eyes). I'm excited to have someone work with me on a day-to-day basis again, plus he's a good friend of mine. We'll be working together on the Mac and Linux ports of CraftStudio!

I've finally gotten around to do some work on a sample project for NuclearWinter, the UI library I created for CraftStudio. It shows off a bunch of widgets and stuff. This is the intro screen:

« Last Edit: July 01, 2012, 03:03:16 PM by elisee » Logged

elisee
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« Reply #113 on: August 03, 2012, 08:50:30 AM »

I just released CraftStudio 0.1.10.0, a major update adding a server manager interface, a much improved workflow for joining and creating projects, a public projects browser, a new welcome popup and more.

I think it's a huge step forward towards making CraftStudio truly easy to pick up and fun. The live project list should help foster collaboration & discovery.

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elisee
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« Reply #114 on: August 07, 2012, 02:07:45 AM »

I've starting working on a Minecraft model exporter last night. Fought with the rotations for a while but now static models are working!

The exporter generates a ModelSomething.java class and it can be compiled in by using the Minecraft Coder Pack.

Let me introduce...

a Star Wars AT-AT in Minecraft!

Model made by @Matthtz

Album with various screenshots of the work in progress: http://imgur.com/a/WKkR8

Today I'll start tackling animations and if it works well enough, it should be in the next update!
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« Reply #115 on: August 07, 2012, 02:15:00 AM »

I've starting working on a Minecraft model exporter last night. Fought with the rotations for a while but now static models are working!

The exporter generates a ModelSomething.java class and it can be compiled in by using the Minecraft Coder Pack.

Let me introduce...

a Star Wars AT-AT in Minecraft!

Model made by @Matthtz

Album with various screenshots of the work in progress: http://imgur.com/a/WKkR8

Today I'll start tackling animations and if it works well enough, it should be in the next update!
Pardon my French.
But HOLY FUCKING SHIT RUN THE OTHER WAY.
ghasts are bad enough for Christs sake!
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elisee
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« Reply #116 on: August 30, 2012, 06:48:14 AM »

I kinda forgot to update this log over the past few weeks. Sorry guys! Sad

Here's a recap of what happened recently in the land of CraftStudio:

  • The Minecraft exporter got a release! Also transform handle improvements, draggable scrollbars, asset preview autofit, project list performance improvements...
  • I ran a free premium week-end for Ludum Dare and Matthew and I released a new version with one-click game packaging, model block mirroring, a new API to create game objects at run-time, you can now see other people's carets in scripts in real-time, etc.
  • We made a game for Ludum Dare and I released a new version featuring instant project export with caching, memory leak fixes and new scripting features.

Our Ludum Dare entry was made in collaboration with a dozen people (!), it's called Porté par le Vent (which is French for "Carried by the wind") and we had a blast making it. You can play it now or watch a video of the game.




Oh and @Crealinkarts made this amazing Iron Man model (timelapse video)

« Last Edit: August 30, 2012, 06:59:24 AM by elisee » Logged

SolarLune
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« Reply #117 on: August 30, 2012, 08:32:22 AM »

Hey, I had an idea for texture painting. If I recall, currently you have to paint on the UV layout of the blocks - would it be possbile to do projection painting like in Blender, where you could paint directly on the 3D models? That would probably help texturing out. Forgive me if it's already implemented.

P.S. That Iron Man is awesome.
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elisee
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« Reply #118 on: August 30, 2012, 08:41:26 AM »

Hey, I had an idea for texture painting. If I recall, currently you have to paint on the UV layout of the blocks - would it be possbile to do projection painting like in Blender, where you could paint directly on the 3D models? That would probably help texturing out. Forgive me if it's already implemented.

P.S. That Iron Man is awesome.

It's not yet implemented but planned for later. It'll be a cool enhancement indeed.

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elisee
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« Reply #119 on: October 19, 2012, 02:06:57 PM »

Hey everyone!

I'm very happy to announce...

CraftStudio is now available for Mac!

This is the very first version so it might have some weird bugs, my apologies in advance!

To run it, you'll need the Mono runtime from http://www.go-mono.com/mono-downloads/download.html (Pick “stable Mac OS X” and then “runtime”)

And then download and install this package: http://craftstud.io/files/OSX/CraftStudio.pkg

For more details, check out this blog post I wrote.

Next up is Visual Scripting which I've already started work on. You might want to check out this work-in-progress video:

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