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The Latest:

24 and 32 bit colour should now work
Posted by Pete on 2003-05-28T09:59

I have added support for bit depths other than 16.

Unfortunately, I am unable to test them as this laptop will only run in 16bit mode.

I have also removed the threading as it was crashing the app this morning (not during my testing last night though..go figure). The app will still run well, and I will look at how to implement threading in a stable way in a future release




16bit color is currently required to run tileFoundry
Posted by Pete on 2003-05-28T07:09

Please note that tileFoundry currently requires a 16 bit video mode to run in.

I will rectify this issue in the next release.


tileFoundry 0.1b released
Posted by Pete on 2003-05-27T22:22

Made a bit of progress today.

Actors are now loaded and saved with the map, which should make the app more useful, and the GTK GUI is updated in a separate thread which should hopefully make it more responsive.

If anybody runs this app on some decent hardware, I'd like to know how it performs, as I have no way to test it on anything but my crap P166 laptop at the moment.

Check the download section to grab it.


tileFoundry 0.1a requirements
Posted by Pete on 2003-05-26T09:36

Some details have been omitted from the initial freshmeat announcement.

You will need SDL 1.2, SDL_image, GTK2 and expat libraries installed on your system to run tileFoundry. All of these should be bundled as packages in most modern distros.

Future releases may include statically linked versions (though GTK2 libraries will likely be required).


tileFoundry 0.1a released!
Posted by Pete on 2003-05-25T23:25

The first alpha release of tileFoundry is now available for download.

Check the Download page to grab it..

I imagine there will be many issues, so please let me know if you have trouble with the app (or if you love it/hate it/ want more features) via the Messageboard.


More Preparations for initial public release
Posted by Pete on 2003-05-24T21:30

Not too much more to do, so my 'end of weekend' target looks realistic currently.
I have decided to remove most of the actor-related stuff,as there isn't enough implemented to be really useful anyway.


Preparations for initial public release
Posted by Pete on 2003-05-24T12:24

Code cleanup and documentation has begun for initial public release of the editor.
The editing tool will be called 'tileFoundry'. I hope to have the work finished by the end of the weekend, since it looks like I might be getting a job soon.


Simple Character setup available
Posted by Pete on 22 May

Not much action on the coding front, but I have put up a .blend file if you want a starting point for a walk cycle sprite. Check the screenshots, or the downloads.


Isometric Tile Editor
Posted by Pete on 19 May

Support for adding and moving dynamic actors is now present in the Isometric engine. Preliminary GUI work has also been done to manage the actors, though loading/saving actors is not yet implemented. Check the screenshots.


Isometric Tile Editor
Posted by Pete on 25 April

You can see a screenshot of the work on the Isometric Tile Editor in the screenshots section


Prototype Game Framework
Posted by Pete on 25 April

You can see a couple of screenshots of a simple game framework built to get a handle on the issues I will face with the 'full' game in the screenshots section


BarFly website created
Posted by Pete on 25 April

I think I have now got far enough down the track of developing my tools to commit to a genre, project name and style. And so, BarFly is born.

The BarFly project is an effort to create a game around various dodgy activities, carried out in nightclubs, pubs and dark alleyways on the steets of a fictional town. The game is currently not playable, but this should change soon, and a demo 'single block' environment is planned to be released sometime soon.


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