Forum Under Attack

Delta Code's forum has been spammed heavily lately, that's why it is currently down.

When I first made it, I didn't add many spam defenses since, let's face it, Delta Code's not that popular of a site.

But the site has received a large boost in unique IP hits. The visitor counter has shot up from about 10 a day to about 1,000 a day. I highly doubt that these numbers are credible. Spam and spider bots are likely the culprit.

So until I patch up the forum's weak areas, it'll be down for the time being.

Time to Begin

Well, I haven't progressed much on the documentation for Toadman 3, but I have an overall idea of what I want to make, somewhat. I'll begin graphics and coding for the next step. I won't have much of an idea of what I want for levels until I have most of the game engine complete. Hopefully this will move along gracefully.

Spring is here!

No news for Toadman 3. It's that time of year when I have everything else on my mind, such as taxes and school, credit and bills, and I've also been moving to another apartment. Man, responsibility sucks. I hope to get all of that behind me within the next week so I have some energy. It's not that I don't have the time, it's just that when I get everything done for the day I want to get away from the computer.

The good news is that winter is finally over! It's that time of year when the cold weather goes away, and also that short time of the year before all the nasty insects come out to play...with your blood!

Toadman 3: The Scoop

I haven't coded anything yet, but I've been working on a script for the game. Unlike the last two Toadman games, this one will have a single player story mode. I also plan to include the classic split-screen mode for two player battles.

The graphics will be kept simple. In fact, they'll look just like the last Toadman games, but with a bit more depth and floor tiles as well. There won't be a black vast of emptiness to represent the ground.

Single player mode will be puzzle-like with obstacles and enemies along the way. Simple cut-scenes will appear between levels to reward the player and progress the story.

I haven't thought the weapons through yet. I want to keep everything from the previous Toadman games at the very least. One addition will probably be weapon pickups or weapon swap points, where you drop your current weapon for a more powerful one. Actually, I think Toadman 2 had that feature, but just for the short-range weapons and not the guns. This will be for guns as well, so you'll have that added variety to the gameplay too.

There is more to come! I want to finish this game by May or June. I'll post news and screen shots as the project progresses, and maybe even a beta version for testing. Stay tuned!

Firebox It Up!



This is a side-project of mine. I've always wanted a tile-editor I can use over for different projects. That's what this project is going to be. It's called Firebox. If you haven't guessed it already, the name is a play off of Firefox.

Most projects have very distinct level formats, so in the past I've had to build a new tile editor for each project that can support the complexities of the level format. Many games have more to their maps than just tiles. Things such as scripts, tags, and touch-plates add complexity to level maps. The goal of this project is to make a scalable tile editor that I can reuse for any number of projects.

I'm not quite sure yet how to make it support multiple projects. One idea I have is to make it very basic and flexible, so one can take the source and easily add modifications for his or her project rather than building a new one from the ground up.

Currently, Firebox supports multiple resolutions. You can load bitmap files or binary sprite files into the tile selector window. It also supports multiple map layers.

Much of the options are hard coded, like resolution and map size. In the future, I will create a menu to adjust these options, or at the very least load them in from a text file.

I've been using this for my 3D raycasting game and will be using it for Toadman 3. I need to make some adjustments to it. I made it a little to specialized for ORE, such as adding tags (the numbers on top of some of the tiles) that identify dynamic objects. So I'll need to run through my code and clean things up so I can also use it for Toadman 3 when the time comes.

Delta Code's New Home

Delta Code is now located at http://www.deltacode.net. I've been waiting for this domain for some time. I wanted to buy it back in 2007, but one of those domain scalpers got to it before I did. I thought I lost my chance at it forever. I lucked out though, because it apparently expired and was up for grabs, so I purchased the domain.

YES!!!

A New Toadman Game

I've decided on making another Toadman game. I've been planning some things out on paper. I want to keep things as simple as possible for the most part, and I don't want this project to be plagued with feature creep.

It may be as simplistic as Toadman 2 with 8x8 sprites, or I might do something a little different. A lot of it will depend on how good my drawing ability is and how much time I want to invest in graphics.

I'll post updates of the project as it moves along.