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Old 03 March 2016, 16:52   #21
Retro1234
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Originally Posted by Graham Humphrey View Post
New article now up, this time taking a look at some of the tools used in development in a suitably half-arsed manner (I suspect).
Cool Id be interested in what version of Blitz you use and Shape editor and Map editor.
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Old 03 March 2016, 23:00   #22
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Did i see someone mention they were using PC to cross compile with blitz?

Which version is required for this?
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Old 04 March 2016, 01:48   #23
Graham Humphrey
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Cool Id be interested in what version of Blitz you use and Shape editor and Map editor.
I use Blitz 2.1 with the Blitz Support Suite which has other tools like the Map Editor, a Shapes grabber, the improved SuperTED editor and debugger and a whole load of extra commands. I never really got to grips with the shape grabber tool though so I tend to use ShapesManager which I think is on Aminet. If you want my installation (i.e. v2.1 with the Support Suite installed) then just bung me your email address.
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Old 09 March 2016, 15:44   #24
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I use Blitz 2.1 with the Blitz Support Suite which has other tools like the Map Editor, a Shapes grabber, the improved SuperTED editor and debugger and a whole load of extra commands. I never really got to grips with the shape grabber tool though so I tend to use ShapesManager which I think is on Aminet. If you want my installation (i.e. v2.1 with the Support Suite installed) then just bung me your email address.
Thanks
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Old 17 March 2016, 02:38   #25
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Finally got round to updating the blog. This time, a brief outline of the improvements made compared to the demo version (of which there aren't too many really).
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Old 17 March 2016, 10:07   #26
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Cool
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Old 17 March 2016, 21:37   #27
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Finally got round to updating the blog. This time, a brief outline of the improvements made compared to the demo version (of which there aren't too many really).
Thanks for that, Graham. T'was a good read. I like your writing style.
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Old 17 March 2016, 22:21   #28
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Maxwell sprite was tweaked by Wayne? I am really looking forward to see it!
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Old 18 March 2016, 06:10   #29
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You know, (just between you and me) that I, (really) love brackets too.

Looks great, (Especially the new sprite) and making the map fit in one screen in the editor must be great (life changing).
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Old 18 March 2016, 09:27   #30
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(oYo)
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Old 18 March 2016, 09:36   #31
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(Thanks) (chaps)

Always appreciate nice comments!

I look forward to being able to show you Maxwell actually moving... when the game is in some sort of presentable state (which at the moment it definitely isn't). I love what Wayne has done with it.
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Old 21 April 2016, 01:40   #32
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Finally got round to updating my blog. Not so much with development progress but about taking my games 'on tour' earlier this month. Well, sort of.
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Old 21 April 2016, 08:45   #33
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That was good idea to show Your game there
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Old 21 April 2016, 09:17   #34
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Very nice. I always feel pleased when I see some kids playing Downfall.
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Old 22 April 2016, 09:34   #35
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Indeed, it is very satisfying. I hope next year I'll have something new to show off there, even if I have to break off from Maxwell for a bit to do a little side project.
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Old 19 June 2016, 15:00   #36
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It's alive! I have recently received some new graphics with more being worked on, so I've got my finger out and started doing some serious work. As you will see. With my new blog post.
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Old 19 June 2016, 16:54   #37
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Good to hear that
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