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Lately I've been fixing a ton of small things and adding one big feature: local splitscreen multiplayer.
This past couple of weeks I've been doing some required final touches. The big change was zooming the camera out a bit so it is easier to see your surroundings...
This past week I've been focusing on the final level and adjustments to make the game easier in easy mode. And I finally bought vektorprix.com For the...
Happy New Year! The past week I've been focusing on polishing online multiplayer and preparing a presskit to send out to journalists. The presskit contains...
Happy Holidays! The past week I've been focusing on a few things. First of all I remixed most of the sound files and I added in basic sound panning. So...
Vote for Vektor Prix on Steam Greenlight! The past week I've been working on extra polish. It started out with a small glow effect that I created, I was...
It's been a long time since I've updated you guys on Vektor Prix. I'm happy to say progress has been going incredibly well.
The past week has been pretty productive for Vektor Prix. I've created a few new levels and I went back and redetailed every level in the game. All ten...
I've created a new level, egypt and detailed it. Egypt and the previous deathmatch level Docks look better than the previous levels I've created simply...
Good news for Vektor Prix! New player ships, new levels, more 3D objects on screen.
Vektor Prix is back. Huge changes have been made to the rendering engine.
For the past week, I've been focused on two things: resolving networking issues and creating an antagonist.
It took a long time, but I've done it. Blooprent is all wrapped up, and ready to go. 'Version one' has been uploaded for the public to enjoy.
Last week I added basic 3D software rendering to Vektor Prix. This week, I've focused on bringing those 3D enhancements into the game itself.
Vektor Prix is really coming together now. First of all, I did some real world online testing and discovered that networked player movement was glitchy...
I've been working hard on Vektor Prix, and got a ton of work done. First off, I've created new levels. There are currently eight in the game at the moment...
I've been working on Vektor Prix quite a bit. There are so many new features that it would take too much time to list all of them. I've been refining...
I've uploaded a new update to Blooprent, the past few updates were pretty substantial. Anyone who has donated or received free versions should be able...
The first step I took towards improving Blooprent was to separate the code that draws everything on screen from the code that calculates all the game...
When I render the lighting, the game stops and starts shooting thousands of light rays from each light entity. These light rays travel in a straight line...
I got inspiration again and things starting moving. I gave the first multiplayer level more detail to get it to be pretty much complete. Then I revamped...
More progress has been made on the multiplayer portion of II. There have been four playtests so far, and they were very valuable to the progress. Dozens...
I've had everything in place for quite some time. I started II to accomplish the challenge of creating a fun multiplayer game. At first I settled for...
I was beginning to get frustrated with the AI I programmed. If you were quick enough to dodge them, they tried to figure out where you were but it almost...
I've finally put together another video. This one is showcasing a lot of the changes I made, but mostly the motorcycle, molotov cocktails, and gasoline.
I've been hard at work, and I have pictures to prove it! I've been working on an idea that I've always wanted in II, and that is the motorcycle. It's...
After a few summer months of inactivity I picked up this project again. I've worked out some of the slowdown, but I still have lots of optimization to...
I'm still working of course. I've been exploring a new few ideas and they're working out good. My first few experiments with curved platforms have been...
I've been hard at work getting the graphics together. They're progressing nicely, but they're not finished. In order to get things up to par I revamped...
I have been tinkering away for the last few weeks, focusing on improving feel of the campaign. Almost every tile has received graphical treatment. Things...
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