Nye

Development Blog: 3D and Tilt

Wednesday, June 19, 2013 - Mike

The latest subscription beta features 3D rotation in the map editor, among other 3D fixes (like full cube terraformations). [attachment=1:3ie9l55r]3d.png[/attachment:3ie9l55r] It also now has use v... read more

Development Blog: Script Debugger

Tuesday, April 23, 2013 - Mike

Until now (for subscribers), whenever there was a problem with a script, all you would get is some text at the bottom declaring that you've made a mistake, and you'd be given some obscure text-based scripting, that to most... read more

Development Blog: Resource Management and Interface Changes

Saturday, January 19, 2013 - Mike

The latest subscription version of 001 features plenty of exciting changes to resources. Like many things, something I've wanted to do for the longest time, but it was never the right time. [b:m3268q29]Picking[/b:m3268q2... read more

Development Blog: Pointer Tool and Tile Variability

Friday, September 21, 2012 - Mike

We've been working on a few features recently that simply make 001 feel more complete. Subscribers have seen some of these, and some of them they have not. We now have a pointer tool and some new drawing tools. We now a... read more

Development Blog: Debugger

Wednesday, July 04, 2012 - Mike

We've been working on this feature for quite some time. It's been a feature that a few of the primary beta testers used, but it was mainly developed for me to deal with bugs in games. Now with a bit more resources, we've... read more

001 Game Creator 1.010.000!

Friday, April 27, 2012 - Mike

After more than a year of waiting, the new version is finally out.

Many new features have surfaced. Camera views allow you to take control of the viewing area, show more than one location or map at a time, which allow you to do some neat split-screen and picture-in-picture elements to your games. Mouse support is finally available, optionally allowing you to take control of your game with, well, your mouse. You can now run scripts within the editor, which can prove to be useful if you want to mass-edit things in a map or make a map generator. Sprites and effects have now been merged into a brand new editor - it takes a bit getting used to, but it's well worth it. Each actor in a map can contain variables, which give you a bit more power over statistics, especially considering the way actor templates are designed. Custom events can now branch into different paths, finally making it possible to make your very own branch event. Fonts now have the ability to be anti-aliased and you can now edit them as if they were a regular graphic. Audio has been greatly enhanced in that you can set variability to pitch, volume, and randomized samples.

With all these new features, we've finally included some example projects that cover a broad set of topics: battles, cinematics, dynamic dialog, interfaces, lighting, particle effects, picture-in-picture, sounds and split-screen local multi-player.

We've included two new demos to go alongside the RPG demo previously included. There's a space shooter demo that shows off the item and effect features. There's also a tower defense demo that shows off the camera view fields and mouse features.

The default RPG template now includes many pre-built enemies and NPCs to help new users jump right into making a game. The beginnings of a point-and-click template is available. And the platformer template has a ground tile and a character to get things going. Over the course of this version, more and more assets for these templates will be developed, thanks to the contributions from subscribers.

Development Blog: Sharing Scripts

Saturday, April 14, 2012 - Mike

Together, miroki123 and I have worked on allowing users to share graphical scripts, a feature that I've been excited to realize for quite some time. Whether it be shared in a tutorial, on a forum, or over e-mail/instant m... read more

Development Blog: New Sprite Editor

Sunday, October 23, 2011 - Mike

After about two months of hard work in what little spare time I had these past few months due to job and life, I finally just finished the new sprite editor and system. It's nothing that's never been done before - in fact... read more