Archive for the ‘QoobTris’ Category

The QoobTris Beta Release is here!!!!

Monday, October 12th, 2009

Hey guys!  I am very excited to let you know that the beta release of QoobTris is finally available for download!  I have been working on this game off and on for about 1 year now.  I have put a lot of blood, sweat, and tears into the game and it is always a great joy when you see your pet project blossom.  While the game isn’t incredibly complex,  it was written from the ground up with a very modular architecture.  I really wanted to be able to use many of the components I wrote for this game in the future.  Another tidbit of good news is that I will be releasing the full source code absolutely free to anyone who wishes to use it very soon.

Anyways,  enough about that.  As far as the game is concerned,  there is a new “Gravity” mode that can be enabled in the game menu.  This mode makes the game a little easier to play if you find the default “No Gravity” mode to be too difficult.  If you have an Xbox 360 controller,  feel free to plug it into your laptop because QoobTris is compatible!  =)  I am sure there may be a few bugs that I missed so if you catch any,  please note them here.

The game requires DirectX 9.0c and .NET 2.0 runtimes.  Many people have these runtimes already installed but for those of you who might be missing one or both,  I have created 2 versions of the installer for your convenience.  If you have both of the runtimes,  download the “Lite” version.  Otherwise just download the Full version…  other pc games will thank you for it!  ;)

Are you ready to play?  Well download away!  Just follow the url below and download the version of the installer you need.

http://www.brandonfogerty.com/programming/projects/index.php

Thanks to all of you who have helped by giving input on this project!. Enjoy!

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QoobTris Development: Lua and new Particle Effects Engine

Thursday, May 21st, 2009

Hello everyone. I have been working really hard recently to add more features to QoobTris such as a particle engine. Originally, I was using a third party particle engine however that engine had a large memory leak and the developer wasn’t very responsive. Thus I decided to write my own flexible particle system for the game. In addition to adding a killer particle engine, I have also integrated the latest version of Lua (Version 5) into the game engine. So now, all the hud widgets such as the Sail boat and particle effects are fully scriptable which makes dynamic hud development extremely easy. Below you will see a demo of the new particle engine. I hope you enjoy it!