BG3 has been updated. New in this release are
* Configurable controls
* Save your play statistics
* More configurable games
* Some minor tweaks and fixes
In addition, the source code is now freely available under the BSD license.
If you like my work, please consider donating. Thanks!
Screenshots can be found on my website (see sig)Code:------------------------------- | Battlegrounds 3 - v0.4x | ------------------------------- by Xfacter [About] BG3 is a hovertank deathmatch game. Using a variety of weapons, defeat your opponents to bring glory to your homeland. [Controls] Movement - TRIANGLE, CIRCLE, CROSS, SQUARE Look - Analog Nub Change Weapon - D-Pad Left/Right Fire - Right Trigger (Note: Change look inversion and analog deadzone in the config.ini file) [Gameplay] There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor. The machine gun is a good all-around weapon. The laser is effectiveagainst shields. The tank shells are effective against armor. The missiles are better all-around weapons. [Content Creation] It's pretty simple to make maps. Their format is described below. All files for a map go in a folder named with a 2-digit number. This is so the game can index all the maps easily. Within this folder are the following: map.ini: Configuration file used to set various values for the maps. Some of these need to be standardized. Checking the default maps should give a fairly straightforward view of what these should look like. When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255". terrain.raw: 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file) terrain.tga: Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures. You can use whatever software you like to create the actual heightmaps. I use earthsculptor - http://www.earthsculptor.com [Credits] Design, Coding, Graphics - Alex Wickes "Xfacter" Tank Model - Harry Ridgeway - http://www.harrysite.net/ Sound FX - http://www.sounddogs.com/ Originally released for PSP-Hacks Homebrew Idol 2 http://www.psp-hacks.com/tag/homebrew-idol-2/ http://www.psp-hacks.com/forums/f141/homebrew-idol-2-battlegrounds-3-t239957/ [Special Thanks] #psp-programing on irc.freenode.net - Couldn't have done it without you guys. Raphael, Tomaz, InsertWittyName - Used much of your code for various purposes. Sorry if anything is not credited properly [License] I'm releasing the source code under the BSD license. Do whatever you want with it. Some of it is good, much of it could be better. Please let me know if you find it useful or interesting, or if you have any suggestions. Also note that there is more to xlib which may be published later. See contact info below. [Contact] Questions or comments? Want to help with development (coding, graphics, etc.)? Email me! For more details on this and other great games, visit my website. Please consider donating at my website, these games take a lot of time and effort to make. email: email@example.com website: http://xfacter.wordpress.com/