We had an investigation into how to disable automatic key repeating on X11 recently, and wrote a post on medium summarizing our investigation:
https://medium.com/@patrick.d.stephen/disabling-x11-key-repeating-the-hard-way-e49c7f7daeb9
Oakmound Studio
Monday, August 24, 2020
Disabling X11 Key Repeating
Sunday, November 5, 2017
What we have been working on
Oakmound has been a little quiet on this blog for a bit and we wanted to jump on and let you know what we have been working on.
Engine Improvements:
A lot of time and effort has been put into updating Oakmound's (now open source!) engine oak. If you are interested in the internals there has been a focus on a 2.00 release which entails a serious amount of refactoring and to support new API changes. Some fun things to look out for here are the integration with our new branch of the underlying graphics library (shiny), easier/more extensible api for internal oak constructs, and many small features such as screen shake.
Agent Blue Full Release:
We have been working on putting all the final touches together for our first release version of Agent Blue. This means we have been finishing up and redoing art, adding a new enemy, updating enemy ai, adding inter game progression, and fixing bugs. See below for some of the new features and updates we have implemented.
Engine Improvements:
A lot of time and effort has been put into updating Oakmound's (now open source!) engine oak. If you are interested in the internals there has been a focus on a 2.00 release which entails a serious amount of refactoring and to support new API changes. Some fun things to look out for here are the integration with our new branch of the underlying graphics library (shiny), easier/more extensible api for internal oak constructs, and many small features such as screen shake.
Agent Blue Full Release:
We have been working on putting all the final touches together for our first release version of Agent Blue. This means we have been finishing up and redoing art, adding a new enemy, updating enemy ai, adding inter game progression, and fixing bugs. See below for some of the new features and updates we have implemented.
Monday, August 21, 2017
Lowrez Jam
Oakmound participated in the 2 week Lowrez jam 2017, The lowrez jam came with the constraint of only using 64X64 pixels on any screen but it did allow for upscaling. We made the game "A Fantastic Doctor" which is a game about 'curing' alien patients via shrinking into their organs and fighting their diseases. As with all of our recent games this game was built on top of Oak and its source code can be found here.
Agent Blue 0.2.0 Demo
Download the Win64 ZIP here!
Download the Win32 ZIP here!
Download the Linux64 ZIP here!
0.2.0 Changelog:
(This is a very early alpha, the game may crash and is has a number of unfinished levels and assets. Feel free to give us feedback here, or you can email us at oakmoundstudio@gmail.com. We have limited machines to test this game on, so we'd especially appreciate messages about any crashes that the game produces!)
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Download the Win32 ZIP here!
Download the Linux64 ZIP here!
0.2.0 Changelog:
Version:0.2.0
Bug Fixes:
- Box Physics are more stable
- Levels no longer have pathways to nothing
New Features:
- New Ammo Bar
- Goons have a little more scripting to their actions, and make noise
- Level names are meaningful
- Healing supply points that enemies will now retreat to.
(This is a very early alpha, the game may crash and is has a number of unfinished levels and assets. Feel free to give us feedback here, or you can email us at oakmoundstudio@gmail.com. We have limited machines to test this game on, so we'd especially appreciate messages about any crashes that the game produces!)
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Monday, July 17, 2017
Oak Engine Open Sourced
Oakmound Studio has been working on Agent Blue for over a year and has developed an Engine alongside the game. Today we are happy to announce that our engine Oak is now at a stable point where we have decided to finally open source it on github. The Oak engine provides the basis for Agent Blue from creating the screen all the way up to the particles and collision system. If you are interested you can find it here.
Sunday, July 9, 2017
Interacting with the environment
Stay tuned for the upcoming changes to Agent's collision and environmental interactions. Most recently we added collision to non-characters allowing them to be pushed and push each other completing our basic physics engine. In the next build you will be able to experiment with pushing around boxes to mess with enemies and open new paths for yourself!
Wednesday, June 28, 2017
Agent Blue 0.1.0 Demo
0.1.0 Changelog:
Bug Fixes:
- Orbs no longer wander (only patrol)
- Goons pathing has been improved (not running into walls as often)
- Level Select room text is now readible
New Features:
- Level Select room is cleaned up, uses different tileset
- Entering a level as a new animation
- Physics system now includes pushing and knockback
- Oil is now slippery
- Goons attempt not to kill eachother
- Goons will throw grenades at players in crawlspaces
- Added animations for attacking while crawling
- Added Music
- Added SFX for being unable to open doors
Download the Win64 ZIP here!
Download the Win32 ZIP here!
(This is a very early alpha, the game may crash and is has a number of unfinished levels and assets. Feel free to give us feedback here, or you can email us at oakmoundstudio@gmail.com. We have limited machines to test this game on, so we'd especially appreciate messages about any crashes that the game produces!)
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