Tag Archives: Level Editor

edit and play preview video

It’s been a month since my last post, in the meantime we started the closed-beta and now we are providing new Windows, Mac and Linux builds to testers every week. I guess that’s the main reason for the silence here. … Continue reading

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New screenshots waiting the closed beta

The closed beta will be announced in few days, but now it’s time to show you the progress made during the last month of development. Menus

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A new graphic style…

This is the first update about the game since I left my day-job in the game industry and started my full-time career as indie developer, not surprisingly, a lot changed in the last 2 months for both my life and … Continue reading

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Moving trains…

The first post of the year 2010 comes with good news: the game/editor integration is almost done, now there are moving trains in the level preview! Hard to believe… but the Christmas break didn’t help my productivity (but it helped … Continue reading

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Edit SMART, edit S-MART!

It’s been a while since my last post, but I’ve not been wasting time during the last few weeks… As probably everybody already noticed we have a new logo and in this post I’m proud to announce a second beta … Continue reading

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Level editor in beta with new graphics

At last the level editor entered in beta, or all the needed features have been implemented! There are still a lot of minor things to polish/improve, especially in the errors management, and more features will be added during the game … Continue reading

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The level editor is coming…

At last, after about 3 weeks of development, I can show something more than an empty window with a menu bar

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New Level Editor WIP

Even if a bit behind schedule, I can finally post some info about the development of the new level editor for The Undergrounder. Probably I should start saying the current development is focused on the GUI library (code name GG … Continue reading

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Level editor prototype

The first working application I realized for The Undergrounder was the level editor. The effective development lasted about 3 working days, mostly because the program is a total “hack” more than a real application, but I needed something “quick and … Continue reading

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