04 Sep 2014 » Corner sliding

Here’s something that should make the game easier to pick up: corner sliding. If the player is walking into a corner of a wall, they will slide around the corner instead of being stopped completely. This makes walking through those tight corridors much eaiser.

The feature was implemented using a hybrid diamond/AABB collision shape for players. The diamond shape is used when moving in cardinal directions (up/down/left/right). This creates the corner sliding, as the diamond “slides” around the corners. AABB (axis-aligned bounding box) is used when moving diagonally, so that wall sliding works, which has been in C-Dogs all along.


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21 Aug 2014 » C-Dogs on GCW Zero!

C-Dogs has been ported to GCW Zero, the open source handheld! Check out the release thread here. You can now find a download button for the .opk in the site’s headers.

David Knight did the porting work; see more details here.


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02 Aug 2014 » Blood Splatter

Development update: adding some blood splatter effects. Very violent! You will be able to configure the amount of blood.


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27 Jul 2014 » Player Shuffle

Adding a new feature: player shuffle. It even includes a wacky random name generator, with a crude demo available here.


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24 Jul 2014 » C-Dogs 0.5.6 Released!

This release has new and custom weapons, and autonomous co-op AI!

Some of the new weapons are shown in previous posts, and co-op AI is now able to help you complete mission objectives, as well as being a bit smarter than before.

C-Dogs SDL now supports custom weapons, defined as JSON files and loading per-campaign custom data. Take a look at missions/techdemo/funwithguns.cdogscpn for an example. Later I will document the file formats, and possibly provide a weapon editor - just nag me if you want it!

Downloads: https://sourceforge.net/projects/c-dogs-sdl/files/

Full release notes: https://github.com/cxong/cdogs-sdl/releases/tag/0.5.6


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