12 May 2014 » Co-op AI confusion

Hope you’re enjoying C-Dogs SDL 0.5.5.1!

0.5.6 development is under way; the goal once again being more polishing and refactoring, so that more awesome features can be added.

This upcoming release will have some neat co-op AI enhancements. The co-op AI will form the basis for the new AI system, but it’s in its infancy and has a lot of flaws. One of them is that the AI reacts badly to being confused - it would simply run in the opposite direction to where it’s meant to, which often means away from the player!

Instead, the AI has been improved to be alternately confused. It would alternate between performing some random, nonsensical action, and doing the right thing. Here’s a video demonstrating this:

The AI will still be handicapped by the confuse gas, but they will not simply run away.

Besides this, the AI has also had some fixes to its tendency to get stuck behind objects. This should make playing with co-op AI much more fun.

Stay tuned for more progress updates!


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06 May 2014 » C-Dogs 0.5.5.1 Released!

This release fixes crashes in 0.5.5 when playing the built-in campaigns.

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

Full release notes: https://github.com/cxong/cdogs-sdl/releases/tag/0.5.5.1


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02 May 2014 » C-Dogs 0.5.5 Released!

This release improves editor performance, and contains a nice set of polish!

The OSX package has been improved as well - all required libraries are included, no need to install SDL yourself.

Stay tuned for more posts showcasing new features added in this version, and upcoming releases!

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

Full release notes: https://github.com/cxong/cdogs-sdl/releases/tag/0.5.5


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02 Apr 2014 » Comments

I’ve added comment controls on every post via Disqus; please don’t hesitate to let me know what you think!

Of course, for suggestions, ideas, bug reports and whatever, you can also try raising an issue on Github, emailing me or using the mailing list.


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16 Mar 2014 » Screen shake

Tweaked the screen shake a bit. Small explosions have a fast shake; large explosions can leave the screen shaking a lot and for longer.


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