kappa wrote:
ooh, nice.
game looks good too, your own sprites?.
too bad the collision doesn't work on the wall yet

True

, it doenst work because the wall type is 3 (Wall), the bullets are 2 (bullets), the enemies 1, and the player 0.
System is only checking for collisions between 2 and 1, so wall collisions do not work. I could add them in 10 seconds or less

.
Not my own sprites... It was just a tech demo.
Spiegel wrote:
Well, Its copy paste from everywhere.
Loading screen background is Arthas from WoW.
Loading bar and text, by me.
Background is a no brainer.... good ol' smash tv
Enenmies are from a JRPG I dont remember.
Roctet by me.
Rocket trails and Special effects made in particle illusion.
Gornova81 wrote:
I like videos and most important I like idea that everything behind is based on a component-system

Its not component based now, per se(component concept has disappeared ), it has forms (renders on screen), actions (the update part of the game), states (the data of the game) and entities that are just placeholders form forms/actions and states.
It was great to realize that if I wanted to add functionality to an entity, I could do it without the entity ever knowing so... it is possible and I've done it a couple of times.
Well I'll be working on FuryEngine for now on, until a simple version appears, but version 2.0 of spartan will add a way to load entities from XML files, scripting, additional positional collision checks, basic networking support (based on kryoNet), for now I'm glad with what it is.