Sorry for the lack of good image quality, don't have any decent image editing software on this computer. So far the particle engine only has the ability to make particle explosions, but soon I'll have particle guns and all that great stuff as well as gravity pull. It works with using both sprites and pixels as single particles and is quite fast I must say. Huge credit goes to toxic1337 for making me get started on it.
I've also finally incorporated the Lua wrapper I wrote up into Lucid (heh, LuAcid). All configurations can be loaded in from a lua script. Could also have gameplay done in there as well to allow some awesome modding abilities, but I think I'll leave it as is for the momment.
Blastoids (formerly known as Aster, still a development name though) is looking pretty good. There are some gameplay features missing as well as some kinks to get rid of. The famous enemy alien ship has to go in there as well as a decent leveling and upgradable weapon system. Chris said he might do up a HTTP request class to handle online highscores as I've already gotton encrypted local ones working through TinyXML.
On the so many comments lately about engine development not being a good path to take, I completely agree. If I were to be using a third party engine instead of developing my own, I would have created so much more then what I have right now with Lucid and Blastoids. It has been an extremely tedious and rather annoying at times, but I've learned so much about C++ design, object orientation, the STL, even some Boost. I don't regret spending the time I have spent on what I've accomplished so far with Lucid. Many others have helped out with its development as well: Chris, toxic1337, Karl to name a few. It's been great so far and I don't plan on stopping until I finish (almost done now). After Blastoids, I also plan plan on doing another game using it to prove its portability. Any comments?
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