haloman30

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  1. Hey there! Are you a fan of Halo? Maybe even a modder? Or maybe you're just interested in game development. Recently we just cut out a few of our inactive team members (mainly ones who came over from CU) and we're looking to help replace those roles and then some. In either case, we're looking for new people to join our team! The Blamite Game Engine and Project: Infinity won't make themselves - we need a team to help bring them to life. If you're interested in helping out with Project: Infinity, check out the Project: Infinity signup page. If you're more interested in the engine itself, you can check out the Blamite signup page. Our requirements aren't too strict, we ask only that you have some level of skill in the area you're looking to apply for, and that you have a good attitude. We tend to be fairly casual in our staff-only chats on Discord and Forums, and we tend to be fairly laid back overall. If that sounds like an environment for you then by all means - apply! Project: Infinity Team Signup Page Blamite Game Engine Team Signup Page
  2. Hey there! Are you a fan of Halo? Maybe even a modder? Or maybe you're just interested in game development. Recently we just cut out a few of our inactive team members (mainly ones who came over from CU) and we're looking to help replace those roles and then some. In either case, we're looking for new people to join our team! The Blamite Game Engine and Project: Infinity won't make themselves - we need a team to help bring them to life. If you're interested in helping out with Project: Infinity, check out the Project: Infinity signup page. If you're more interested in the engine itself, you can check out the Blamite signup page. Our requirements aren't too strict, we ask only that you have some level of skill in the area you're looking to apply for, and that you have a good attitude. We tend to be fairly casual in our staff-only chats on Discord and Forums, and we tend to be fairly laid back overall. If that sounds like an environment for you then by all means - apply! Project: Infinity Team Signup Page Blamite Game Engine Team Signup Page
  3. Hey, everyone! We've got a once again well-after-the-fact announcement for you all. As you know, last fall we announced the return of Galactiminer in the form of Galactiminer: Evolved, and showcased it appearing to gain a lot more progress than had ever been seen for Project: Infinity. We'd announced a Kickstarter campaign, and after it failed, we went silent. No word was said regarding any of it since then. Unfortunately, after the failure of the campaign, I'd been stuck in Walmart - a job very ill-fitting for my abilities on a variety of levels. This job sucked my time away, and I eventually had to drop this job. It was destroying my physically and mentally as I was in constant pain, and I'd been unable to do much of anything. The failure of the Kickstarter campaign marked the point where I'd lost most of my drive for Galactiminer. That's why it all went quiet. Development went on a bit longer after the end of the failed campaign, but it eventually halted. Afterward, I'd moved on to work on Blamite again - as I found that working on Project: Infinity and Blamite were the two things I had true drive to do. Galactiminer: Evolved was born out of a desire to avoid working at a job. That's why I started the campaign, and it eventually flopped. That's why after it failed, it all stopped. That's not to say that I don't like the ideas that I'd come up with for the new and improved Galactiminer, but this specific mode of execution wasn't one that lined up with what I would consider the right way to do things. It was a business move - and I'm not one to particularly be fond about the business side of things. Why is this announcement titled 'History Repeats Itself'? Because for those of you not around back in 2013, when Galactiminer and Infinity were owned by Haloman Development, this is almost exactly what happened. Galactiminer was the original project, which was later shelved in favor of Project: Infinity. So, what's next? Project: Infinity will continue to be our primary focus moving forward. Starting first with the engine - Blamite - and then as it starts to progress, the content will start to be developed. We have donations open for anyone who would like to help out financially, and we will be continuing to look for anyone who wants to help work on the project. We're open to anyone joining the team, whether you're wanting to work on the engine or on actual game content. Just keep in mind that it's going to be a while before we can start to build a cohesive game with our engine - as it can't even render 3D yet. We have confirmed that the composer we had sought out for Galactiminer, Verblendet, will be sticking with us for Project: Infinity. He's a bit tied up with other stuff currently as he isn't exclusively working with Elaztek, but we'll definitely be sharing music once we have a completed piece to share with you. What about Galactiminer? We plan to revisit Galactiminer properly in the future, when we have the people and the funding. Galactiminer is a far too ambitious game for us to realistically accomplish right now. That's not to say it's impossible, but for our relatively small and unknown team, it may as well be. Creating a game engine is also ambitious, yes, but it's not hinging on technology that barely exists. It's not dead, but it's going to remain on hold until we can do it right. Until then, we're gonna keep working on Project: Infinity and deliver on the promise we made all those years ago. If you want to join the Project: Infinity team, head here. If you want to join the Blamite Game Engine team, head here. If you want to hop on our Discord, check it out here.
  4. Hey, everyone! We've got a once again well-after-the-fact announcement for you all. As you know, last fall we announced the return of Galactiminer in the form of Galactiminer: Evolved, and showcased it appearing to gain a lot more progress than had ever been seen for Project: Infinity. We'd announced a Kickstarter campaign, and after it failed, we went silent. No word was said regarding any of it since then. Unfortunately, after the failure of the campaign, I'd been stuck in Walmart - a job very ill-fitting for my abilities on a variety of levels. This job sucked my time away, and I eventually had to drop this job. It was destroying my physically and mentally as I was in constant pain, and I'd been unable to do much of anything. The failure of the Kickstarter campaign marked the point where I'd lost most of my drive for Galactiminer. That's why it all went quiet. Development went on a bit longer after the end of the failed campaign, but it eventually halted. Afterward, I'd moved on to work on Blamite again - as I found that working on Project: Infinity and Blamite were the two things I had true drive to do. Galactiminer: Evolved was born out of a desire to avoid working at a job. That's why I started the campaign, and it eventually flopped. That's why after it failed, it all stopped. That's not to say that I don't like the ideas that I'd come up with for the new and improved Galactiminer, but this specific mode of execution wasn't one that lined up with what I would consider the right way to do things. It was a business move - and I'm not one to particularly be fond about the business side of things. Why is this announcement titled 'History Repeats Itself'? Because for those of you not around back in 2013, when Galactiminer and Infinity were owned by Haloman Development, this is almost exactly what happened. Galactiminer was the original project, which was later shelved in favor of Project: Infinity. So, what's next? Project: Infinity will continue to be our primary focus moving forward. Starting first with the engine - Blamite - and then as it starts to progress, the content will start to be developed. We have donations open for anyone who would like to help out financially, and we will be continuing to look for anyone who wants to help work on the project. We're open to anyone joining the team, whether you're wanting to work on the engine or on actual game content. Just keep in mind that it's going to be a while before we can start to build a cohesive game with our engine - as it can't even render 3D yet. We have confirmed that the composer we had sought out for Galactiminer, Verblendet, will be sticking with us for Project: Infinity. He's a bit tied up with other stuff currently as he isn't exclusively working with Elaztek, but we'll definitely be sharing music once we have a completed piece to share with you. What about Galactiminer? We plan to revisit Galactiminer properly in the future, when we have the people and the funding. Galactiminer is a far too ambitious game for us to realistically accomplish right now. That's not to say it's impossible, but for our relatively small and unknown team, it may as well be. Creating a game engine is also ambitious, yes, but it's not hinging on technology that barely exists. It's not dead, but it's going to remain on hold until we can do it right. Until then, we're gonna keep working on Project: Infinity and deliver on the promise we made all those years ago. If you want to join the Project: Infinity team, head here. If you want to join the Blamite Game Engine team, head here. If you want to hop on our Discord, check it out here.
  5. haloman30

    Eon Game Engine

    Meant to be reliable and fast, Eon is made to be easy to use and very simple. Eon has the power to produce very large games and is in no way meant to limit game creativity and size. It's simple which means easy to change and very adaptable. It's geared towards 2d game development and comes with all the features necessary to make awesome 2D games. Eon is made with C++ and SFML (Simple Fast Multimedia Layer) which is a widely used and popular graphics library for C++. This means that there are plenty of tutorials and resources available to learn SFML. Making Eon a good choice for any beginners or experts next project. So check it out, see what's possible when you have Eon in your toolbox!
  6. Well the thing is you have to have a project for people to work on, you can't bring people in and just be like "yea we're gonna do something once we get people". Plus we already have a few projects in the works already, Project: Infinity, it's engine (Blamite), and Raven Runner. Granted, Raven Runner is mostly separate from the rest of Elaztek, and the other two are sort of reliant on each other, but I do agree that yeah we definitely need to get people involved. Also I'm gonna fix Discord/forums integration now.
  7. + Added menu bar for easier navigation and control + Redesigned about box + Added new Settings window to replace the old Settings flyout + Added new splash screen * Moved a ton of startup events into the splash screen loader, instead of the main application window itself * Configuration is no longer used by continuously re-reading the file, but now has several classes (NTConfigOption, NTConfigFile) * Globals is now a static class (rather than declaring 41 different instances of globals) * Changelog now relies on an online json file (tied to this new changelog system!) rather than having version changelogs hard-coded into the program * Changelog versions are now stored in special classes (NTVersion, NTVersionNuPkg, NTRemoteVersion) * Refactoring for changelog UI controls * Scrollbars will now show up for version Changelog and NuGet packages * Most user-end text is now stored in a String table, rather than being placed within each file individually * User profile menu now uses a standard context menu instead of the fake dropdown * Reworked how the latest News & Announcements are retrieved * Changed most functions that utilized the old message box to use the new design * Moved all logging-related functions to the NTLogger class * Moved all telemetry-related functions to the NTTelemetry class - Disabled Play button functionality for old "predev" launcher UI
  8. + Experimental support for user-defined color schemes + Added checkboxes to enable Snapshots, Beta versions, and Alpha versions of Project: Infinity * Replaced the spam of "Repeated" 'Done' messages in console with more detailed information * Improved spacing within Blamite Map Manager - Removed 'Players First.' button from Legal Documents flyout, as the page is hidden from the public (for now, kinda cringe for my liking)
  9. + Officially introduced telemetry system (user can disable in settings) + Added the Blamite Map Manager (BETA) + Added a 'First Run' dialog, which now provides a very clear option to disable telemetry right out of the gate, as well as forces agreement to all the needed legal documents * Launcher message dialog contents now supports scrolling for longer messages - just in case. * Internal fix: much more flexible and reliable way to write config values * Config button in Console flyout now opens the Settings flyout instead of the old config window (you can still use old broken window via commands though, if you REALLY want to) * Fixed all the 'Done' messages in the log to now display the actual information - which was the loading of RSS items from the Elaztek website
  10. + Fully redesigned UI + Added a redeem key page (wip) + Added login page (wip) + Added user dropdown menu, chat, friends, and something else in window title + Added new config option: Telemetry logging level + Implemented new system logging levels: None, Basic, Full. These levels display various levels of system software and hardware information in log files at startup. Default setting is BASIC, because we aren't Microsoft and this isn't Windows 10. More information on what exactly is collected can be found at: http://elaztek.com/products/launcher/launcher_telemetry + Added new config option: Allow maximize/restore + Added new config option: Allow free resizing * Console now has scrollbars, and no longer has text wrapping * Updated MahApps.Metro to 1.5.0 * Assembly renamed from launcher-wpf to NTlauncher * The old config window is officially deprecated. All updates have been placed into the new integrated page.
  11. + Embedded all UI fonts into the application to fix font problems + Developer features can be accessed via a hidden config option + Clicking an announcement on the frontpage will open the topic in the default web browser + Added scrollbars to all tile lists + Added work-in-progress configurator for the Blamite Game Engine + Added new main screen + Project: Infinity downlaod button now displays a message + Added Infinity game options + Added new exit confirmation dialog * Fixed News & Updates title displaying * Fixed some layout issues with tiles on Infinity game tab (developer only) * Fixed layout issues with info panes in specific game tabs * Marked changelog UI as depreceated * Config values are loaded in a more flexible fashion (needs further testing) * .CNR files are now no longer supported * Migrated to JSON for version downloading/handling * Logging system migrated from junky textbox text appending to proper console binding
  12. * Made certain features hidden unless devmode is enabled * Got basic functionality working with .CNR (Cached Network Resource) files
  13. * Added icon to title bar * Disabled all-caps title + Added experimental Appx/UWP inspired msghandler dialog (see Developer flyout)
  14. [HUGE MIGRATION TO WPF] + Added new experimental features in Project: Infinity tab +Added new themes added by MahApps.Metro * Ported core application to WPF, some windows continue to utilize Windows Forms (and WPF may be discontinued in favor of Forms * Configuration is now integrated into the main window * Developer Tab removed at runtime, can be accessed in developer versions from the title bar * Dark theme is now the default selection - Removed a few themes only applicable to MetroFramework - Removed Launcher Output tab, can be accessed in the main window via the title bar - Removed ability to maximize (because WPF is retarded >_
  15. + Added WIP advanced configuration + Added experimental induivudal game tab layout + Added icon to main window
  16. - Removed Hell Reborn from game selection list + Added Vista to game selection list
  17. + Experimental Metro Interface (within seperate launcher project file, as it lacks support for disabling said styles) + Added application Icon
  18. + Added config option to switch between CEFSharp and Visual Studio's standard web browser (nonfunctional) + Some testing in the Developer tab, a UWP-style button design as well as a textbox with the current build as well as a button to copy to clipboard(because fuck typing that shit out) * Fixed refresh button console logger: Changed initialization log output from 'browser' to 'chromeBrowser' * Fixed refresh button functionality: Changed method from chromeBrowser.Refresh(); to chromeBrowser.Reload();
  19. i would vote UE4, though i would think twice about having yet another massive project ongoing at the same time as two other huge projects (infinity and blamite)
  20. haloman30

    11/21/2018 Update

    + Added Issue Tracker + Added Issue Tracker category: Blamite Game Engine (BLAM) + Added Issue Tracker category: Elaztek Launcher (NTL) + Added Issue Tracker category: Project: Infinity (HALO) * Disabled Bug Tracker category: Elaztek Launcher * Disabled Bug Tracker category: Blamite Game Engine - Removed Killerteddy
  21. haloman30

    11/20/2018 Bugfix

    * Fixed the Homepage News Manager page showing to regular users * Fixed Team dropdown menu being visible to regular users * Fixed featured calendar events not displaying to regular users on homepage
  22. Hey everyone! Another announcement so soon? Why, yes. Lots of stuff happening nowadays - isn't it exciting? First off, we've got the basics of the Galactiminer: Evolved website up! You can check it out live at http://galactiminer.com! There currently isn't a whole lot to it as of yet besides some links and a couple pages - but you can expect to see it continue to grow and evolve as time goes on and Galactiminer continues to make progress. Speaking of progress, yesterday we introduced a new member to the Elaztek team - @Verblendet! I'll leave it up to him when/if he wants to reveal any information about himself, but here's what I can tell you - he will be the man behind the music of Galactiminer. We hope to have some juicy tunes to fill your ears here relatively soon - but you must not rush the creative process. Music composition is a long and tedious process. Lastly, we've introduced a cool new feature for those of you who are coming over (or who formerly came over) from Chaotic United - the ability to sign in with your Chaotic United account on Elaztek - and vice versa. You can now sign up, login, and sync information between the two. If you have an account on CU already and want to quickly get signed up here, you can just click 'Sign in with Chaotic United' on the login screen. Alternatively, if you have an account here but not on CU, you can sign into CU with your Elaztek account. That's all for now, folks! Stay tuned for any upcoming progress and development on Galactiminer! And don't forget to spread our Kickstarter campaign around: kck.st/2N6bpPv
  23. Hey everyone! Another announcement so soon? Why, yes. Lots of stuff happening nowadays - isn't it exciting? First off, we've got the basics of the Galactiminer: Evolved website up! You can check it out live at http://galactiminer.com! There currently isn't a whole lot to it as of yet besides some links and a couple pages - but you can expect to see it continue to grow and evolve as time goes on and Galactiminer continues to make progress. Speaking of progress, yesterday we introduced a new member to the Elaztek team - @Verblendet! I'll leave it up to him when/if he wants to reveal any information about himself, but here's what I can tell you - he will be the man behind the music of Galactiminer. We hope to have some juicy tunes to fill your ears here relatively soon - but you must not rush the creative process. Music composition is a long and tedious process. Lastly, we've introduced a cool new feature for those of you who are coming over (or who formerly came over) from Chaotic United - the ability to sign in with your Chaotic United account on Elaztek - and vice versa. You can now sign up, login, and sync information between the two. If you have an account on CU already and want to quickly get signed up here, you can just click 'Sign in with Chaotic United' on the login screen. Alternatively, if you have an account here but not on CU, you can sign into CU with your Elaztek account. That's all for now, folks! Stay tuned for any upcoming progress and development on Galactiminer! And don't forget to spread our Kickstarter campaign around: kck.st/2N6bpPv
  24. Hey, folks! We're throwing a curveball at you - a development progress update! "What? You mean to say that you're actually getting tangible work done?" Yes! Yes we are! It's a Christmas miracle! We've posted this update on our Kickstarter as well, though there's a couple other things we're going to get into here as well, mainly with future plans and such. But enough babble, let's get into what you came here for - to see our progress. Now I know, it doesn't look like much, but do keep in mind that this is all just basic functionality. First up - blocks. Blocks, blocks, and more blocks. What blocks are available? Let's take a look at each of them. First up, let's show a total mess of various blocks that was shown on the Kickstarter (and on the homepage image) to give a brief overview. Now, this gives a good idea of what blocks are in the game, but this doesn't make it entirely clear what these blocks are, does it? Let's remedy that. For those interested, each and every block (as of the time of making this post) can be found in the spoiler below. We plan to setup a wiki for all of Galactiminer's content, sort of like the Minecraft Wiki - except official and not broken as of recently for unknown reasons. (also the images below will probably look like crap because I was lazy and gyazo'd all of them) Next up, the inventory. This was a real fight. See, we decided to (kind of) get lazy and actually purchased a resource on the Unreal Engine Marketplace. That resource contained the core block building functionality you see, but we had to modify it a great deal to not suck. There was no inventory system. The hotbar was very weakly coded - it's the kind of programming nightmare you never want to see, several variables all manually bound to the hotbar. There were about 2-3 variables for the hotbar slots. No easy expandability, even the active slot was done by having 9 textures of the hotbar with the slot overlay appearing in different locations. It was pretty crap. The process for adding a block involved making changes in about 30 locations and was in general just really tacky to deal with. All of this - the hotbar, inventory, and blocks were completely restructured to be easily expandable. Adding a basic block takes no more than a couple minutes (minus the whole texturing stuff, but I'm just talking about getting it into the game and usable). So, what does it look like? Like this: Don't mind some of those broken-seeming textures and other weirdness - those are, as I said, textures. The block building system doesn't do a cool 3D render in the slot like Minecraft would, but instead uses a 2D texture - this includes those ones that look like cubes. So, we just threw on some leftover textures from Project: Infinity that were already in the project temporarily. Also, tooltips! As you can see, they aren't your typical generic tooltip of just the item name. The tooltip shows the block slot texture, the name, and the item classification. That and the blue background color will change depending on what item/block it is. Weapons would be, well, weapons. Stone, Grass, and Dirt (and related) will be Natural Materials, ores and crystals will be Minerals, and so on. Also, notice the additional space that just says Debug Item Details. That would show other stats dependent on the block or item as well. Weapons would show stuff like accuracy, rate of fire, damage, and so on. Blocks would show the minimum tool required to break it as well as the time to break, and anything else noteworthy about it. We will likely add a setting to show the debug details for you nerds out there. Maybe we'll even have an option for more simplistic tooltips, because why not? Anyways, that's about all we've got for now! Just a few clarifications before we go: You may have noticed the Halo-esque HUD, as well as the fact that most of the inventory stuff looks very much like that of Minecraft. Both of these elements will be changing as we get further in. The Halo HUD is stuff that we were testing for Project: Infinity from back when we were going to develop that in Unreal Engine, most of which is pulled from Halo 3. Except that weird motion tracker placeholder, that was a weird thing I made a while back. As for the Minecraft-looking inventory and hotbar, you can expect that to change and evolve as we go on. We are mainly focused on functionality, and I think most of you can get that but some people like to critique early alpha concepts And, remember - Project: Infinity is not cancelled - nor is Blamite. We will be keeping the applications for both of those open so that, if there are people willing and able to develop them (mainly Blamite since Project: Infinity is dependent on Blamite being complete), we can effectively develop both. If we do get enough people for Blamite to be developed alongside Galactiminer, we'll be sure to announce it. As for those looking to join Galactiminer's team, we will have applications open soon - so be on the lookout for that. Well, that's the past week or two of progress since our announcement. We hope to get these going semi-regularly as progress happens and the game continues to grow and evolve. Don't forget, we still are running a Kickstarter campaign and we have 21 more days to go - let's make it count, folks! You can check out the Kickstarter page for Galactiminer here.
  25. Hey, folks! We're throwing a curveball at you - a development progress update! "What? You mean to say that you're actually getting tangible work done?" Yes! Yes we are! It's a Christmas miracle! We've posted this update on our Kickstarter as well, though there's a couple other things we're going to get into here as well, mainly with future plans and such. But enough babble, let's get into what you came here for - to see our progress. Now I know, it doesn't look like much, but do keep in mind that this is all just basic functionality. First up - blocks. Blocks, blocks, and more blocks. What blocks are available? Let's take a look at each of them. First up, let's show a total mess of various blocks that was shown on the Kickstarter (and on the homepage image) to give a brief overview. Now, this gives a good idea of what blocks are in the game, but this doesn't make it entirely clear what these blocks are, does it? Let's remedy that. For those interested, each and every block (as of the time of making this post) can be found in the spoiler below. We plan to setup a wiki for all of Galactiminer's content, sort of like the Minecraft Wiki - except official and not broken as of recently for unknown reasons. (also the images below will probably look like crap because I was lazy and gyazo'd all of them) Next up, the inventory. This was a real fight. See, we decided to (kind of) get lazy and actually purchased a resource on the Unreal Engine Marketplace. That resource contained the core block building functionality you see, but we had to modify it a great deal to not suck. There was no inventory system. The hotbar was very weakly coded - it's the kind of programming nightmare you never want to see, several variables all manually bound to the hotbar. There were about 2-3 variables for the hotbar slots. No easy expandability, even the active slot was done by having 9 textures of the hotbar with the slot overlay appearing in different locations. It was pretty crap. The process for adding a block involved making changes in about 30 locations and was in general just really tacky to deal with. All of this - the hotbar, inventory, and blocks were completely restructured to be easily expandable. Adding a basic block takes no more than a couple minutes (minus the whole texturing stuff, but I'm just talking about getting it into the game and usable). So, what does it look like? Like this: Don't mind some of those broken-seeming textures and other weirdness - those are, as I said, textures. The block building system doesn't do a cool 3D render in the slot like Minecraft would, but instead uses a 2D texture - this includes those ones that look like cubes. So, we just threw on some leftover textures from Project: Infinity that were already in the project temporarily. Also, tooltips! As you can see, they aren't your typical generic tooltip of just the item name. The tooltip shows the block slot texture, the name, and the item classification. That and the blue background color will change depending on what item/block it is. Weapons would be, well, weapons. Stone, Grass, and Dirt (and related) will be Natural Materials, ores and crystals will be Minerals, and so on. Also, notice the additional space that just says Debug Item Details. That would show other stats dependent on the block or item as well. Weapons would show stuff like accuracy, rate of fire, damage, and so on. Blocks would show the minimum tool required to break it as well as the time to break, and anything else noteworthy about it. We will likely add a setting to show the debug details for you nerds out there. Maybe we'll even have an option for more simplistic tooltips, because why not? Anyways, that's about all we've got for now! Just a few clarifications before we go: You may have noticed the Halo-esque HUD, as well as the fact that most of the inventory stuff looks very much like that of Minecraft. Both of these elements will be changing as we get further in. The Halo HUD is stuff that we were testing for Project: Infinity from back when we were going to develop that in Unreal Engine, most of which is pulled from Halo 3. Except that weird motion tracker placeholder, that was a weird thing I made a while back. As for the Minecraft-looking inventory and hotbar, you can expect that to change and evolve as we go on. We are mainly focused on functionality, and I think most of you can get that but some people like to critique early alpha concepts And, remember - Project: Infinity is not cancelled - nor is Blamite. We will be keeping the applications for both of those open so that, if there are people willing and able to develop them (mainly Blamite since Project: Infinity is dependent on Blamite being complete), we can effectively develop both. If we do get enough people for Blamite to be developed alongside Galactiminer, we'll be sure to announce it. As for those looking to join Galactiminer's team, we will have applications open soon - so be on the lookout for that. Well, that's the past week or two of progress since our announcement. We hope to get these going semi-regularly as progress happens and the game continues to grow and evolve. Don't forget, we still are running a Kickstarter campaign and we have 21 more days to go - let's make it count, folks! You can check out the Kickstarter page for Galactiminer here.