New website and PRE-ORDERS!

Posted March 24, 2010 by boxycraft
Categories: Boxycraft, Level Editor

The new website is up, and preorders are good to go! Visit for more!

Be sure to click the links on the top of the page to share it on facebook and twitter!

Just so you know, preordering the game gives you instant access to the level editor, so get it now!

You also save on the final price, get access to the secret Boxycraft 2 forums and get to beta test all versions until the game is released!

Editor Update: Docked Windows

Posted March 13, 2010 by boxycraft
Categories: Level Editor

I’ve been meaning to do away with floating toolbars for some time now, as they’re messy and get in the way, but there’s always seemed to be something more urgent getting in the way.

Finally though, I got inspired by this post and thanks to my work on dynamic property forms, it took no time at all to get it working!

I will be completely doing away with the WinForms UI over time and using my own custom built one, but in the meantime small easy changes like this are still worth it.

Its a big change moving UI’s, especially when you’ve built yourself into a certain one, but when you see how good they look in games like Overgrowth you can see why they’re worth it!

Editor update: Dynamic Properties

Posted March 8, 2010 by boxycraft
Categories: Boxycraft, Level Editor

Sorry for the long time since the last post! I’ve been really busy!

A quick update: I’ve just finished a dynamic property system for the editor, which allows you to expose properties from your Lua objects that can be changed in the editor.


Previously I had a separate property form for each object and tool, but creating the forms at runtime is much cleaner and makes it easier to add new objects. It is also a big step towards implementing the custom UI that I am working on.

On a related subject I have done the a similar thing with the serialization of objects. By exposing the important properties of Lua objects though a simple function, they can be saved along with the rest of the level.

-- Returns a table contining the properties that should
-- be serialized
function Light:Serialize()
	local t = {}
	t.ConnectedObject = self.ConnectedObject
	t.Scale = self.Scale
	t.Color = self.Color
	return t

Above is an example from a light object which is created in Lua. When the level is saved, the “Light:Serialize” function is called, and the table which is returned is saved along with the other objects.

LuaInterface vs Tao.Lua

Posted January 23, 2010 by boxycraft
Categories: Boxycraft, Level Editor

Last time I mentioned that I was going to try out the Tao.Lua bindings and see how much faster they perform than LuaInterface.

LuaInterface is really simple to use, and provides a full interface between your code and Lua without any need for wrappers. The downside is that invoking .Net methods is really slow. For every 10 of those flowers you can see in my last video, the framerate drops by 100!

My other option is to use pure Lua bindings, such as provided by the TaoFramework. I will have to write up wrappers for all the objects I wish to expose, but it will mean you will need hundreds of flowers before you notice a frame drop!

Managed LuaPlus may help with the wrapping, but I am definitely moving to pure Lua bindings. I have started working on the changes already!

New Scripting Objects

Posted January 1, 2010 by boxycraft
Categories: Level Editor

Happy New Year to everyone!

I’ve been working hard implementing the scripting into the game engine, and have managed to put together some new backgrounds, new objects, a costume and some facial expressions for Boxboy!

The facial expressions might be difficult to see with Boxboys false beard in the way, so watch the video in HD!

At the moment I am using LuaInterface to interface Lua with the CLR, but I will also be trying out the Tao.Lua bindings to see how much faster they perform. Kopi Lua is another interesting project, it is a direct port of Lua to C#, but it is still very early on in development and hasn’t been optimised yet.  Do you have any experience using Lua with .Net languages?

Boxycraft 2 – Plans

Posted December 19, 2009 by boxycraft
Categories: Boxycraft, Level Editor

I have been adding to and refining features in Boxycraft almost non stop since the original version. However, I’ve decided it’s time to declare a few “certainties” that will definitely be in the final release. Here they are:

List – New things in Boxycraft 2

  • Level Editor
  • Moddable with Lua
  • Customizable characters with costumes and attachments
  • Community website to share levels and mods
  • New gameplay modes
  • Multiplayer – Online, local and hotseat
  • Tons of new items
  • Better art, graphics and sound
  • Continuous support, development and updates

To reach these goals and make Boxycraft into a really awesome game I am going to need better art, graphics and sound, not to mention maintaining the website, and I can’t do all this myself. It was a big, difficult decision to make, but I have decided that I am going to sell Boxycraft 2!

If you don’t know what Boxycraft is about, then download the original version and try it out. Boxycraft has come a long way since then and is continually improving, so times how good that was by a million and you will get Boxycraft 2!

I don’t yet have a release date, but as soon as I can I will release the game for preorder, along with the Beta and the Level Editor. In the meantime I will continue working on the game and keeping you up to date on my progress!

News (Lua Support!)

Posted December 17, 2009 by boxycraft
Categories: Boxycraft, Level Editor

Sorry for the lack of posts recently, I’ve been hard at work on a new website for Boxycraft. You can’t see it just yet, but know that it’s gonna be awesome!


In other news I’m implementing Lua support into the game. I’m starting small with just backgrounds and simple decorations(waving plants, player decorations etc), but I plan to move to customizing in-game objects and creating your own items, attachments and effects.

Cortex Command from Data Realms is a great game that uses Lua scripting very well. Almost every item in the game can be customized or created, from the AI to the characters and weapons, and you can quickly and easily create your own unique items and mods.

Stay tuned, and I’ll have some results pretty soon!

Innocent Sheep Slaughter Factory

Posted December 6, 2009 by boxycraft
Categories: Boxycraft, Level Editor

A meat factory with a never ending supply of “required materials”. The “required materials” wander in a never ending stream into the “processing” chambers. Nobody knows where the sheep come from, but who asks questions they don’t want to know the answers to anyway? Besides, the sheep make excellent mutton-burgers.

Heres how it works: A sheep is emitted every few seconds by an emitter. Each sheep has a red color key attached, and motorised wheels that move it towards the slaughter room. When the Color Key gets within range, it activates the Sensor Switches.

The first Sensor Switch closes the door, and the second Sensor Switch activates the Piston with the Spikes.The Piston springs open, the Spikes pierce the Brain and kill the sheep, and the doors open for the next unsuspecting creature.

New Character!

Posted November 13, 2009 by boxycraft
Categories: Boxycraft, Videos

Boxboy has been upgraded with a skeletal animation and physics system that make him squishier and bouncier than before. It’s breaking news!


Using this new technique  I can also attach little physics bits to him as decorations, like a tail or feelers or balloons, and I can also create some nifty animations such as a victory dance or taunts.

Are there any other changes you think I  should make while I’m at it? And any ideas for addons and enhancements?

Level Editor Progress: Part 2 – Shapes and Materials

Posted October 30, 2009 by boxycraft
Categories: Boxycraft, Level Editor, Videos

As promised, heres a quick video showing the shape-editing functionality and some materials from the new Boxycraft Level Editor.

I suggest watching it on Youtube to see it in full HD quality.


I also made some new textures, after getting tired of my old ones. My last attempt at texturing failed because the textures I used were too detailed and realistic, so this time I tried to keep them simple and cartoony. You can see them in the video. What do you think of the result?