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?

Level Editor Progress: Part 1

Posted October 19, 2009 by boxycraft
Categories: Boxycraft


Ive had a lot of people asking me about a level editor in Boxycraft recently, so I decided to write an article about my progress on it.
The biggest change from the previous editor shown in this video, is the move from using my own GUI to using windows forms. I decided on this because it allowed me concentrate more on adding features to the engine without wasting time making dialogs and controls.
(the toolbar still needs some work)
All the tools are functional, and right now Im mainly fixing bugs, tweaking things and making small cosmetic changes.
(Picture: connecting switch to bolt)
I am also tring to make the game as moddable as I can, with custom effects, backgrounds and graphics. Heres someones attempt at making a “fancy” boxboy on the current version:
Unfortunately I didn’t make it too mod-friendly, so he couldn’t change the head or arms.
Does anyone have some good ideas on making the editor more efficient?

Ive had a lot of people asking me about the level editor for Boxycraft recently, so I decided to document my progress on it.


New Editor

The biggest change from the previous editor(shown in this video), is the move from using my own GUI to using windows forms. I decided on this because it allowed me to concentrate more on adding features to the engine than wasting time making dialogs and controls.


Old Editor

The old editor’s GUI has the potential to look really awesome if I put the effort into it, but Id rather spend that time working on the game itself.

Connecting a buttonswitch to a piston

All the tools in the new editor are functional, needing only a little tweaking, cosmetic attention and a few bugs to be fixed before it’s ready to roll! I can’t wait!

Anyway, thats all for now, but stay tuned because the next article will be showing off some of the more juicy parts of the editor: Shape Editing, Materials and Switches!


Posted September 21, 2009 by boxycraft
Categories: Other

I just got a review on the PiXEL PROSPECTOR website! See the review.

It’s a great website that showcases promising looking indie games.

The review they gave me is really nice and includes some new gameplay footage and lots of great screenshots.

My little critters

Posted September 10, 2009 by boxycraft
Categories: Boxycraft, Level Editor

the hord of critters

Heres a picture of an experimental test level I made. The glowing pink balls are creature brains, which are attatched to the made up creatures and have their action is set to “follow”. There is an emitter at the end of the level that is constantly spawning the creatures.

die, beast!

When you jump on a creature brain the creature falls apart and you bounce happily into the air. If you time it right you can also bounce from one creature brain to the next without touching the ground. Luckily these creatures are harmless, so if you time it wrong you can always try again.

Another thing that I’ve done is written a new graphics structure that gets rid of the ugly lines you can see in the last screenshots when an object has a hole in it.

shapes of all sizes

The editor is also smarter, so that when placing items such as wheels or brains onto an object it automatically clips them to the right position, no more need for fine adjustments or mouse control!

With just a click and a drag, you can now select multiple items and do with them what you want! Batch selection and modification saves a ton of work!

Even though the graphics look the same, I can promise that the level design possibilities have expanded by miles! All the work I’ve done has been on the editor and the code, allowing for more possibilies and adding more features.

Im pretty proud of my work, especially after I put the above level together in less than a minute with the new editor, and actually had loads of fun dodging and popping the creatures while they swarmed endlessly around me!

whos eye??

Anyway, I hope you enjoyed reading about my game as much as I did putting it together.

Do you have any ideas or features you think I should include in my game? Or are there some things you’d like me to write about or post screenshots of?

Update, and a look at Magnetic Mind

Posted August 31, 2009 by boxycraft
Categories: Other

Ok, heres a quick update on what I’ve done these last few days:

  • I’ve changed sound engines from FMod to OpenAL
  • I’ve changed the graphics style more towards the original look
  • I’m busy making a button switch that you can activate by jumping on or putting a heavy object on
  • Fixed some rendering issues
  • Lots of little Tweaks! 🙂

Also, have a look at Magnetic Mind. Its a Dream Build Play entry thats looks similar to Little Big Planet, and it looks awesome!

The 3-man team laXarIS have really done a brilliant job on the graphics, physics and everything, and plus it looks like its performing really well on the XBOX! All the best for DreamBuildPlay2009 guys!