The Shining Source

Category: 'Shiny Sword'

BABS - Source Code Released (any excuse to post a fireball screenshot again)

Good news, everyone!

The Java source code from the latest version of B.A.B.S. has just been released. You can find more information on this version of B.A.B.S.  here. It’s the most complete version to date, and features plenty of campaign levels and battles for you to play with.

If you’d to contribute anything (source, images, music or ideas), feel free to drop by the forum and say hello :)

Anyway, here’s the good stuff: Download the source code here.

The Shiny Sword

How can this be?

I’ll tell you how: Grimmm determination.

Devlyn gave me a heap of support 3 years ago to release this, but I didn’t step up and add the bits I wanted added when he became the busy man he is.  Anyway I finally got the motivation together to do it, mainly thanks to the posts of the boys giving me a reason to smile.

Download under 2mb, unzip and play straight away!  Discover the village of Lycadell and 3 battles with your team of 7 against 8 unique monsters.  Listen to the groovy 16bit sounds we’ve developed over the years.  Laugh at how when you heal yourself you appear twice on the screen.  Laugh at lots of things, really… like how earning over 100 experience points at once doesn’t level you up.  But nevermind about that, it does work to the necessary degree!

You’ll need Java 1.5 or later I believe, you can get it here:
http://www.java.com/en/download/index.jsp

Please leave me comments in this forum thread: BABS 2.5, Lycadell Campaign. Bugs, Comments, Updates : )

Any feedback is welcome.

Download it by clicking here!

The small release project we are working on now has maps created and an idea behind it.

Shiny Sword bug solved!

Just wanted to say that the bug we’ve been having since last summer has finally been solved. Elvenfyre has resumed work on the game while I have resumed work on the BABS engine.

The bug involved sprites not being placed on new positions during map switches, which caused strange behaviour to the point of crashing. This did not happen on the initial map however. Either way, it’s solved ;) .

In addition to that, I implemented a string parser which allows entities to trigger flags or text to be shown only when a certain flag is set. I still need to make documentation for this though :) .

More graphics

Another 10 or so character sprites and 8 more battle sprites.
10 portraits done (rough)

Also item pictures created for all items in the coming small demo.