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Atmosphir Props In The New Voxelus

Posted: September 25th, 2015, 12:09 am
by Nazmus
So, I did notice that the new Voxelus Creator still has access to many, though not all, of the assets of Atmosphir.

Voxelus creator is actually built on the Atmosphir design mode, from what I can observe. This means, things like triggers and building a level works like in Atmosphir. There are however advances, such as snapping to surfaces, advanced prop positioning and more.

So I placed some Atmosphir props on Voxelus for nostalgia.

Image

Posted: September 25th, 2015, 12:54 am
by Phantomboy
Aw, this just makes me happy to see~!

Posted: September 25th, 2015, 8:17 am
by Entity
Correct me if I'm wrong but I'm pretty sure the designer was built from scratch. It definitely looks a LOT like Atmosphir, I totally agree with you there ;)

But for things like triggers I think they would have to reimplement that.

Posted: September 25th, 2015, 10:56 am
by Nazmus
Entity wrote:Correct me if I'm wrong but I'm pretty sure the designer was built from scratch. It definitely looks a LOT like Atmosphir, I totally agree with you there ;)

But for things like triggers I think they would have to reimplement that.
It might be written from scratch, but from what I observed, there are definitely a lot of code reuse from Atmosphir. The rulebook is same as that of Atmosphir. So is the ambient lighting control. The triggers already are implemented and works very similar to that of Atmosphir. The keyboard controls are like Atmosphir too. You can also see that the help pain on the right of design mode (not in picture) is copies and pasted from the help pane from Atmosphir, as some help points no longer apply. The selecting, rotating mechanisms all look and work like Atmosphir design mode.

Posted: September 25th, 2015, 1:26 pm
by Swords761
Relevant quotes:
The builder pretty much works like the Atmosphir builder but it has a lot of things that are handled differently, its done from scratch so things look similar but they are in fact different.

Regarding Atmosphir content, we want to add a "retro pack" to have all the content we can salvage from Atmosphir there :) the thing is that a lot of the assets we have are not compatible with the new editor, some are, and we dont have the source files for the original files so there isn't much we can do. All of the things that work we will support them.
Sounds to me like a lot of decisions were inspired and emulated like the old editor but are in fact re-coded as to support other new additions.

Posted: September 25th, 2015, 2:13 pm
by Nazmus
Swords761 wrote:Relevant quotes:



Sounds to me like a lot of decisions were inspired and emulated like the old editor but are in fact re-coded as to support other new additions.

Oh yes of course. By code reuse I mean you take snippets of existing code from one project and paste it in another project. For instance, take the selection of items. It is possible that the block of code dealing with selecting an area in Atmosphir was solid, reliable, and working. It would make sense to use that code in the new app. It takes a lot less time and in many cases already mature. It may take a few more hours to test and fix compatibilities or inconsistences.

Posted: September 25th, 2015, 6:20 pm
by Bad At Gravity
Wow! Atmo 2.71

Posted: September 26th, 2015, 4:43 pm
by Wowfunhappy
The drafts are literally saved as .atmo files. So, yeah, that's clearly an indication of something.

Posted: September 26th, 2015, 6:06 pm
by bionicnacho
Wowfunhappy wrote:The drafts are literally saved as .atmo files. So, yeah, that's clearly an indication of something.
I wonder if importing an old .atmo file to Vox would work...

Posted: September 26th, 2015, 6:53 pm
by Bad At Gravity
MiSt: Let's get rid of Atmo and make... Atmo, with 3d.

Posted: September 27th, 2015, 12:26 pm
by Wowfunhappy
bionicnacho wrote:I wonder if importing an old .atmo file to Vox would work...
Tried that :( They don't load.

Posted: September 27th, 2015, 2:10 pm
by Entity
Wowfunhappy wrote:The drafts are literally saved as .atmo files. So, yeah, that's clearly an indication of something.
That's cray

Posted: September 27th, 2015, 9:44 pm
by ElectroYoshi
>Opt not to continue working on Atmosphir
>Make new game that is almost identical
>Logic, please?

I mean, I get that we're early in development, but still...

Posted: September 27th, 2015, 9:56 pm
by Entity
Well, I don't think anybody wanted Atmosphir to end. It just kinda happened.

Posted: October 13th, 2015, 2:13 pm
by Adz
Voxelus was indeed built on Atmosphir as a base, but it's aim is waaaaay beyond that

The main focus is going to be on the ability to import your own models from 3D modelling programs like blender and 3DS Max, etc
The Atmosphir props make very nice examples of objects, and are just a taste of what will be possible.

Posted: October 13th, 2015, 6:41 pm
by Bad At Gravity
#VoxelusFTW

Posted: October 27th, 2015, 6:36 pm
by Flameforlife
"Atmosphir makes its grand return to the gaming world"

Posted: October 27th, 2015, 6:55 pm
by Bad At Gravity
Who are you?

Posted: October 28th, 2015, 3:47 pm
by Flameforlife
Bad At Gravity wrote:Who are you?
Me?

Posted: October 31st, 2015, 9:30 am
by Bad At Gravity
Flameforlife wrote:
Bad At Gravity wrote:Who are you?
Me?
Yes.