Latest news

I am very happy to announce a new release of D2TM! This version could never have been realized without the effort from Mira and Ripps and others. Heavy lifting has been done by Mira migrating the Allegro library to SDL. This is a very complicated task to achieve, and I am very happy (and proud) of his work. This made it possible for me […]
After the release of 0.7.0 life happened and I had to take quite a break. Things have settled down quite a bit, and thankfully people from the community ping me now and then to keep D2TM alive and to let me know they still care. Code contributions came in of which I had to deliver my input; and from there my involvement grew. I’d […]
It is here; after many months of development and with additional help from Rozmy, Paul, Ripps and Mira and others… In a nutshell, this release brings: Graphical improvementsSharpened some structuresSmoother animations: flag, refinery pad, heavy factory, etcMountains are proportionally better than beforeTransparent shadows of units and structuresUnits smoke on top when damaged < 50%Clicking unit/structure gives info at top barGameplay improvementsSandworms in skirmish gamesTeams […]
Hi! Instead of doing a summary here, I wanted to record a session for a change, see how it goes. Its ~ 9 minutes.
A lot of work is being done under the hoods; and as things stand now there are ~ 3 tickets left to do before I want to start playtesting more and wrapping things up and release a new version. Visually today we changed the mountain graphics. As you might know, D2TM has upscaled graphics (32×32 pixel tiles). Dune 2 has 16×16 pixel tiles originally. […]
What began with one or two bugs in 0.6.0 eventually ended up in rewriting the way D2TM deals with input. Basically because it was one of the oldest pieces of code and it was a mess. 0.6.0 has a more ‘frame driven’ approach. Meaning, for every time the game was drawing something (a frame) it also was checking for input: “Is this mouse button […]