Here's the thread where I'll compile everything I have from the long cancelled BitWave X project dating back to 2015-2016.
It was going to be a spiritual successor to my weird JNKPlat Flash port. (JNKPlat being a cool puzzle platformer by Jayenkai, similar vibe to Professor Fizzwizzle)
First started in MMF2, moved to BlitzMax, then discontinued.
From a historical aspect it's basically been 10 years but I learnt a lot about making my own custom binary formats at this time. Which then lead straight to making the GBA Doom II modding tools the following year in 2017 which was an incredible feat.
GBA Doom II Modding Tools! - 0.2 Beta
Well the wait is finally over! I present to you the GBA Doom II Modding Tools! The tools are programmed in Blitzmax (because it's the programming language I know best). I have to give credit to Magicteam for handing me their custom tool they used for making the translation patch. Despite that...
Of course late 2017, I jumped straight to 3D making the genocide engine FPS project. I was pretty sick of 2D by that point.
The Entire Genocide Engine Source Tree + Revisions 2017-2022
As is, no warranty, most builds with crash etc. There's probably some yanderedev level code, like the console for example lmao. But I don't see myself working on it anytime soon, despite how much I think about revisiting it. Last obstacle was that the collision checking code was inefficient as...
BitWave X was ultimately scraped due to major development hell and getting my first job at that time. I was never good at C/C++ and needed an easier engine. GoDot is available these days but wasn't an option 10 years ago.
There were some neat resources made though, a lot of .xm modtracker files. Some goofy animations and more.
Here's some more old title images
I really didn't want these to go to waste.
I'm currently uploading the soundtrack onto YouTube with some prototype footage.
I'll keep posting in this thread periodically as I uncover more of this lost game.