After three and a half years I’ve finally made the initial release of Lilium Voyager.
The following websites have a new address. The domain names should redirect to the new location until they expire. I don’t plan to renew the domain names. (spearmint.pw should become a redirect in the next two days when the DNS updates.)
- extraordinarybeat.xyz (Mar 11, 2016 – Mar 11, 2018) moved to clover.moe/ebx
- turtlearena.com (Mar 24, 2016 – Mar 24, 2018) moved to clover.moe/turtlearena
- spearmint.pw (Sep 19, 2013 – Sep 19, 2018) moved to clover.moe/spearmint
For reference, clover.moe was registered on March 24 2016. I probably would not have registered the others if I had an actual main domain name instead of ztm.x10host.com. Having many domain names is kind of an unnecessary expense.
The following redirects are going to be removed after March 24 2018. Might as well break all links at once.
- chat.clover.moe -> forum.clover.moe
- ztm.x10host.com/ta/ -> turtlearena.com
spearmint.pw meant Spearmint Powered. It was inspired on the Powered by Quake III logo featured on some game cases. The idea was that if someone made a game based on Spearmint, they link to Spearmint.Pw. I never got around to making a parody logo for it though. Also, Hatsune Miku on the Spearmint website since 2014 is a place holder for Clover who I have yet to actually design.
Turtle Arena 0.7 is now available for download after 5.5 years of development. 2009 days since Turtle Arena 0.6 in memory of the year TMNT 2003 TV Series ended and TMNT Arena was first released (okay, that’s just a coincidence). Most of the development was on Spearmint and it’s Quake 3 game logic mint-arena. See https://clover.moe/turtlearena for downloads. Continue reading Turtle Arena 0.7 released
“There should be a new Turtle Arena 0.7 release in the near-future, hopefully next month.”
“hahahahaha. By ‘next month’ I obviously meant 2017.”—November 3, 2015
I am planning to release Spearmint 0.5 and Turtle Arena 0.7 on Friday the 13th of October 2017.
Turtle Arena 0.7 is does not fix any issues with the melee attacking or overall design. It restores a few aspects of the game to earlier versions (before 0.5.x started changing the game for EBX), fixes some issues, and inherits many improvements from Spearmint including better compatibility with recent operating systems. It also unintentionally makes all the levels brighter because I fixed the external lightmap support… I don’t expect serious development to resume but new releases will probably be more frequent than every 5 years after this.
EBX was originally a continuation of Turtle Arena without Ninja Turtles (or any other playable characters due to lack of 3D models…). The small differences of the existing EBX code/data are being reintegrated into Turtle Arena. The EBX code/content repositories will be deleted. This will make Turtle Arena development easier as currently I work on EBX then merge the changes into Turtle Arena.
Whether EBX will be a separate game based on Spearmint or uses a new engine is unknown. Though there is a high probability EBX will never be created at all. At this point EBX is little more than a title for a game with Sonic style single player / co-op, Quake 3 like first person shooter multiplayer, hot pink blood, electronic dance music / hardcore techno, and a human character named Clover.
I am nearing the end of my 11th year of game development. I’ve spent about a 2 years working with Sonic Robo Blast 2 (Doom Engine), about 3 months with SDL 1.2 / OpenGL 1.x, about 8 years with Quake 3, and whatever the last year was.
I’m currently working toward making a new Spearmint release and hopefully a new Turtle Arena release in the next few months.
To clarify my post from last month; My plan to rewrite/overhaul Spearmint was replaced with making a new engine. I don’t have concrete future plans for Spearmint or Turtle Arena. However that does not mean I am abandoning them.
My Toy Box engine project is planned to rewrite the engine core, add and expand upon features I’ve added to Spearmint, and add new features I’ve wanted in Spearmint for years. This is essentially my plan to “rewrite/overhaul Spearmint” but starting from scratch and dropping Quake 3 data compatibility. Though, technically it’s just a game engine aiming to have a similar feature set.
New things I develop in my Toy Box engine project may be merged into Spearmint. For example, Toy Box currently runs the unfinished Alternate UI I made for Spearmint. It’s inflexible and kind of a mess. If I made a new UI it will most likely go into both Toy Box and Spearmint.
I don’t know what’s going to happen with Toy Box and Spearmint in future. What I do know is that spending another 8 years fixing small issues in Quake 3 sounds pretty uninteresting.
I updated ztm’s flexible hud mod. It now includes bug fixes made to ioq3 in the last 3 years.
I added a page for my flexible hud mod for ioquake3 so it’s easier to locate than linking to a pk3 on Google Drive.