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13
Dec

Stop American Censorship!

Stop Online Censorship!

This Thursday, a bill that would create America’ s first Internet censorship system is going to a full committee for a vote, and is likely to pass. We can kill this bill now. This week, millions of us will protest censorship, censoring our own posts and asking you to call Congress. We need your help! Click HERE for more info.

For more news and information about SOPA (American Censorship Bill), click HERE.

The need is dire! This bill could easily kill many of your favorite open source projects (Including a sister project on the spring engine, Gundam RTS)! Please help us kill this bill!

People this is very real. It’s tough to believe, as this bill makes China look like the bastions of free speech. I can’t believe it myself how close to the brink we are. This is the stuff of bad movies and chain letters, but unfortunately, it’s here, and we need to stop it.

Please understand… Under this bill, as an example, if you uploaded a video of yourself singing a popular song to youtube, you could be sued and even sent to prison! Can you believe it? I scarcely can.

Please, call your congressman today!

3
Dec

Vote for Evolution RTS for Indie game of the year!


2011 Indie of the Year Awards via Indie DB

Hi everyone! Here is a chance to “kick in”. While I’m sure that there are plenty of other deserving indie games with larger fan-bases, I saw the competition on indiedb and decided “why not? To vote, just click on the widget above and show your support. Thanks everyone!

30
Nov

Evolution RTS v1.9 Released! Engine updated to v84!

Ok, ok, yeah I know, this probably doesn’t seem like it should be that big of a deal, but it really is. Many bugs in the engine were fixed, more functionality was added, and a bunch of little features got added that I have been dying to get my grubby mitts on.
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4
Nov

Evolution RTS v1.9, addition of Shard AI, Google+ hangouts and more!

 

Hi everyone!

So, it’s been 2 months since I have made a newspost and most of you probably thought that in the meantime, I died. Well, truth is, I haven’t been all that active due to a host of reasons, but suffice it to say, I have been working on getting Shard AI ready for inclusion on Windows and Linux.
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7
Sep

Evolution RTS v1.8 Released! New map, and more information about SASI (bonus preview video)!

Another month+ has gone by, and now I have all kinds of juicy little tidbits for you!

Evolution RTS v1.8

All things considered, this was a very minor release, but it fixed a pretty giant bug (giant bug imo, however it was actually very small) that had gone for many weeks unseen. Due to a mistake in the cover gadget, units tagged with stealth, weren’t actually getting it, unless they were hiding in trees. Unfortunately, testing for things like this is really hard, because it’s somewhat obscure, and you don’t see every tech used in every game. Still, i am glad to see it fixed and to all your amphibious enthusiasts out there, I am sorry.
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26
Jul

Evolution RTS 1.7 Released, RiverGlade and Pockmark Valley maps added!

Evolution RTS 1.7 has been released to the masses! That would be you. This version doesn’t change a whole lot visually. It is mostly an intermediate version as we prepare for the next engine update. There was, however, a very nice feature addition, and that addition is a new gadget that will automatically destroy map features (trees, etc), immediately when you place a building. You will not get any resource gains from these features being destroyed, so it is not the same as reclaiming map features.

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30
Jun

Evolution RTS 1.6 Released! Forums Opened!


This release carries with it an extreme sense of satisfaction. I will tell you why…

One of the biggest annoyances (actually, tbh, the only one) with how the teching system worked, has been fixed. Ginormous thanks to Zwzsg for actually fixing the bug, and big thanks to Niobium, Knorke, and Lurker for helping me out in my crisis :-) (more…)

13
Jun

It’s here! It’s finally here! (Evolution RTS now available on Desura)

The New, New Iammas

Ok, so some of you in the know are fully aware of how much pain and heartache has gone into getting Evo ready for Desura, not only on the logistics front, but also with the gameplay, features and etc…

I am immensely proud to say that Evolution RTS has finally reached the release point intended for Desura. In this release we have a ton of new stuff, but I’m not even going to spoil the surprise, save for one thing. Dynamic Cover System.

You’re prolly sitting there thinking, “ok, big deal…” well, it is a huge deal, and it has a massive effect on gameplay. I can count on 2 fingers the number of RTS games that have done cover systems well. I aimed for it from a different direction and it has succeeded so incredibly well that I can barely contain my excitement!

First of all, let me point out that Knorke did all the hard work, I only made a few edits to his code, and he should be immortalized for writing the cover gadget. (more…)

22
May

Evolution RTS Version 1.4 and Desura News

I’ll keep the commentary fairly short this time around as I have much to do, but… Desura has come up with a solution to the issue that was preventing Evo from progressing through the approval process (Evo wasn’t the only game needing a solution to the particular issue) and things are more or less back on track. I have no real idea as far as time estimates go, but I am hoping that we can get some testing in tonight, and that we can get it all worked out quickly! Cross your fingers for good luck! :-) (more…)

8
May

Evolution RTS v1.3 is out!

Changelog Notes

From reading the changelog, it probably doesn’t look like a whole lot happened. Well, the good news is that that isn’t true! The new loadscreens were generated form scratch and are amazing compared to the old ones. The new distortion effects on flamethrowers massively improve the overall look.

Now, for a moment lets talk about AA… It came to my attention that in short, aa sucks. Well, I took that to heart and am actually using an entirely different method that works so much better. For example, it still looks like a missile on the fighter and aa tank, however it’s actually a ballistic projectile. Fighters have a few different characteristics now as well, but their behavior is much better. The AAtank is able to actually do it’s job now, while not becoming overpowered. One large change is the fact that the aatank will no longer fire at ground targets. I actually balked at that change a little bit, but it was necessary to improve the aatank’s behavior overall. In the same breath, the survival spawner is much much better now and no longer so vulnerable to aircraft, so those of you who liked massing gunships for an easy victory have to actually work for it now! Another big change to survival mode is the fact that now the destroyers have 10 minutes instead of 5 to make it to your base before you win, meaning that you’ll actually have to deal with them now. (more…)

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