Somebody added .S.C.A.G. to Softpedia. Dunno who, but it’s great to see our game being promoted by other people!


“.S.C.A.G.” has been tested in the Softpedia labs using several
industry-leading security solutions and found to be completely clean of
adware/spyware components. We are impressed with the quality of your
product and encourage you to keep these high standards in the future.

To assure our visitors that .S.C.A.G. is clean, we have granted it with the
“100% CLEAN” Softpedia award. To let your users know about this
certification, you may display this award on your website, on boxes or
inside your product.

Released games…

This evening I had a chat with Mad Woody (coder/designer for some games including .S.C.A.G. and Uber Zombie) about mirroring .S.C.A.G. because his website broke down. While searching for .S.C.A.G. on the intertubes (I mean, the biggest mirror of them all is the internet) I stumbled upon this website:

After some research (10 seconds of Google) I figured it’s from Brazil or some kind of country that are hosting the demo of S.C.A.G. and version 1.0 of Uber Zombie… So they found 2 of our games and are serving those. Actually I would prefer that they linked to this site so we would have 1 download counter per game. I hope those people who downloaded those games enjoyed them as we never received any comments or feedback (plz do so if you like/dislike our games, we appreciate it! – for your convenience you may use our contact form, on which we occasionally receive some messages).

Apparently they host more games then just our games, and they have download counters too!! Why download counters? Well, the more download, the more people like our games… And that is why we make games, to entertain gamers! (And f course for fun). Anyway , .S.C.A.G. was downloaded 17.747 times, which is a lot in our terms, Uber Zombie only 3.773 times (see screenshot). On this site you may not see the download counters, but believe me, they are here!

A short list from our counters (unsorted):

Scag – 73 downloads
Insanity – 14 downloads
NecroSPACE 2 – 97 downloads
NecroSPACE 2 patchv 1.1 – 116 downloads
Uber Chess – 38 downloads
Uber Fighter – 53 downloads
Uber Schraal – 37 downloads
Uber Zombie – 134 downloads
FUR  – 350 downloads



Both sites are still linking to our very old site that is doesn’t exist anymore, but fap it into google and she knows the directions! plugin

Some development news, I’m currently working on a plugin that can communicate with our game engine. There are some thing I wanted to try like getting and setting a texture via .NET remoting framework. So that is what I did. Currently I can get and set pixels on a texture via between and out Hell Tech Game Engine. It’s implemented as an effect plugin what means that you need to “click” the effect plugin in order to make it work. Not very user-friendly, but according to creators you may not interact with other applications, unless you do not release the plugin…

Further more I also created some other plugins that I may release in the future if people are interested in it. It will be called something like NecroSOFT’s plugin suite or something. Here is a list what I have so far:

  • Patch-based texture synthesis – simple tool to make every texture repeating seamless
  • Flare – just as it says, generates a simple flare over your image, using 2 colors that where selected
  • Explosion – same as flare, but with some noise.

I created those plugins a while ago but never released them and recently I moved them into a brand new project so I only have 1 plugin that I need to copy. Also some plugins share some data which makes life easier when in the same package.

Scag finally released!

Happy newyear to all! and as a surprise we release .S.C.A.G. the full version for free!. More info about .S.C.A.G. can be found here.

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Debug web server (part 3) – flying all lose!

I finally moved the whole web server from the engine to the editor plugin and added a screenshot function. This enables a “live” image stream where the 3D engine back buffer is captured and send over to the web client as PNG image. It’s not real time, but it works pretty well. As seen on the screenshot here I had my engine running Uber Zombie 2 (still work in progress) with a screenshot shown in the browser.


This also gave me the idea of some new options: web-based editor. Currently it’s a feature we will probably never use, but still a nice-to-have. Think of just clicking the screenshot and have the event executed in the 3D engine.


Also I managed to make some simple styles like coloring the links to something beter than blue and purple. Here is a screenie of the log which shows it better. The (link) behind the Get File is click-able and makes the engine sent the file over the browser. Maybe in the future it would be need to have a small (text) editor to edit text files… But as for now I’m only working locally I can access all files via explorer.

Debug web server (part 2)

Was there a part 1? YES! The web server was working, but now I made some changes so it can be pretty useful.

First I added some extra data and colors to the actor detail view, changed and added a filter option to the scene list. This list shows all actors in the current active scene. Furthermore I added a page to view most of the loaded assets (resources) and a page the take a peek at the log… can be pretty useful sometimes :).

I also managed to unroll lists. I do not yet feature a collapse button or something. Next I also manged to catch exceptions. If there are some fields that are pointing to the NULL value it will just show the exception text.

There is still some work to but for now I can manage. I still have the debugger running on in the background :). Also it would be nice to see materials and textures directly in the webpage… (possibilities are endless!)

Anyway here are the screens captured in FireFox.

Spline track (been there done that)

So as some of you guys may know I created a spline track a while ago use in the racing game FUR. Now I created a new version and so far it’s working because we switched programming language and I was not happy with FUR. Now FUR is working, yes, but still has lack of content and gameplay features, it has a crappy menu, only useful in an arcade cabinet and you need to close it with Alt-F4. Al with all: not finished.

Anyway I will explain a bit on how I implemented my spline track. At first I define the points the track needs to travel trough.  For example we have 4 points, creating a round track, 2 red, 2 blue. The red is where we will draw the curved road (green arrow). First I define 2 imaginary points named p1 and p2. From red point 1 we interpolate to p1 and call this result A, from p2 we interpolate to red point 2 and call this result B. Now the final part: interpolate between A and B and you have your curved points.

Vector3 A = Vector3.Lerp(Red1, p1, t);
Vector3 B = Vector3.Lerp(p2, Red2, t);
Vector3 result = Vector3.Lerp(A, B, t);
PointList.Add(result); // add result to some kind of list


Now we have the curved points, we can determine the direction simply by current point – next point, normalize this and extrude it with triangles which is a fairly simple process as you already have the direction. For further use it’s also very easy to implement a banked curve simply by linear interpolating the bank for each point. This way it’s very easy to create a spline based road or race track. Procedural for the win!!

ps. Hometown GP which is nowhere to be found anymore also has a similar track system.