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Revision as of 22:26, 15 December 2006
CELstart is an environment for making games using scripting alone (CEL's XML script or Python). Games are distributed in self-contained packages (so-called celzips) and can be played by the user by simply opening them - whether he is on Windows, Linux or MacOS/X.
While CELstart is included with CEL you can download standalone binaries, so you need neither Crystal Space or CEL (which are included in the binary). You don't even need a C++ compiler to make games for CELstart.
You can find more information about CELStart and tools to utilize it on the blender2crystal home page and in the CEL manual. Start by downloading blender2crystal and looking at the tutorials provided on the page.
Latest Release (1.0rc1)
To get started using CELstart download one of the following binaries:
- CELstart Binary for Windows V7 (20 megs): download and extract to some directory. No other installation required.
- CELstart Binary for 32-bit Linux 1.0rc1 (14 megs): download this and execute to install. See the autopackage install howto for more detailed installation instructions.
Important Note: Version 3 of CELstart is the first one that works for python scripts. However there is still a limitation. You have to manually set the PYTHONPATH environment variable to point to the zip file (i.e. not the extracted zip file, just the zip file itself) that you want to run. We will try to fix this limitation in the future.
Here are a few example demos for CELstart. Just download these archives and put them (unextracted!) in the current directory (from where you'll start CELstart) or else in the directory where you extracted CELstart.
|This is a small demo level showing several shaders in action (parallax, specular, bumpmap, glow, ...). Just run it and move around (using arrows or mousemove). Note that to actually see the shaders in full glory you need a 3D card that can handle shader fragment programs (most modern 3D cards can do that). If your card cannot handle that then the shaders will automatically fallback to regular bumpmapping which is not as nice.|
|This is a small demo level showing several particle systems in action. Just run it and move around (using arrows or mousemove). A lot more effects are possible using particles, these are just examples. Warning: this demo requires at least celstart version 4.|
|Here you see the castle level from Anders Wisur (indoor version). Just run it and move around (using arrows or mousemove). Note that this level uses parallax shaders. If your hardware cannot handle this then Crystal Space will automatically switch to bumpmapping. Warning: this demo requires at least celstart version 4.|
|Bouncy is a small demo written in XML. It features physics (using ODE). It resembles a pinball game a bit except that you can edit the level. It is certainly not a finished game but it can be used as the basis for one.|
|CrystalDash is a boulderdash clone written in XML. This is an example of a 2D game done using CelStart. It features a built-in level editor, sound, and a lot of nice objects to use in the levels. However it is not finished. You cannot die yet for example.|
|PhysicsDemo is a simple demonstration of physics (using ODE) written in XML. Just collide the actor (a ball) against the objects in the scene to make them fall over. Note: this demo uses parallax shader and may run slower on older hardware due to that.|
|CelDemo is the old celdemo level featuring automatic doors, moving platforms, lights you can turn on and off and some other things. This level is a good demonstration of the kind of logic you can do with Crystal Entity Layer. However it is a bit dated now and doesn't use any of the more modern shaders.|