I was wondering what was used to make evo? I have always been interested in it. I love the game!!!
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An easy-to-use game designing program, a spoon, a hammer and an alien.
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Word.
Codewarrior for the code and Infini-D for the graphics. The game was written in C.
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(url="http://"http://members.home.net/e-gamerguy1/ev/bfs3/")BFSIII Homepage(/url)
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"Death. Destruction. Famine. Pestilence. Disease. These are all brought upon us by evil. Evil is that which oppresses. Our cause is thus a holy one. We shall triumph over evil!" Chieftain spl_cadet, rallying the troops before the first engagement of the Second War of Liberation.
From the (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=53&SUBMIT;=Go")FAQs(/url):
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**EV Override was written entirely in C. The original Escape Velocity engine was initially written in THINK C on Matt's Quadra 630, and then he moved over to CodeWarrior.
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Resources were editted with ResEdit. For graphics, Matt Burch used Infini-D and Bryce. Peter Cartwright used Specular Infini-D for 3D-designs, and Adobe Photoshop for general fiddling with graphics.
The EVO engine uses the Sprite Animation Toolkit by Ingemar Ragnemalm. It uses the Ambrosia Monitor_Tool for monitor selection and effects, as well as the Sound_Tool for 8 channel stereo binaural sound effects.
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Game and Sprite Artwork was created by Matt Burch, Chris West, and Peter Cartwright. Logos, titles and main screen art were created by Mark W. Lewis and Steve Kody.
**
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- Gavin Dow, upholder of truth, justice, and the American cheese.
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(This message has been edited by Starkiller (edited 11-17-2001).)
syntax and moki conjured up some code-elves who proceeded to write the game and kill innocent children.
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=Spread the Chaos=
And don't forget the drinks, the exhausting no-slipping nights and the efforts made...
Ask Matt (if you dare).
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M'enfin!
Y'a personne qui parle français ici?