Hello everyone! Nice to be here again!

So yeah, I'm officially a citizen again. Army sucks, so if it's voluntary in your country, don't go, if it's not, avoid it tongue. Colossal waste of your life.

Now.. About Intense X..

Sadly, I don't have a website anymore:( My host e-mailed me about a month in advance that both the storage and the dns are due but I didn't get to read them until after it was very late. I called them up and they said they literally erased everything from their harddrives as well, so even if I get to upload the website again, my poor forum is lost forever. crazy. But that's not the big issue here.

To be completely honest with you, I'm not sure I want to continue working on Intense X. The real problem is this engine. It's not that it's a bad engine, and it's definitely worth it's money, but there are times that you spend so much time on things that should be easy to create. Mainly I'm referring to the bug that killed Intense X before I went to the army and delayed the release of Silver and Gold for about a year or two. Jcl was very helpful at the time, but obviously he couldn't examine the entire code I've written to pin-point the bug and the engine didn't made it easy to locate it either.

What I wanted to do with Intense X was make a tool that complemented Gamestudio in a way that most engines do it nowadays. Take a big load off the game developing team and also being able to assign the workload of your game equally to both the game designers, the artists and the programmers. With Intense X I envisioned the game designers being able to design the game and every level just by working with panels alone while the programmers (if any) would work on new features that their game required. The point is, designers should only focus on the game itself, programmers should only focus on extending the engine's capabilities and no one should spend time on basic things that the engine that you paid should provide for you, like pathfinding, shaders, weapons, multiplayer, etc. And these basic features should be easy enough to use that a non-programmer should be able to use them. Once I have developed such a tool I was of course inclined to use it to make my own game with it as well.

But you see, that's a lot of work and when I'm not even sure I can fix that memory bug, I don't think I have the time to keep working on this. I'm unemployed now and I'll be looking for a way to get into the video game industry (anyone looking to hire a programmer?:) ) and while doing this I thought I'd try to get my feet wet with an engine that's more widely accepted in the business.

As for Intense X. For starters I'll upload a keygen so that if you've bought it you can still install it now that the website is down. Also, if there's anyone interested I wouldn't mind sharing the whole source with you. Everything is neatly organized for all Intense X editions (copper,silver,gold,platinum), but I still doubt if this will really help anyone. Nothing's worse than working with someone elses source code and on top of that, you'd have to solve the bug problem that literally killed Intense X.

Be back soon,
Aris


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