Welcome to BuildSharp!

BuildSharp is an application, currently in development, that can read from and utilise assets from Build games and be used to generate games via a scripting language. Developed in C# and using XNA (but planning to move to MonoGame when able) The primary focus is on the Build game "Blood" as it is currently one of the main three Build games (the others being Duke Nukem 3D and Shadow Warrior) that has not had it's source code released. This site is still quite new, so please check out our Facebook page for details of our development so far. 

A little update for you

posted 13 Jun 2015, 02:17 by Cosmo The Coder

A small-ish video on what is happening at the moment...

YouTube Video

So, I did a development stream...

posted 11 Dec 2014, 02:48 by Cosmo The Coder

I decided, as a small experiment, to do a development stream yesterday (after announcing it in several other places) and see how it went... Here is the video of the entire session on YouTube, I apologise if I waffled on too much as I did have a plan... but things got away from me!

Stream development video 10-12-14

The last month - 2014/11/06

posted 6 Nov 2014, 06:26 by Cosmo The Coder

Rather than write a load of waffle, I figured a video would give you a more precise idea - enjoy!

This week - 2014/09/24

posted 24 Sep 2014, 06:27 by Cosmo The Coder

Rather than give a long post about what I've been up to in the last few weeks intermingled with pictures, I've created a short video to give you the general idea.


This week - 2014/09/16 + 1

posted 17 Sep 2014, 13:06 by Cosmo The Coder

This week, I've actually spent more time in Blood and MapEdit building test rooms and scenarios to see how enemies/creatures behave in various circumstances. This is to determine different states and behaviours when it comes to different weapons, areas, and actors. So far I've written code to implement the Bat, Hand, and Spider actors. They is no AI but it basically reads in the SEQ files for each actor and based on what action is selected, it plays the SEQ file for it. You can kill them in several ways (fire, tesla, explosion, etc.) but it's a little fiddly in terms of showing anything as it's all hard-coded... hopefully should have something to show in the next few weeks!

Projectiles are next on the list after the creatures/enemies (this is term in code, "creatures" are basically things that think and/or do things as opposed to things that sit there) are implemented. This will then allow me to program the reactions when a creature is hit with a certain projectile/attack.

This week - 2014/09/09

posted 10 Sep 2014, 12:11 by Cosmo The Coder

So the summer holidays are finally over and I'm getting back to the coding. I've done a little bit of coding over the summer, but mostly planning what and how to do what needs to be done. The main focus is actors, and the process of getting them to work as they do in Build games is the primary focus for this week. Apparently this is called "billboarding" so that will be interesting!

I will detail the general plan for the next few weeks next week, as there are some interesting ideas that I need to go over and want to detail them so I have a point of reference and everyone can see what will be happening the next few weeks!

This week - 2014/08/05

posted 5 Aug 2014, 11:40 by Cosmo The Coder

This week... er and last week too, I've been so busy that development is on hold. So don't worry I'm not dead and this project isn't dead... things should get back to normal soon, I hope.

This week - 2014/07/22 - written the day after (oops)

posted 23 Jul 2014, 11:54 by Cosmo The Coder

This week, when I should have posted this yesterday... is going to be slow in terms of coding. Summer holidays have started and with my kids off from school, time will be limited to do much coding. It's also my sons birthday party this weekend and birthday next week so that's even less time. So I'm officially declaring a "slow period" for the next six weeks. Things will still be developed, as I've finally solved the camera angle problem I've been having the last few weeks, but not to the same level as they have been for the last few months.

On the plus side, Blood has been released on Steam... it's still the DOSBox version (like GOG) but perhaps there is hope... I'm not buying it though (Sorry!)

This week - 2014/07/15

posted 15 Jul 2014, 13:22 by Cosmo The Coder

This week, I'm deep into planes... not the flying type though. Trying to figure out how the angles between camera is complicated but I'm getting there. Lost a bit of time due to family visiting and preparing for the summer holidays. This suggests that it development may slow down a little during the next six / seven weeks. I'll try to post an image or video soon showing what I have so far... if I get something actually working.

This week - 2014/07/08

posted 8 Jul 2014, 11:39 by Cosmo The Coder

This week, after a bit of weapon building, I'm looking into actors. This is mainly to start building both the enemies and projectiles that are going to be needed by the weapons tester. It'll also allow for the sprites to stop being so flat and give them their 3D look (or 2.5D look if you will) when being viewed from different angles. The idea is to start looking at the SEQ files and combine them to make a single actor with different states (similar to how the weapons work now by loading in the QAVs and combining them). Once complete, i may end up creating and actor viewer / editor so as to allow for a easy viewing etc. (actually might do that now as now I think about it, it's a good idea).

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