This project was started back in October of 2002 and is still in its infancy. This new website will hopefully provide information about the progress of Q-Syndrome.
Q-Syndrome has not been publicly released in any form and shall remain Closed-Source for the time being.
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ScottDC
Saturday, July 1, 2006
test
Saturday, August 21, 2004
Has it been that long?
Progress has been slow and at times appears to be going backwards. Other projects have priority at the moment but I still, on occasion, sit down and hack away at the code. I'm mainly tracking down existing bugs, memory leaks and rewriting core components.
The way things are going Sam & Max 2 will be released before I even have a working demo.
Friday, October 24, 2003
It's not dead, only sleeping.
It may have been a while but once again the project is under development. Unfortunately due to hardware failure some of the gui system and all of the lua scripting was lost. I have taken this opportunity to completely rewrite much of the core code, replacing the link-list memory storage with vectors.
The project is now being developed using CodeWarrior 6, a damn fine program.
Wednesday, July 30, 2003
Well things have not run as smoothly as intended this month.
The good news is that the Lua scripting has begun.
This was necessary since the new GUI system will use it extensively.
The bold step to design a GUI system for QSyndrome comes after trying several existing GUI libraries. None of which satisfied the needs of the project.
So until the basic code structure of QSyndrome is in place a demo is unlikely.
Note: Some of the GUI is based on lexGUI and is using the same skins. However none of the lexGUI code has been used.
Sunday, July 6, 2003
The last couple of weeks has seen development in XML file output, reusable animated Sprite definitions and an overall cleanup of code.
XML file output means rooms, levels and sprites etc. can be created,modified and saved. Savegame files will also be generated in XML.
Sprites now can have a number of actions. Generally each sprite set will have common actions such as 'walk' and 'idle', which are used as an interface for a room.
It is a slow process as each change usually requires more code changes in other modules. As a result nothing has changed visually so there is no point in grabbing a screenshot.
If all proceeds smoothly a small demo will be released at the end of the month.
Sunday, June 22, 2003

Click for larger image
Screenshot taken of the work done up to January.
Multi layer actor sprites are possible and directional animation has been implemented as step and delay based.