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Winz2DS Engine DEV thread

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Post by InfinitasImpetum Sat Feb 07, 2015 1:16 pm

this is a custom engine i am coding for UKWinz.  its designed for sidescoller games only, hence why the S at the end. stuff defining what a character will do or how a map is setup will be text based meaning anyone can modify them. also the engine will be open to modding. there will be tools for the engine but they aren't need to make a level or char. you can use a text editor & image program to make them too but the tools will make things easier.

Language: C++

coding libraries using:
SFML
Box2D
LUA or some other language for AI programming.


Last edited by InfinitasImpetum on Sun Feb 08, 2015 7:45 pm; edited 1 time in total
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Post by InfinitasImpetum Sun Feb 08, 2015 12:43 pm

going to say this now:
i will be not giving away on how the engine works to anyone. except where its needed among others working with me on the project. the engine workings will be kept secret between the people in the project. the reason for it is the engine going to constantly change plus i want users to figure out how to mod it. if i gave all the answers on how to mod it, it would be too easy. the only amount of info i am going to reveal now is that the entire engine is mostly text and image files except for the main executible to run the engine. yes, that means save file are text based and can be read but that doesn't mean i will make it easy for you to just go off and cheat without some effort.
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Post by InfinitasImpetum Mon Feb 09, 2015 7:25 pm

coding has started on building the animation system. starting with the design of the sprite manager class that will be in every entity.
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Post by InfinitasImpetum Thu Feb 12, 2015 9:54 am

thinking about integrating lua for attacks too. then attacks can be defined indepth by users.
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Post by InfinitasImpetum Mon Feb 16, 2015 8:41 pm

planning to rename engine later. i might call the engine B.C.2d Game Engine.

B.C. 2d = Balanced Combat 2d Game Engine.

my plans to have the engine auto balance attacks. what does this mean, no OP characters that what it means. cause the system will handle how attack strength is determined.
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Post by InfinitasImpetum Fri Feb 20, 2015 10:42 am

nothing got done for the engine.....decided to switch from vs2012 to vs2013. reason is chaiscript not planning to use it right away might not at all just want to be prep incase i do.
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Post by InfinitasImpetum Sat Feb 21, 2015 7:01 am

animation system almost done and no i didn't pull and all nighter. the only thing that needs to be done is testing it and to handle any bugs.
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Post by 00f Sat Feb 21, 2015 7:13 am

InfinitasImpetum wrote:animation system almost done and no i didn't pull and all nighter. the only thing that needs to be done is testing it and to handle any bugs.
wow ok... hum sounds good
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Post by InfinitasImpetum Sat Feb 21, 2015 12:19 pm

well, fuck tested and ran into problems. got most things debugged but the main problem is loading an image. worked for me in vs2012 but vs2013 it decided to crap on me.....

FUCK!!!.....ok, i might have to take this slowly and test out stuff.....


i have fixed the image problem and i am narrowing down some other issues.


EDIT::
YES!!! its working almost. have a minor issue to solve. but it seems to be looping through the animation set. though only the offset is effect. the sprite does change image.

damn it. rewriting a part of it. learned something about sfml worth implementing. actually a good portion. shouldn't take long will do it tomorrow with a minor bug fix.
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Post by InfinitasImpetum Sun Feb 22, 2015 12:25 pm

Animation system is working and i would say its done. though a tool to help set things up might be needed.

3 days to write it all. 1 day to write the structure. 2 days of bug testing and modifying to get working.
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Post by 00f Sun Feb 22, 2015 1:32 pm

InfinitasImpetum wrote:Animation system is working and i would say its done. though a tool to help set things up might be needed.

3 days to write it all. 1 day to write the structure. 2 days of bug testing and modifying to get working.

wow are you doing 24/7 on this? sure sounds like you're giving it you're all...  i'm practicing my coloring skills, nothing to do with the game other than i could use that to make it look prettier i guess lol

so...exactly how far are you done working with that engine of yours?
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Post by InfinitasImpetum Sun Feb 22, 2015 2:46 pm

just the animation part. and i only really work on it like 3-5 hours each day. these past 3 days.

next step is entity coding. animation code might need more additions but it works for now.

if your asking why it didn't take as much time as you think. its cause sfml, it makes things easier to deal with like images. though it doesn't have a animation system for replacing sprites.

well, i should probably write a tool to help construct animations too but the animation data file hasn't been designed yet.

key input system need to decide on how to handle this.
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Post by InfinitasImpetum Mon Feb 23, 2015 8:57 pm

Animation file template 1 (contains all animation data for animated entities)
Code:

[SpriteSheets]
Sheet: image.png
Sheet: image1.png

[Animation]
Name: test
SheetId: 1
FPS: 4
Loop: true
Frame: 4,4,4,4,6,7
Frame: 45.6,43,232,23,90,0
Frame: 1,2,3,4,5,6

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Post by InfinitasImpetum Tue Feb 24, 2015 12:44 pm

ok, how does the button/key system work in my engine.

you have a max of 6 keys you can use and 4 direction keys to use.  you don't have to use all the keys.

currently improving animation code. so far i made decent improvements.
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Post by InfinitasImpetum Thu Mar 05, 2015 10:06 am

i am not going to give up on this engine. though i feel i need to shelf this for a month or so.  i want to experiment with unity 5 abit.
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Post by 00f Thu Mar 05, 2015 11:59 am

sounds good to me. don't let your work go to waste, we need more than a proof of concept we need to at least make something look finished and pro...for once XD
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Post by InfinitasImpetum Sun Mar 08, 2015 12:02 pm

nvm, i am back working on it. XD

i thought i would need a month but a couple days was enough. going to save getting more indepth with unity for later or when i need a break from coding the engine.

improved Animator script again.  entity and player script created.

todo list:
alot, priority getting a entity working possibly moving and building software to handle animation creation.
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Post by InfinitasImpetum Sun Mar 08, 2015 4:13 pm

My progress:
http://www.mediafire.com/download/c61c6mh62laych6/ProofofSomethingisgettingdone.rar

if this was full/working engine or tools for it, i would of sent it privately.


engine might be shared between winz00e and amecha.
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Post by InfinitasImpetum Mon Mar 09, 2015 12:27 pm

began frame event system building. the frame event system will handle events that are called when a certain animation & frame of that animation becomes active.

example
frame 0 of running will have an event set speed to 5px per second so the entity is moving.

speed will be set px per second.
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Post by 00f Mon Mar 09, 2015 3:45 pm

sounds good... just to let you know im graduating in June, after that i'll be in Japan and after that i dont' know, but that's when ill have the most time to work on stuff if you need/want me to. i'm here whenever though, you just seem to work so much so fast.
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Post by InfinitasImpetum Mon Mar 09, 2015 5:25 pm

i might do something like M.U.G.E.N fighting engine has a open it up so anyone can add character and create stages except make it closer to super smash bros.
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Post by 00f Mon Mar 09, 2015 6:08 pm

just like the project you showed me before...i see.
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Post by InfinitasImpetum Mon Mar 09, 2015 6:36 pm

i think this will be for the best then anyone can come in and add stuff they want and don't want.  i will be putting a level system for users to create level they can go through like super smash bros subspace emmissary has or mario like or whatever. i will try to make that part as open as possible.
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Post by 00f Tue Mar 10, 2015 4:13 am

sounds good tbh, so this'll get back modding? nice

mecha smach bros...people and me will make gundam mods for it. make sure we can have a "overdrive" mode and sp attacks as well...
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Post by InfinitasImpetum Wed Mar 11, 2015 12:23 pm

i want to possibly add a online mode.  which will use a server to communicate between players.  online mode will be strict when it comes to stuff you have. as in it will require you to have all characters and stage registered with the server. it will not check if file are right just each character needs a id to identify the characters. same with stages.

also i am not going for mechs, just an open ended system for all kind of characters. like imagine naruto fighting a gundam or goku going against mario. something like that.  

transformations will be part of ultimate actions and will be permanent or be timed. timed transformations will give big boost to stuff while permanent transformations will give a small boost.  

i will be auto calculating damage but there will be an option to override this auto calculated value.
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