Winz2DS Engine DEV thread
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Winz2DS Engine DEV thread
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.
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
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
coding has started on building the animation system. starting with the design of the sprite manager class that will be in every entity.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
thinking about integrating lua for attacks too. then attacks can be defined indepth by users.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
wow ok... hum sounds goodInfinitasImpetum 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.
00f- (90%)-Lv4
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Currently : Japan
Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
3 days to write it all. 1 day to write the structure. 2 days of bug testing and modifying to get working.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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?
00f- (90%)-Lv4
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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
00f- (90%)-Lv4
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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.
00f- (90%)-Lv4
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Re: Winz2DS Engine DEV thread
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
just like the project you showed me before...i see.
00f- (90%)-Lv4
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Re: Winz2DS Engine DEV thread
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.
InfinitasImpetum- (0%)-Lv8
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Re: Winz2DS Engine DEV thread
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...
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...
00f- (90%)-Lv4
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Re: Winz2DS Engine DEV thread
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.
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.
InfinitasImpetum- (0%)-Lv8
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