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Lazernaut



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18th July, 2009 at 16:57:14 -

Hi there. I'm still testing out MMF2 to see if i wanna buy it (which i'm pretty sure i will). I just got an idea for a new game, but it's a platform game. I've tried many times to make an engine from scratch, but i always end up with only the basic functionality. Is there some basic engine out there that doesn't use plugins and stuff? I want to get into making my game right away if possible. I've searched here and there but couldn't really find anything.

 
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OMC

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18th July, 2009 at 17:08:21 -

There are several scattered throughout the site. The first one to come to mind is Jess Bowers' in-progress uber engine. http://www.create-games.com/project.asp?id=1571 It's a little deep but gets more than basic functionality and I don't believe it uses extensions.

And here's DavidN's tutorial: http://www.clickteam.com/website/usa/img/uploads/tutorials/download/fastloop_plattutorial.zip Never even opened it, but it's on Clickteam's site, so...

If nothing else, you could use the Platform Movement Object. Some consider it a copout but I think it's great.

 

  		
  		

Lazernaut



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18th July, 2009 at 17:13:48 -

I think I failed to mention using the demo. That's why I wanted to use one without extensions. I'll check out the links you've supplied Thanks.

 
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18th July, 2009 at 17:15:51 -

Oh whoops, I think I misread your post, sorry. I don't think DavidN's uses extensions. Also, if you just search "platform engine" in the downloads it comes up with quite a few.

 

  		
  		

Lazernaut



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VIP MemberThe Cake is a LieIt's-a me, Mario!Wii OwnerPokemon Ball!
18th July, 2009 at 17:26:06 -

David's stuff seems to be exactly what I was looking for. Thanks

 
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Ski

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Candy Cane
18th July, 2009 at 17:34:28 -

PMO is an incredibly handy,fast,easy and adaptable extension to use if you dislike making engines from scratch

 
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[DELETED]

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18th July, 2009 at 23:59:30 -

I'm currently in the process of figuring out my own custom movement. Basic movement is pretty easy to understand, it's coding in things like slopes, wall jumps, cliff hanging etc which you'll find trickier.
But by all means, do buy MMF2! It's awesome.

 
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GamesterXIII



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19th July, 2009 at 17:07:16 -


Originally Posted by OldManClayton
There are several scattered throughout the site. The first one to come to mind is Jess Bowers' in-progress uber engine. http://www.create-games.com/project.asp?id=1571 It's a little deep but gets more than basic functionality and I don't believe it uses extensions.



If you're a perfectionist like I, I wouldn't recommend using this engine. The code is extremely long (1k lines) and there are a few bugs, though they are minor.


It isn't a bad engine by any means, but you can create a platform engine with the same current features + more and smoother movement (when you bounce on springs you fall quickly as if the gravity increases greatly as soon as you start to fall + you stop completely when changing directions) with way less lines. Around 200-300 should be the number. That includes minimal commenting and lots of groups for easy activation/deactivation. All with no extensions as well.

For example: I have one i'm currently working on with 233 lines including groups and comments, which account for 55 lines. So 178 lines of pure code, but groups play a vital role.

Current features are
Stat system Str/Agi/Vit/Int
Agi increases jump height and running speed
Walking/Running
Acceleration/Deceleration
Ice
Moving Platforms which have acceleration and deceleration
Alterable jump heights
zero bugs
etc.


Most features that are currently in the engine posted, including slopes, could be added in 1-10 lines or so depending on the feature.

Davids engine isn't bad either but it suffers from the non smooth springs as well (OCD Perfectionism wee). You also can't truly collide with the platforms, but thats just my personal nitpick and that isn't really thaaaat important .

Just keep in mind that when you create a custom engine, flexibility is KEY. Make groups for everything you can think of that may need to be activated/deactivated at any given time. Try to use the same values for things such as jumping/springs/bouncing on enemies etc to cut down on amount of code used. Also constant values are extremely useful. Using counters instead of variables for player movement is important at times, especially when you have to debug and change certain variables at run-time.



Edited by GamesterXIII

 
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