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Project: Custom Platform Movement Engine (Open Source)
Project Started: 19th May, 2009 Last Update: 19th May, 2009
Project Owner: Jess Bowers Project Members:
Project Type: Engine for Platform Games Project Progress:

Project Overview  
Preview Okay, folks. Here is the official project page for the Custom Platform Engine that we've been discussing in the forums. My general goal is to enlist the help of a number of other members in the development of this open source engine and imbue it with a variety of interesting movements, features, and gameplay mechanics.

I don't think this engine need necessarily be used for any particular games. Rather, I think it can be a great learning tool for folks looking to add new movements or actions to their own engines. I know that when I began working on a custom platform movement engine - I downloaded just about all the custom engines I could get my hands on. Well, hopefully, this engine will benefit someone else the same way other folk's engines helped me.

Want to help out? Send me a PM!

Features that have been discussed for inclusion:

Basic Movement:
Walking (with acceleration and deceleration)
Running
Jumping (double, variable height)
Crouching
Skidding (while crouching)
Sliding (while running and changing directions)

Advanced Movement:
Slopes
Swimming
Climbing on ladders (vertical)
Climbing on poles (horizontal)
Flying (normal)
Flying (with:Jet Pack - continuous key-hold thrust engine)
Flying (with:Angel/Demon Wings- keystroke-driven wingbeats/flapping with gliding)
Reverse dash/avoid (Castlevania/Smash Bros Melee style)

Special Abilities
Wall Jumping
Rolling (Metroid style)
Block Pushing
Ledge Grabbing
Growing and Shrinking (Mario style)
Mid-air Dash
Speed Boost
Chameleon (background blending of the character to reduce chance of being seen by the enemy)

Special Objects:
Springs
Pogo Stick (sort of like a spring that sticks to the sprite)
Conveyors (left and right)
Horizontal Moving Platforms
Vertical Moving Platforms
Cannon Launching (Spring + X Movement)
Grappling hook
Hang Glider (movement using gliding with wind resistance and air currents to provide lift)
Breakable weapons (that can be carried over to the next stage)
Throwable Items (anything not bolted down and not too heavy should be able to be thrown)
Shovel (digging)

Special Environments:
Low/High Gravity
Reverse Gravity (gravity to the top, left, or right, as well as bottom of screen)
Wind (constant X movement)
Ice-covered Ground (slower accelleration/deceleration)
Destructible Terrain (smashing chairs, tables, windows, breaking walls, chopping down trees)
Liquid Viscosity (varying degree of movement slowdown in liquid depending upon type of liquid)

Game Mechanics
Enemy reaction based upon attack blow dealt to them
Blood Loss (character gets injured badly, they need to find a medi-kit or complete the level fast)
Alterable clothing/Appearance (it gets tattered/blood stained/ripped the more you get damaged)

Project Forums Topics Posts Last Post
Public Forum
Public forum for open project discussion
3 15 Ideas for the eng...
By: Kyle Strait
On: 2nd Feb 10, 20:03:31
Private Forum
Private forum for project members only
0 0 No Access

Version 0.3
Posted 19th May 09, by Jess Bowers 13 Comments
Preview

Version 0.3

As this engine is an adaptation of my Super Mario World engine, you'll notice it still has a number of Mario graphics and gameplay elements. As the goal is to make a "generic" engine, these artifacts will be "cleansed" in future releases.

http://toadstool.net/games/cpm/CPM_v0.3.mfa

Features in this release (in strikethrough):

Basic Movement:
Walking (with acceleration and deceleration)
Running
Jumping (double, variable height)
Crouching
Skidding (while crouching)
Sliding (while running and changing directions)

Advanced Movement:
Slopes
Swimming
Climbing on ladders (vertical)
Climbing on poles (horizontal)
Flying (normal)
Flying (with:Jet Pack - continuous key-hold thrust engine)
Flying (with:Angel/Demon Wings- keystroke-driven wingbeats/flapping with gliding)
Reverse dash/avoid (Castlevania/Smash Bros Melee style)

Special Abilities
Wall Jumping
Rolling (Metroid style)
Block Pushing
Ledge Grabbing
Growing and Shrinking (Mario style)
Mid-air Dash
Speed Boost
Chameleon (background blending of the character to reduce chance of being seen by the enemy)

Special Objects:
Springs
Pogo Stick (sort of like a spring that sticks to the sprite)
Conveyors (left and right)
Horizontal Moving Platforms
Vertical Moving Platforms
Cannon Launching (Spring + X Movement)
Grappling hook
Hang Glider (movement using gliding with wind resistance and air currents to provide lift)
Breakable weapons (that can be carried over to the next stage)
Throwable Items (anything not bolted down and not too heavy should be able to be thrown)
Shovel (digging)

Special Environments:
Low/High Gravity
Reverse Gravity (gravity to the top, left, or right, as well as bottom of screen)
Wind (constant X movement)
Ice-covered Ground (slower accelleration/deceleration)
Destructible Terrain (smashing chairs, tables, windows, breaking walls, chopping down trees)
Liquid Viscosity (varying degree of movement slowdown in liquid depending upon type of liquid)

Game Mechanics
Enemy reaction based upon attack blow dealt to them
Blood Loss (character gets injured badly, they need to find a medi-kit or complete the level fast)
Alterable clothing/Appearance (it gets tattered/blood stained/ripped the more you get damaged)

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