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> ENIGMA Platformer Engine (DECLINED)
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RetroXYZ
Posted: Aug 9 2008, 06:41 PM
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I'm going to be different, and submit an engine created in ENIGMA.

Submission Type: How-to
Target Application: OTHER
File: Uploaded at end of post.
Title: ENIGMA Platformer Engine
Description:
QUOTE
To promote use of a new game maker called ENIGMA (http://engima-dev.org), here's a platformer engine I made.

Features:
- Smooth Variable Jumping
- Running
- Proper Collisions
- Up to 120 FPS in Running Speed
- Under 700K of File Space

Controls:
- Arrow Keys to Move
- Z Key to Jump
- Down Arrow to Run

Now, before everyone goes downloading ENIGMA and/or posting comments like "this thing doesn't work," I will mention that ENIGMA fully supports (not currently, but it will) all features of Game Maker, including execution of C++ in the program.  I would also encourage you to post the errors you get at the ENIGMA forums, and not as SPAM in my how-to comments, please.  I would say more, but you could just go to the actual website and find out yourself.  Be sure to download ENIGMA with the CORE, as well as overwriting the files in the ENIGMA folder with any patches that are released.

Be aware that while the source file is a .gm6, it may not run properly in Game Maker.  You could edit it, I supposed, but then you wouldn't get the awesome features.  I also encourage you to edit the game in game maker, but compile it in ENIGMA, because LGM's interface is not as user-friendly.

Have fun hopping around at 120 FPS.


120 FPS with less than 7K of file space? Screw Game Maker, use this. Although sounds aren't implemented yet, and the only collision function done is place_free, which is bounding-box based and not precise. But anyways, enjoy hopping around with 120 FPS. I did have gradiented sprites, but the rendering is not completely done.

But seriously, this is awesome.

Attached File ( Number of downloads: 25 )
Attached File  Platformer.zip
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Austria
Black Boo
Posted: Aug 9 2008, 06:53 PM
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I swear when I get my hands on him...
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As I said in Oni's Enigma release topic, I'll wait till sounds are implemented.


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exenefevex
Posted: Aug 9 2008, 06:59 PM
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How many objects can be active in this engine before the framerate drops below 120FPS?

My current GM7 project runs at about 230FPS check that, 160FPS with five enemies onscreen, so it would be nice to know how many more mobiles the room could handle in ENIGMA.

This post has been edited by xn--e5x on Aug 9 2008, 07:18 PM


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RetroXYZ
Posted: Aug 9 2008, 07:37 PM
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QUOTE (xn--e5x @ Aug 9 2008, 07:59 PM)
My current GM7 project runs at about 230FPS check that, 160FPS with five enemies onscreen

I didn't think that was possible in GM7. O_O
This may or may not be a good example, but it runs at 60 FPS, and you can increase the object count:
http://edc.enigma-dev.org/index.php?p=game&id=15

You must have a very new computer for it to run that fast.
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Techokami
Posted: Aug 9 2008, 07:38 PM
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Quit Stalin!
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Declined for the following reason:
___________________________________________
ERROR in
action number 1
of Step Event
for object obj_player:

Error in code at line 27:
if run=true

at position 5: Unknown variable run


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