WE HAVE TWO ENGINES FOR YOU TO TRY!xn's engineGuinea's enginePlease try them, look at the way they are written, and post your impressions!What counts:
Do you think the engine is a good base?
Do you think YOU could use the engine yourself?
Point out possible limits you see in both engines, so you can be proven wrong or something can be done about it.The most likely result is anyway, that both engines will be merged, combining the best parts of each. So here you go: Discuss!
After we've decided what we want to do, we will now start to work!
A quick summary of what the GAME will be about for those who forgot:- Simple gameplay
- Four different characters (however, we've had suggestions to be able to unlock more after the game is over), namely the Mario Bros. and Wario Bros.
- Each character gets a special move: Mario=Wallkick, Luigi=Super Jump, Wario=Charge, Waluigi=yet undecided
- We'll have a worldmap
- We'll have characters selectable either on the worldmap or anywhere else outside of the levels
- We'll have a classic hitpoints system like in SM64.
- We will also have classic Mario enemies AND Wario-Land enemies
So welcome to the ENGINE CONTEST!Be sure to read what comes now!- We use Game Maker 6/7 unregisteredThe engine you have to make requires the following:Basics:- collision + slopes + jumpthrough platforms
- moving platforms
- Different stats
They should be easily definable in the creation event of the actual characters:
maximum speed, maximum jump, acceleration, deceleration, gravity. Everything that comes to your mind should be customizable for each of the player characters. See below for more information on "parents".
- Use just the mask for now. Graphics will be added later.
Moves for the player object:- walking and running
- variable jumping (as in: the longer you have the key pressed, the higher you jump)
- ducking + solution for when we can't stand up because there's a wall blocking the way.
Programming method: And this is the most important point of them all!!!- INDEPENDANT PROGRAMMING
That means: Different things should have different code.
What I don't want to see (in s-tags, so no-one accidently thinks that the following is *good*):
> Collision programming in the drawing event or anything alike.
> "if keyboard_left: change sprite to Mario_left, skid if you're other direction, check for walls, move left, etc etc"Bottom line is: Code everything as independant as you possibly can.
Seperate physics from graphics from keyboard input from enemy collisions etc.
You might still know what your code does, but this is a CFP, the C standing for "community" which means other people will have to interprete and change your code.
If you mix everything together, somebody could mess up the whole thing by wanting to change something as simple as a sprite.
- TAKE ADVANTAGE OF SCRIPTS
For everything that will show up more than once in the complete source: write a script!
It's a pain in the *** to go through 1000 objects and look for a small portion of code, compared to just changing a script to do the same thing.
Create scripts (if possible) in a way that you can use them for other objects than the one originally made for, e.g. a script that makes an object move horizontally, checking for walls and returning weither or not we have hit a wall should be able to be used by everything that moves, not just Mario.
- CUSTOMIZABLE KEYS
You don't need to implement a sytem to change them, but just assinging keys to variables so they can later be changed is enough. That way we can later change keys easily.
- PARENTS
Wherever possible and wherever common sense tells you that parents are useful.
Use them. e.g. one parent player object, the four Bros. would be child-objects.
Note: We don't need any enemies yet. Please only focus on the rules listed here.And keep in mind the general gameplay concept, too. You're creating the engine for that.
Also, don't add too much over the mentioned limitations, because your engine has no guarantee to be picked! You might just as well have wasted time if you do too much.
As soon as we have a decent engine (+ a few extra days to give others a chance), this contest is over.You will have the chance to discuss submitted engines.
Based on that discussion, the Organisation Team will decide which engine to use.
Note: Not the engine that looks the most impressive will win, but the one that works best as a base.
Good luck, gentlemen (and ladies, if some of you got the balls to program something as manly as a four-bros-game)!
This post has been edited by Guinea on Aug 18 2008, 08:40 AM