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> Engine Thread (version 0-33-17), last executable: NCFC DEMO
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Guinea
  Posted: Aug 24 2008, 02:15 PM
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Big fat note:
The engine has been updated. The enemy system has been simplified (or at least I hope that it has). All you need to worry about from now on is properties. Some properties are tied to certain AIs or certain Behaviours. Just look at the properties list below.


Welcome to the engine thread!
Since the engine is the most complicated part of the project, it is required that you read THIS WHOLE POST very carefully!
It might look like a lot to read, but seriously, if you don't read all this, you'll have a way harder time when working with the engine.

QUOTE (The Rules)
- The engine will get one (1) topic.

- Only post, if your reply includes one of the following:
> You want to edit the engine based on the TO-DO list.
> You want to point out an unreported glitch/bug.
> You want to ask a question. All questions/glitches/bugs will be summed up in the topics first post, so first read those before asking/reporting new ones.
If you want to point out a better method for solving a problem, just do that yourself.
Suggestions for go to the brainstorming topic, again.

- As soon as the engine is up, there will be a tutorial/help sort of thing.
Stick to this, otherwise your engine version will be ignored and removed.

- If you want to add anything to the engine, type a text like this:
"[ b ]I claim the engine for myself.[ /b ]
I add [insert what you add here].
I will be done in around [insert the time it will take you, maximum: 1 day]".

If the time you specified is over and you didn't reply, the engine is free for all again, so you better try to finish in time or at least post that you can't finish in time.
Certain members (especially myself, since I made the engine), will have the right to get the engine longer than 1 day.
This will only take effect, if there are complex bugs to fix, though, so don't worry!

- If you finished your work:
Put "[ s ]"-tags around your claim (edit post).
Make a new reply with the engine uploaded to it.
The engine must be converted to a *.gm6 file with LGM.
The engine has a version number: 0-0-0. You only change the THIRD of those. (0-0-0, 0-0-1, 0-0-2, etc.)
Don't add more numbers. There will always be 3 numbers, no more, no less.
This is what the numbers mean: "Release" - "Major Edit" - "Minor Edit".




The rules when you are working with the engine:

Resources
Prefix Means Description
msk Masks Masks, basically. These are all sprites that are solely used for collision detection. Check out the existing masks to get an idea what they are. Their origins are always 0|0!
Also put them in the appropriate group.
spr Sprites Sprites go here. Their origins should have a reasonable origin so they can be rotated/flipped.
Also put them in the appropriate group.
sfx Sound Effects Do I have to explain sound effects?
Also put them in the appropriate group.
mus Music All kinds of background-music gets this prefix.
Also put them in the appropriate group.
bgr Backgrounds Backgrounds get this prefix.
Also put them in the appropriate group.
tls Tiles If a Background is used as a tileset, it gets this prefix.
Also put them in the appropriate group.
pth Paths All paths get this.
fnt Fonts All fonts get that.
tln Time Lines All timelines get those.
obj Objects Objects get this prefix.
Also put them in the appropriate group.
par Parents Objects with the "par"-prefix are NOT to be used in level design or actual gameplay. They are only parent objects and nothing else.
Also put them in the appropriate group.
Variables
v Variables Normal variables are prefixed with a "v".
ct Control Variables Variables that keep track of pressed buttons/keys have this as a prefix.
prop Property Variables Variables that control individual properties of different objects are prefixed with "prop".
If you are a beginner, you should only change these. (Read the Beginner's walkthroughs below for more information!)




If you are a beginner...
Read this (Construction Kit Enemies) and do the following:
Duplicate the enemy that is the most similar to the one you want to create and modify only the creation event. You have this list of properties, AI scripts and Behaviour scripts at your disposal and with that you're supposed to work.
If the existing scripts and properties are not enough for you, contact me and I will provide you with all that.

Once again: All you have to do is to take the creation event of your new enemy and edit that in a way so you get a new enemy out of that. Nothing else needs to be done.
If you have trouble understanding this, contact me, too.

Blocks have a similar system, just that they have only properties. Just that in this case there are not so many options available for you and most blocks that are relevant already exist, so focus on the enemies instead, thank you smile.gif


If you are an advanced programmer...
Unfortunately I can't provide a tutorial for you here.
Advanced programmers are supposed to be able to write new AI scripts, for example.
But again, nothing too mindblowing will be possible without the appropriate behaviour scripts.
If you want to create something more advanced than the two "Walkthroughs" above, please contact me before doing so, and I will give you advice! (MSN, AIM)



If you're an expert programmer...
If you think (and KNOW) that you're good enough with GML and understand the system.
When you do expert tasks, please document your changes as precise as possible and state WHERE you have changed/added things so they can be checked for compatibility.
(If things are messed up too much, your version will not be accepted)
Also, you can always contact me if you have questions about why this and that is done like it is done.




Click here for the Optimized Transscript of the CFP Engine Workshop


Here is the priority list!
Everything on it has to be done, everything that is not on it is not to be done!
Identify yourself with one of the three groups (beginner, advanced, expert). If a group is too complicated for you, just drop to the next lower group. Do not overestimate yourself!
QUOTE (Current Priority List)
>>BEGINNERS<<
- Add more enemies from the existing properties
- Use the new BLOCK system to create blocks. Examples can be found in the existing Block objects' creation events. (works very similar to enemies)[s]
[s] - Create a few of the enemies that can be found on the sprite list and are possible to create with the current setup.

- Add Luigi's sprites and attach them to the Luigi object. Keep the pattern of Mario's sprites (8 for idle, 7 walk, 7 run ...). Luigi can be found in the WIP topic.
- Create Luigi, Wario and Waluigi.
>>ADVANCED<<
- Create as many AI scripts as you want. Before doing so, please contact me!
>>EXPERT<<
- Create a system for entering/leaving levels and returning what has been done inside.
- Create a graphics system.
>>MYSELF ONLY<<
- Create behaviour scripts for: climbing ladders/fences.



The current engine version will always be attached in this first post (when I'm online).

Executable for helpers who don't have GM (NCFC DEMO EDITION)

This post has been edited by Guinea on Oct 31 2009, 12:32 AM
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Black Boo
Posted: Aug 24 2008, 03:14 PM
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Simple enough.

I will make Luigi, Wario, and Waluigi. This should take me up to 3 hours maximum, 30 minutes minimum.

Finished.

This post has been edited by Black Boo on Aug 24 2008, 04:34 PM

Attached File ( Number of downloads: 96 )
Attached File  cfp_engine_v0_1_1.gmk


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Guinea
Posted: Aug 24 2008, 03:25 PM
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QUOTE (Black Boo @ Aug 24 2008, 09:14 PM)
Hey guinea, when I'm done, want to help me with the graphics? It should be simple enough...I think...

Catch me on MSN and we discuss those.
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Black Boo
Posted: Aug 24 2008, 03:28 PM
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I swear when I get my hands on him...
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Gotcha. Hey, did you record the stats Onilink, kirbyhi5, and I were discussing for the chars? Because those are relevant to what I'm doing now...


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Guinea
Posted: Aug 24 2008, 03:33 PM
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QUOTE (Black Boo @ Aug 24 2008, 09:28 PM)
Gotcha. Hey, did you record the stats Onilink, kirbyhi5, and I were discussing for the chars? Because those are relevant to what I'm doing now...

As long as you just create them, it's fine. Adjustments can always be made when people disagree with your settings.

Oh and before I forget it: I added the property "propSpeedV" but I think I forgot to implement it into the engine. So you might just ignore that one for now ^-^ sorry!
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Black Boo
Posted: Aug 24 2008, 03:37 PM
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I swear when I get my hands on him...
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It's not in here, so it's fine. :P I just need to make Waluigi now...


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Bigbowsa
Posted: Aug 25 2008, 05:14 PM
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lol showbiz bowser
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Why do I keep forgetting about this!?

I'll see what I can do.


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Xgoff
Posted: Aug 25 2008, 05:21 PM
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i think 'bkg' would be better as the prefix for backgrounds but yeah


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Guinea
Posted: Aug 26 2008, 05:17 AM
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I'll take the engine and will do a graphics system!

The system will work just like the current property system, so if you're a Beginner, you should be able to work with it.

It will take 12 hours, possibly will go faster.
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Guinea
Posted: Aug 26 2008, 04:21 PM
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Graphics system is "done". The basics of it are at least.
You are not yet able to create totally new animations for any object, BUT you are able to add sprites to the game and have them displayed.

List of new functions:
animation_setup_basics(initial animation constant); .... sets up all variables that are needed for the system.
animation_manage(); .... a script that just adds the animation speed to the current animation pointer and resets the animation when it has reached its end.
animation_simple(); .... this is a very simple animation circle that needs nothing more than the first image's index, the number of total images in the animation and a speed. Look at parPlayer or parEnemy's "user defined 0" event to see how it is used.
animation_check_new(); .... called in the end step event, this checks if we have a new animation. If yes, it resets the counter variable.
animation_setup_player(); .... sets up the basic values for the player object's animations (e.g. the different starting points for each animation.)
animation_setup_enemy(); .... does the same for the average enemy object.

These functions are suited for: ADVANCED PROGRAMMERS. Beginners, please don't try to use them.

Advanced users can find some deeper explanation in the scripts themselves.


Note: the PRO constant is TRUE in this version! If you have LITE, be sure to set the constant "pro" to 0, otherwise you will get errors!
You can set the constant in "Global Game Settings" -> "Constants". It is the first constant in there.
Note: if you have lite, you will then fail to see the mirroring effect, so don't complain about that, since it's "known".

Another note: the playable character in this version is "LUIGI", even though he has Mario's sprite. I experimented a bit with his physics, so they might seem weird to you.

Have fun.

Attached File ( Number of downloads: 79 )
Attached File  cfp_engine_v0_2_1.gm6
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Black Boo
Posted: Aug 26 2008, 05:19 PM
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Umm, guinea? Shouldn't we use my Wanderin' Goom instead of the Pirate Goom? Beacuse the spear is supposed to hurt, and you don't "hit" the spear. Just a suggestion.

Oh well...

I will take the engine for a few minutes to add Goomba and Wandering Goom. I have already started on this

Finished.

BTW, I have found...A BUG!!! Dun dun duuuuuuuuuuun!

When an enemy is placed DIRECTLY OVER the player, it will not move untill the player moves. :O

Well, here's the engine.

This post has been edited by Black Boo on Aug 26 2008, 06:06 PM

Attached File ( Number of downloads: 65 )
Attached File  cfp_engine_v0_2_2.gmk


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Guinea
Posted: Aug 27 2008, 04:42 AM
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Nice work, Boo.

Also, the spear doesn't hurt yet (only when directly touching the goom), which came to me right when I made it.
The reason why I made the spear-man first was because only the spear-man is already in the Finished Sprites thread, that's why.

I'm currently planning another property set that lets you add an extendable weapon (like that spear) to the goom. If I have the time I might add that today, but I'm not sure.

Keep on rolling, guys!
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Guinea
Posted: Aug 30 2008, 03:38 AM
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Grabbing the engine for one or two things
I'll add as much as I can. (new properties, for example)

You'll get it back in 24 hours, max.


EDIT: Status Report:
Property "HasShell" is now working (at least in collisions with the Player).

Things I want to do before giving back the engine:
- enemy_collision_enemy();
- animation support for shells.

Note for later: Since "HasShell" is a property, the enemy doesn't need to change into another instance to retreat to the shell.
If you wanted to create a Koopa, you simply give it the same specifications as a SpearMan (without the spear of course) and give it the "HasShell" property. Done.

This post has been edited by Guinea on Aug 30 2008, 11:58 AM
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Mecha the Slag
Posted: Aug 30 2008, 08:36 AM
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Can us non-GameMakers get an executable so we can give c+c on it?


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Guinea
Posted: Aug 30 2008, 10:05 AM
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QUOTE (MechaBowser @ Aug 30 2008, 02:36 PM)
Can us non-GameMakers get an executable so we can give c+c on it?

Not yet. It's pretty basic.
You might get an executable when I'm done with my current plans. (which is later this day)
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Guinea
Posted: Aug 30 2008, 12:04 PM
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Ok, it's done.
The hasShell property does now work. You can create Koopas now. (Note: The upside-down animation (which is also played for the in-shell animation, since there are no enemies that are upside-down AND shells at the same time) is the same one as the walking animation, so don't expect your koopas to actually retreat to their shells.

In the example, I've just used a Goomba and gave it Koopa properties (there is now a Goomba and a Koopa that looks like a Goomba).

So you can kick the shell and stop it by jumping on it.
Shells take out all other enemies, two shells will destroy each other.
Enemies that regularly collide with each other will ask their respective AI what to do now (as a place-holder, enemy-with-enemy collisions are treated like collisions with walls by the AI, but this will change, don't worry!)


I attach here an executable for the non-gamemaker users out there so they can see what it looks like so far.
Arrows + Shift + Control controls the game.
Keys 1, 2, 3 and 4 restart the room with the appropriate brother (all have the sprite of Mario, but the physics are different).

Attached File ( Number of downloads: 92 )
Attached File  cfp_engine_v0_3_1.zip
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Black Boo
Posted: Sep 1 2008, 03:38 PM
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I swear when I get my hands on him...
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QUOTE (Guinea @ Aug 30 2008, 12:04 PM)
(there is now a Goomba and a Koopa that looks like a Goomba).

IN COGNITO.

Nice work btw.


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SuperMarioMaster
Posted: Sep 8 2008, 10:41 AM
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It's been real
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Could I have a list of things left to do?

Don't get mad at me if I missed one laying around


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Alex
Posted: Sep 8 2008, 11:14 AM
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QUOTE (SuperMarioMaster @ Sep 8 2008, 05:41 PM)
Could I have a list of things left to do?

Don't get mad at me if I missed one laying around


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SuperMarioMaster
Posted: Sep 8 2008, 06:55 PM
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It's been real
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QUOTE (Alex @ Sep 8 2008, 12:14 PM)
TO-DO list

You should read that

It has nothing to do with what I'm talking about
But I found one so nvm

This post has been edited by SuperMarioMaster on Sep 8 2008, 06:57 PM


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