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> Engine making don'ts, Preventing clones
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RetroXYZ
Posted: Dec 30 2008, 12:36 PM
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QUOTE (Hohoo @ Dec 26 2008, 07:38 PM)
If you want to be real cool, make the engine for Klik products or for some "real" programming language like C++, Python, etc.

Klik sucks. Even Game Maker is better than that. How could you possibly put it up to the level of "real?"

ENIGMA FTW, even though it isn't done yet.
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Drezus
Posted: Dec 30 2008, 01:09 PM
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QUOTE (LocoRoo @ Dec 27 2008, 08:13 AM)
STOP MAKING MARIO ENGINES FOR GAME MAKER

Fixed. Same reason as stated by Hohoo.


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Mecha the Slag
Posted: Dec 30 2008, 01:11 PM
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QUOTE (RetroXYZ @ Dec 30 2008, 06:36 PM)
Klik sucks. Even Game Maker is better than that. How could you possibly put it up to the level of "real?"

Flame/Troll


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Austria
Guinea
Posted: Dec 30 2008, 01:17 PM
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QUOTE (RetroXYZ @ Dec 30 2008, 06:36 PM)
Klik sucks. Even Game Maker is better than that. How could you possibly put it up to the level of "real?"

ENIGMA FTW, even though it isn't done yet.

Just so you know, Multimedia Fusion is made by KlikTeam. Unless you're refering to TGF, I have no idea what's so bad about MMF.
Also, the poster you quoted was refering to C++ and Python as real languages, not to Klik products.

Say sorry and the day is saved.
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Grant
Posted: Dec 30 2008, 01:38 PM
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John Freeman said
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QUOTE (Hohoo @ Dec 26 2008, 06:38 PM)
  • Don't include any graphichs nor sounds. If you do, use just cheap scribbles.

Actually, I think a good idea would be to use silhouettes of regular sprites. That way it can show animations and their speed properly, but no one would use silhouette sprites in a game, so they would surely get their own graphics.



Incidentally, I've been thinking on and off of making an engine which would concentrate only on the area of basic physics and movement, and which would go into VERY great depth as to how everything works in it. I'd probably even include a big document used as a tutorial. But before doing that, I'd have to finally figure out exactly how Mario games' physics work, because they would need to be very accurate in such an engine.


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Hohoo
  Posted: Dec 30 2008, 02:01 PM
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QUOTE (Grant @ Dec 30 2008, 09:38 PM)
Actually, I think a good idea would be to use silhouettes of regular sprites.

But how about a game that uses silhouettes?


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Keyser Soze
Posted: Dec 30 2008, 02:25 PM
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Engine-Making DON'TS:

DON'T make an engine


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QUOTE (
Raie @ Sep 18 2009, 08:55 PM)
Keyser you're the best person ever.
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Grant
Posted: Dec 30 2008, 02:26 PM
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John Freeman said
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QUOTE (Hohoo @ Dec 30 2008, 02:01 PM)
But how about a game that uses silhouettes?

I don't know if anyone is so mind-numbingly lazy that they'd base their game around silhouettes just on account of not wanting to change graphics in an engine.

And even if the game was meant to be about silhouettes regardless of the engine, the people would probably get laughed out of the house for using the unedited filler silhouettes from the engine anyway.


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QUOTE (Piemanthe3rd)
Pie is not random. I wish people would realize this.
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Drezus
Posted: Dec 30 2008, 03:07 PM
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QUOTE (Grant @ Dec 30 2008, 04:26 PM)
I don't know if anyone is so mind-numbingly lazy that they'd base their game around silhouettes just on account of not wanting to change graphics in an engine.

Someone who do things like this probably would laugh3.gif


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OniLink10
Posted: Dec 30 2008, 03:14 PM
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QUOTE (Drezus @ Dec 30 2008, 12:07 PM)
Someone who do things like this probably would laugh3.gif

That is the Best and worst game of all time. BTW, he made that completely from scratch, and it became very popular, and considered a "cult game".


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Arch Ninji
Posted: Dec 30 2008, 03:32 PM
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Er how about the collision box with letters to represent what sprite its supposed to be in it? Then maybe blank sound files named after what kinda sound should go in them


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Yoshbert
Posted: Dec 31 2008, 10:53 AM
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Don't make a generic SMB3 engine, we have too many of those. Instead, try something unique, or make an engine for another game franchise.


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Drezus
Posted: Dec 31 2008, 11:13 AM
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QUOTE (Yoshbert 1-Ups @ Dec 31 2008, 12:53 PM)
Don't make a generic SMB3 engine, we have too many of those. Instead, try something unique, or make an engine for another game franchise.

^^^^^^


In other words: Stop making SMB3, Paper Mario and semi-3D Mario Kart engines and try to make a really stable Yoshi's Island engine, challage yourself into a REAL, WORKING Galaxy engine or just go different with a 2D Mario 64 engine, a Panel de Pon/Puzzle League/Dr. Mario engine or something else nobody even though about doing! I still don't know why no one cares about Mario Golf or Tennis, for example!


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Funky
Posted: Dec 31 2008, 11:38 AM
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QUOTE (Hohoo @ Dec 27 2008, 12:38 AM)
  • Don't include any graphichs nor sounds. If you do, use just cheap scribbles. The engine is not a game template.
  • Don't name your engine after any existing game (e.g. "Mariofan45638967's Paper Mario engine" or "SINAPE Is New, Awesome Pokémon Engine"). That'd prevent associations to existing games, resulting in an engine open to new ideas.
  • Don't try to replicate, clone, etc. an existing game.
  • In some cases, you could include an EULA (End User Licence Agreement) with some limitations (but I personally don't recommend it).
  • Include documentation on how things work, how to edit them, etc.
  • Don't copy ideas from other engines.
  • If you want to be really cool, make the engine for Klik products or for some "real" programming language like C++, Python, etc.
The list is open for your suggestions!

This is actually very clever.

Another challenge would be, an engine (applying your rules) for NSMB movement with moves from SM64 or SMS. A few have been made. Seriously, stop remaking SMB3.


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