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> IT'S THE FORCE, an engine; don't kill me
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RetroXYZ
Posted: Aug 9 2009, 04:34 PM
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FORCE = Free, otherwise randomly coordinated engine (can't think of a good acronym)

Basically, an engine that will give you a bunch of puzzle pieces, a picture on the box, but the puzzle isn't put together.

Since that was a crappy analogy, I'm making a parent tree in Game Maker, where you will have different elements that can be pieced together, although it won't be all together for you. That way, people who know what they're doing will be able to make use of the pieces and put them together to make a game, and people who just want to take the engine with no experience and make a game will have a difficult time doing so.

Anyways, here's some of the features:
- Health system (allows recoil speed and invincibility timers, and allows for infinite health; this can also be used for mario, where you only have three health max, and the health is gained per mushroom/fire flower)
- Power-up system (basically just destroys a powerup object when it hits you, and on destroy you can raise the health or something)
- Enemies (goes with the health system)
- Multi-jumping (let's you specify the number of jumps, and specify if you can only jump before or after the apex, also allowing infinite jumps for games like Kirby)
- THE FORCE (okay, not really, but this is basically just a set value that is checked along with xspeed/yspeed for collisions, might also help me make slopes later)
- Perfect Collisions (that's right, except I need to fix a few things, since fractional values won't let you slip through gaps where you'll fit)
- Slippery solids (each solid has a slide variable, which is basically just multiplied to the decreasing speed interval, making you slow down differently)
- Conveyor belts (uses THE FORCE)
- Wind (also using the awesome FORCE, pushes you in a direction, can be used for water currents and wind and other stuff, plus it steals the idea that xgoff thought he had without me knowing when I made it)
- Water (allows infinite jumping while doing this, and basically halves the speeds, so the jump height halves, but you still spend the same time jumping, and really, just look at it because I can't explain this well)
- ? Blocks (obviously, we need these, and it's as simple as setting contents to the object int the box)
- Brick Blocks (always get destroyed, but I'll probably modifiy it so you need 2 health to make it work)
- Switch Blocks (just switch whenever, but I'll make something linked to them)
- Mushrooms for ? Blocks (I'm not doing fire flowers since they're too easy, but I figured I'd have these in there)
- Goomba-like enemies (enemies that die when you jump on them, and you specify the number of jumps before death)

List of things I'm planning to do (suggest and I'll add them, but no guarantees):
- Make brick blocks only break when you have a certain health or higher (big mario or greater)
- Make switches actually do something
- Koopas

I'm planning on adding elements from various games such as Mario, Mega Man, and Metroid as I progress with this. I'll probably end up doing ? blocks and bricks first just because I feel like it, and this is MFGG after all.

No, I'm not doing slopes any time soon. They give me headaches.

Thanks to Mike Shinoda for reminding me that I need to do Jump-through platforms and moving platforms, but I decided to show you guys this first.

BEHOLD v3
BEHOLD EXE

Works on GM7 lite, and don't bother asking for a GM6 version (besides, you can just use LGM anyways).

Be sure to mention any bugs/glitches/whatever.

If you want to, give me suggestions on what to add, but don't expect me to add them.

This post has been edited by RetroXYZ on Aug 13 2009, 02:39 PM
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Mike Shinoda
Posted: Aug 9 2009, 05:07 PM
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Great work! You making this a game sometime?

My only complaint is that it gets a little aggravating on how I cant control myself through most of the stage, but I guess its supposed to be like that.

Oh, and
(Imageshack is being slow for me today)
I get stuck everytime i hit this spot

This post has been edited by Mike Shinoda on Aug 9 2009, 05:07 PM

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rain.

AKA Artic

I'm gonna miss you ol' pal. See you guys in the 3.0.
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RetroXYZ
Posted: Aug 9 2009, 05:15 PM
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The stage was mostly to show off the big features, but since you have the source, you can just make your own room with par_player_withall as the player.

Damn, I thought I fixed that, but apparently not. I'll try at it again.

Edit: I see the problem. It only decreases the speed when you're not in the wind, and if you're in the left wind, it won't decrease the up wind, no matter what. I'll have to look into that. For a game... well, I might end up making a platformer at some point. ^_^

Edit #2: I've added ? blocks, just as promised:
http://willhostforfood.com/access.php?fileid=78832

And for those who want an EXE, I've also supplied one:
http://willhostforfood.com/access.php?fileid=78833

I've also made the room a little easier to... get around.

This post has been edited by RetroXYZ on Aug 9 2009, 06:28 PM
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RetroXYZ
Posted: Aug 13 2009, 02:42 PM
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Bumped

Not like anyone cares or anything, but I've updated the first post with more features.

Including...
- Brick blocks
- Switch blocks
- Slippery solids no longer lag (I hope)
- Health system (can be used in classic Mario if you set it to 3, and that's how it is right now)
- Enemy System
- Pickups (currently only mushrooms)
- Goomba/Rex/whatever you want it to be
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