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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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9th July, 2011 at 00:21:43 -
I started an entry for part 1. My computer is completely screwed at the moment however so i'm busy fixing it.
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Christodoulou Apps
Registered 28/07/2003
Points 1943
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9th July, 2011 at 10:06:25 -
...
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lembi2001
Registered 01/04/2005
Points 608
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10th July, 2011 at 00:19:54 -
Engine is around 60% complete!!
Ditched PMO in favour of a custom engine. Only need left/right movements and gravity so all good! Gotta implement a Level editor of sorts now and then i'm all done.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 05:29:24 -
My engine submission is completed, with a little time to spare should anyone have additional suggestions or requests for bug-fixing.
Here's the download link:
http://www.let-off.com/software/examples/smr-tbmengine_v1.mfa
A stand-alone EXE version is also available, at the following link:
http://www.let-off.com/software/examples/smr-tbmengine_v1.exe
Here's a short list of features:
--locked doors (a total of 3 in the examples provided, each opened with its own key)
--basic AI opponents (finished one; there's another that's still tricky)
--Sokoban-like puzzle components (moving crates to "storage spaces")
--the ability to shoot and capture/destroy enemies
--a broom and the ability to "sweep up" garbage and debris (the ability to move objects in the game world once you've collected an item, and either select to push them or move overtop of them)
--plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain (not sure how else to describe this)
--bonus pickups that add to a player's score (displayed as food pickups in the example levels)
--tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
--pits that open and close at set turn intervals, or can remain open.
--level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions; no trash left; etc.)
--"steam-cloud" barriers that are removed once the player touches the steam valve (basically a single trigger to turn off several hazards at once)
If anyone has feedback on this engine as it is now (version 1), let me know. There's still time for me to fix it and/or add more 'features' to it. I'm currently going to focus on smooth movement instead of instant movement, as well as a melee offensive attack of some sort. If there's more demand for it, I'll redouble my efforts to complete it before the deadline.
This competition has helped me with the motivation to finish this modest little engine. Thanks, Sketchy and TDC.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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11th July, 2011 at 13:57:56 -
Very nice!
It actually feels more complete than half the games on this site.
Obviously the instructions shouldn't say "WASD" to move, when in fact you use the arrow keys.
It would be nicer if everything moved smoothly, instead of jumping instantly from one square to the next, but that's probably a big ask at this stage.
If you want a really easy enemy AI to implement, you could add one with "Minotaur" style movement - http://en.wikipedia.org/wiki/Theseus_and_the_Minotaur
Or maybe you should leave those for other people to add in the next stage of the competition...
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 15:10:22 -
Hahah! Oh, I must have put WASD in there by default...! My bad.
And yeah, I want to put in a smooth-movement for at least the player, if not the enemies as well. But I didn't want to hold up the release of this engine simply because of that, when the basic movements are implemented. There's still a lot that can be done to improve the engine; I may be able to come up with another release before this weekend that addresses some of those issues. I will look into the AI movement you mentioned as well; there's another enemy included in the MFA, but it kind of just moves around aimlessly and addressing that is a priority in terms of finishing touches.
I was actually proud of myself for coming up with working examples for each of the different features in the game, and having a separate frame for each. Not bad for a Sunday afternoon and evening's worth of work. I did a lot of problem-solving yesterday, in particular with the one-step platforms and Sokoban crates.
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Sephirenn Possibly Insane
Registered 15/01/2002
Points 2343
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11th July, 2011 at 17:44:14 -
SMR!
Great engine! Minor bugs:
- Player can still movie during a death animation
- Crates can't be moved in two example levels (may be intentional)
- Enemies go through walls in example level 2 (may be intentional)
- Occasionally player cannot move into bottom spot to beat the level (acts like a wall)
- Player can move into some walls in example level 2
Awesome though!
*Sephirenn*
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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11th July, 2011 at 20:24:03 -
Thanks for the heads-up, Sephirenn. I have a feeling that for most of the issues on the example levels, it's simply a matter of activating the event groups. Try and pick up the key on level 1, and you'll see what I mean.
I will see what I can accomplish tonight after I'm home from the day job, and post an update on these and other suggestions/feedback.
Thanks, everyone!
--EDIT--
I've made some updates to the engine, as follows:
--implemented smooth movement for the player; instead of "hopping" from one space to the next, the player object slides to the next space
--implemented teleport tiles: instant transport to and from a pair of tiles on the map
These updates are not in the current engine for download; there are more updates planned, so I'll simply make one update with all the included changes by the end of this week.
Edited by s-m-r
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lembi2001
Registered 01/04/2005
Points 608
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12th July, 2011 at 16:14:38 -
I think i'm going to have to pull my engine from the competition. Hsving some major issues with the level editor implementation. I could post it as it is and just put a comment in explaining how to design the levels on each frame but that sucks.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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13th July, 2011 at 04:00:28 -
The final version of my game engine submission for this contest is complete (double-check to make sure your version of the engine is dated 15th July 2011, as the old version has the same file name).
I've dropped in several features, and I'm fairly satisfied with the current state of the engine. You can download the engine from here:
http://www.let-off.com/software/examples/smr-tbmengine_v1.mfa
There is also a stand-alone EXE of the compiled engine, ready for download here:
http://www.let-off.com/software/examples/smr-tbmengine_v1.exe
It has the following features implemented:
locked doors (a total of 3 in the examples provided, each opened with its own key)
basic AI opponents (finished one; there's another that's still tricky)
Sokoban-like puzzle components (moving crates to "storage spaces")
the ability to shoot and capture/destroy enemies
a broom and the ability to "sweep up" garbage and debris (the ability to move objects in the game world once you've collected an item, and either select to push them or move overtop of them)
plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain (not sure how else to describe this)
bonus pickups that add to a player's score (displayed as food pickups in the example levels)
tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
pits that open and close at set turn intervals, or can remain open.
level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions; no trash left; etc.)
"steam-cloud" barriers that are removed once the player touches the steam valve (basically a single trigger to turn off several hazards at once)
implemented smooth movement for the player; instead of "hopping" from one space to the next, the player object slides to the next space
implemented teleport tiles: instant transport to and from a pair of tiles on the map
implemented floor triggers: certain blocks will disappear only if a heavy object (such as the player or a crate) is overlapping a floor trigger; when the player or object is no longer overlapping the trigger, the blocks reappear.
the player has a melee attack.
Each of the features listed above has its own demo level with instructions on it (with the exception of the 'smooth movement,' which is included in each level).
Thanks again for helping me stay motivated to finish this engine.
Edited by s-m-r
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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17th July, 2011 at 15:58:19 -
Unless someone else submits something by tomorrow, s-m-r is going to win by default...
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th July, 2011 at 18:25:54 -
Well, i am actually working on something but ive been held back a bit.
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Don Luciano Heavy combat pancake
Registered 25/10/2006
Points 380
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17th July, 2011 at 20:37:26 -
only one entry, i was also thinking of doing something, but was delayed, though i still might put something by tommorow.
Code me a sausage!
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th July, 2011 at 21:28:54 -
Getting there...
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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17th July, 2011 at 22:36:32 -
I don't see a problem with giving you guys a little longer if you need it - just to make it a real competition.
After all, it's not a serious competition with big cash prizes, and s-m-r was done days ago, so it's not like he rushed to get his entry finished at the last minute. And the overall objective was always just to have a bit of fun, and create engines for the community.
Two more days?
Unless someone can make a compelling argument against extending the deadline.
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