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877574 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 19, 2013, 09:40:45 PM
TIGSource ForumsCommunityAnnouncementsMachina Engine
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Author Topic: Machina Engine  (Read 3999 times)
Louigi Verona
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« Reply #15 on: August 10, 2012, 10:32:25 AM »

Great that you are targeting Linux also!
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FelipeFS
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« Reply #16 on: August 11, 2012, 12:52:49 AM »

Since I'm using FreeGLUT to manage the windows, I hope to be able to compile the code on a Mac too without any change.  Smiley
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FelipeFS
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« Reply #17 on: August 19, 2012, 07:59:06 PM »

This is a screenshot of the Machina Engine Maker(or just MEMaker), it is still under development.

The main goal of this editor is work with rooms(maps), sprites, pictures, sounds and texts. The logic of the game and the classes you will have to write by your self(you can see a folder named "Source-Code" in that tree). I prefer this way, it gives more freedom.



- Personaly, I don't like this tabbed interface, but Lazarus don't give me a good MDI/pseudo-MDI implementation, since it is not recommended anymore. But MDI would be good in this case.
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moi
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« Reply #18 on: August 20, 2012, 06:12:53 AM »

looking very interesting so far Gentleman
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FelipeFS
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« Reply #19 on: August 24, 2012, 09:19:33 AM »

looking very interesting so far Gentleman
Thank you!


I have made a fluxogram explaining how the data-files and resource-files work::



Features:
  • A data-file can point to more than one resource-file, also can point to a resource-file already pointed by another data-file;
  • A data file can point to another data-file, this way, the game engine can also load into memory the pointed data-file;
  • The previous feature allows the use of many data-files. A main data-file is created, and it point to the others data-files;
  • While data-files store information, the resource-files store files itself;
  • Data-files can be created and loaded at run-time. So, they can be used as *.sav files. You cound store information of an object, or a entire may, for example.
Screenshot of MEMaker loading a picture:

Look that in the field "Stored In" the developer can tell in which resource-file("ResFile" in this case) the picture will be stored. But, as you can see, the picture("PTileset001") information is inside the data-file "MainData".

... Now I'm working on the room-editor(the most important part of this game editor, of course).

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Dr. Cooldude
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« Reply #20 on: August 24, 2012, 12:00:29 PM »

Wow, that's legitimately cool. I'm definetly going to keep an eye on this. Good luck, and don't give up! Gomez
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yz toxxi.dk                                                                               lelebęcülo
FelipeFS
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« Reply #21 on: August 24, 2012, 12:46:14 PM »

Thank you very much! Gentleman
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FelipeFS
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« Reply #22 on: August 25, 2012, 01:36:23 AM »

After a night of work...

The firsts concrete results of the room editor Cool:

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FelipeFS
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« Reply #23 on: August 27, 2012, 04:13:34 AM »

I have made a template for platform games - which include a jetpack!:

http://www.youtube.com/watch?v=_kDH2Bprb6A&feature=g-upl

Sorry for this horrible video. The video is lagging, but the motion in-game is very fluent. And those... "sprites"... are just for test.
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moi
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« Reply #24 on: August 27, 2012, 04:20:11 AM »

it's difficult to judge if the video is not like in game, from the video it seems that there are some little problems with ground checking, but maybe it's an artifact from the video.

Sorry for this horrible video. The video is lagging, but the motion in-game is very fluent. And those... "sprites"... are just for test.

don't let paul eres catch you with that in your signature
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lelebęcülo
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« Reply #25 on: August 27, 2012, 10:38:33 AM »

Great that you are targeting Linux also!

This a million times.

Also, I'm interested, I always like seeing new projects like this. I'll give more feedback on your info and screens, but I gotta run at the moment. Just dropping a line saying I like what I see Smiley and more tools like this are always awesome to have.
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FelipeFS
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« Reply #26 on: August 28, 2012, 07:03:55 AM »

it's difficult to judge if the video is not like in game, from the video it seems that there are some little problems with ground checking, but maybe it's an artifact from the video.

don't let paul eres catch you with that in your signature

This is because of the crap video.... I really suck with videos Angry
And... well, I know who he is, but since I'm a bit novice here, I have no idea what would be the problem Tongue


Great that you are targeting Linux also!

This a million times.

Also, I'm interested, I always like seeing new projects like this. I'll give more feedback on your info and screens, but I gotta run at the moment. Just dropping a line saying I like what I see Smiley and more tools like this are always awesome to have.

Thank you! Yeah, Linux is already my personal OS, so it is very very confirmed. The only OS which will give me troubles is MacOS, because I don't own it.
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FelipeFS
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« Reply #27 on: August 31, 2012, 11:59:50 PM »

This is the new interface, MDI instead of that tabbed interface:

Click to enlarge.


I'm not sure if I will put an embed image editor on it. There are a plenty of good editors for free, and I'll make an implementation that will allow the developer just drag and drop an image file, and a new sprite frame will be loaded from that file.

Since most of the 2D implementations are completed, I started to think about the development of the 3D rooms, and I'm very excited. I got some good ideas that I've never seen in another game editor(not even the big ones) - but this is secret Noir.

Hand Shake LeftGrin Hand Shake Right
« Last Edit: September 01, 2012, 12:08:39 AM by FelipeFS » Logged

Fleury
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« Reply #28 on: September 01, 2012, 05:41:57 AM »

That looks really cool.

Does FreeGLUT allow unicode characters to be inputted though? Because Machina Engine is an engine, that's probably an important feature to have. IIRC (back from when I was picking an OpenGL toolkit for Frostwinds) unicode support drastically limited my options.
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FelipeFS
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« Reply #29 on: September 01, 2012, 05:49:22 AM »

That looks really cool.

Does FreeGLUT allow unicode characters to be inputted though? Because Machina Engine is an engine, that's probably an important feature to have. IIRC (back from when I was picking an OpenGL toolkit for Frostwinds) unicode support drastically limited my options.
I'm not sure, but I believe it does. FreeGlut treats characters as integer instead of char or byte. Smiley
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