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TIGSource ForumsCommunityDevLogsText Game Engine (on GitHub)
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Author Topic: Text Game Engine (on GitHub)  (Read 8020 times)
Eigen
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« on: July 30, 2014, 12:29:01 AM »

Not exactly a game but a gamemaking tool.



Text Game Engine

GitHub



A little while back I started work on Text-Based Multiplayer Shooter and posted it on Greenlight. Well, I don't feel like it's working out nor is it something I really want to spend time on any more but why keep the work to myself I thought. So I stripped out the game code, integrated LUA scripting and released the engine as a stand-alone project.








The functionality is pretty basic but I don't think overbloating the API would help much. It has basic display functionality and a few UI widgets (windows, text fields, labels). Limitations spark creativity and I'm really looking forward to seeing what people do with this, if anything. I hope you do.

Gettings stuff on screen is really simple. All you do is:

Code:
-- Displays a string
Screen.print({x = 10, y = 10, text = " Hello World! ", color = Color.Yellow, background = Color.Red})

-- OR

-- Displays a single character
Screen.put({x = 8, y = 10, value = "♥", color = Color.LightRed})

-- OR

-- Plop!
Screen.fillRect({x = 40, y = 5, width = 30, height = 6, color = Color.Magenta})

-- OR

-- Draws a bordered box (used by the window widget)
Screen.drawBorder({x = 40, y = 15, width = 30, height = 8, color = Color.LightBlue, background = Color.Blue})

You can choose between TWO text modes: either 80x25 or 40x25. Both look great!

No need to build the engine. Just tell the exe which script to load. The example scripts show how to use each of the features. By clever use of the wallpaper and the monitor sprite you could make something that really looks your own Smiley

Protip: You can reload the scripts by pressing CTRL + R when running.
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SolarLune
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« Reply #1 on: July 30, 2014, 08:15:57 AM »

Following because I was a fan of ZZT and MegaZeux. Interesting idea and cool execution. While I like the monitor, is it possible to turn it off or zoom the view in to fill the game window?
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Eigen
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« Reply #2 on: July 30, 2014, 09:10:37 AM »

Sure thing, I could add that but it's going to be stretched. Like this:





I guess it's not too bad. Another option is to scale to height and add vertical bars so that the width is using correct aspect ratio.


Okay, so I'll make 3 modes available: default, fullFill & fullFit
« Last Edit: July 30, 2014, 10:15:57 AM by Eigen » Logged

Eigen
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« Reply #3 on: July 30, 2014, 10:52:21 AM »

And it's done!

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JLJac
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« Reply #4 on: July 30, 2014, 12:02:45 PM »

Super cool! Makes me wish I was doing something that could remotely justify some ASCII graphic playing around!
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ndke
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« Reply #5 on: July 30, 2014, 01:36:12 PM »

Wow, this is just awesome!
Really triggers me to make a text-based game.
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Eigen
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« Reply #6 on: July 31, 2014, 01:24:18 PM »

Thanks!

  • Added onDraw callback to Windows allowing to draw custom content
  • Added titles to Windows
  • Added a flag to print text vertically

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standardcombo
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« Reply #7 on: August 02, 2014, 10:49:22 PM »

What OS's does it run on? My game is already quite advanced so i couldn't justify changing engines at this point but this looks interesting.
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Eigen
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« Reply #8 on: August 03, 2014, 12:44:38 AM »

Right now I've built it for Windows and OS X only as these are the systems I have access to. It oughta work on Linux as well. Android and iOS ports could be possible as well since SFML 2 is going to be available on those in the future. Actually Android support is in the main branch already, I believe.

edit: I also added a raycaster demo to the repo yesterday. It looks crap but if you image an FPS where the hero has poor eyesight, then it all makes sense Smiley

« Last Edit: August 03, 2014, 12:59:34 AM by Eigen » Logged

AegarPyke
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« Reply #9 on: September 12, 2014, 05:17:59 AM »

"An FPS where the hero has poor eyesight" Lol. This is awesome! Used to be a big fan of ZZT/MZX back in the day. It will be interesting to see where this project leads!
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« Reply #10 on: September 12, 2014, 01:49:59 PM »

As a game mechanic for first-person, vision is intriguing. In the AvsP, when playing as Predator you can switch between different vision modes and I remember that being pretty cool. Apologies for the topic tangent, but the concept brings all kinds of ideas.
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gimymblert
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« Reply #11 on: January 03, 2015, 11:56:18 AM »

amazing
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