Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411273 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 03:28:47 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)"Engine" Series
Pages: [1] 2
Print
Author Topic: "Engine" Series  (Read 3452 times)
Zack Bell
Level 10
*****



View Profile WWW
« on: October 04, 2014, 10:48:02 AM »

I decided to start working on an "Engine Series" as somewhat of a pet/side project. The Game Maker Marketplace is now open and there is a way to easily distribute GM code and assets. I began with a small collection of platformer demos: simple, intermediate, and advanced.


Intermediate Platformer Engine Sample

Features:
  • Pixel-Perfect Collision
  • Slope functionality
  • Smooth camera (+screen shake)
  • Player movement
  • Wall jump functionality
  • Simple scarf + particle examples
  • Push blocks (ride-able + stack-able)
  • Fade blocks
  • Spring blocks

I have quite a bit more planned for the ADVANCED version, but I'd like to take requests/input! Also, I'd like to note that these are both for learning purposes and to be used as base code when starting a new project. I also put an emphasis on "game feel" and controls. I feel like a lot of demos just throw in sloppy sample values and that turns off newbies.

From here, I plan on doing something similar for top-down shooters and other action-oriented genres. We'll see where it goes!


UPDATE #1


I did a first pass of the top-down engine. I want it to feel similar to Nuclear Throne and/or Hotline Miami. Fast-paced w/ a bunch of cool features.






UPDATE #2


Created a small rope physics example, too! :D



Simple Platformer: https://marketplace.yoyogames.com/assets/757/simple-platformer-engine
Intermediate Platformer: https://marketplace.yoyogames.com/assets/758/intermediate-platformer-engine
Rope Physics Platformer: https://marketplace.yoyogames.com/assets/761/rope-physics-platformer
Top-Down Shooter: https://marketplace.yoyogames.com/assets/759/top-down-shooter-engine
« Last Edit: October 05, 2014, 09:26:34 PM by Zack Bell » Logged

muki
Level 2
**



View Profile
« Reply #1 on: October 04, 2014, 01:53:38 PM »

Looks good from the gif!

How about thin platforms you can jump under and through?
Logged
Zack Bell
Level 10
*****



View Profile WWW
« Reply #2 on: October 04, 2014, 09:24:58 PM »

Looks good from the gif!

How about thin platforms you can jump under and through?

Hmm, good point. Surprised that I forgot this one. It's actually in there, I'm just not using it...

Here's an update on this:


EDIT: https://marketplace.yoyogames.com/assets/759/top-down-shooter-engine
« Last Edit: October 04, 2014, 10:01:25 PM by Zack Bell » Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #3 on: October 04, 2014, 11:04:03 PM »

I've been having trouble in particular getting collision checking for curvatures, all Soniclike. I can get the character to adjust direction now, but getting the x/y coords to collision check for when to do so is... well, pretty much the point where I'm "let's get back to working on Mystery Adventure Fangame AI."

I did recently trip over some GM tuts about making worm head/body enemies and orbitals, and was surprised at how stupid-simple that stuff is, once you know what the function you're looking for is actually called!!

It almost gives me the impression that doing just about anything in GM really CAN be THAT SIMPLE (both of those took less than 5 lines apiece!)... it's just REALLY BADLY DOCUMENTED.
Logged

Zack Bell
Level 10
*****



View Profile WWW
« Reply #4 on: October 05, 2014, 11:29:07 AM »

^I like the idea of doing something related to Sonic. 360 degree slope angles and loops. Hmm... Working on this for now.


Not quite
Logged

ink.inc
Guest
« Reply #5 on: October 05, 2014, 11:33:35 AM »

gm is pretty well documented imo
Logged
Zack Bell
Level 10
*****



View Profile WWW
« Reply #6 on: October 05, 2014, 11:47:21 AM »

gm is pretty well documented imo

I tend to agree to this.
Though some people don't even seem to know about the manual. I just Google it when needed, ha.
The community is pretty helpful too (both here and over at GMC).

EDIT:
Added Hotline Miami-like weapon swap.


« Last Edit: October 05, 2014, 02:14:42 PM by Zack Bell » Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #7 on: October 06, 2014, 07:12:21 PM »

WUT. There's a manual? Other than Fn + F1? O.o
Logged

One-bit Punch
Level 0
***



View Profile WWW
« Reply #8 on: October 06, 2014, 10:16:11 PM »

Looking real good!! Hand Money Left Shocked Hand Money Right
Logged

Zack Bell
Level 10
*****



View Profile WWW
« Reply #9 on: October 07, 2014, 10:01:46 PM »

Looking real good!! Hand Money Left Shocked Hand Money Right

Thanks! I appreciate the compliments! I'm trying to do water stuff... First I tried actual water physics, but that wasn't really what I wanted/needed. I was more looking for a surface tension simulation. This is what I came up with (still need to make different physics for "under water".

Logged

Flatgub
Level 0
***


My existence is questionable at best


View Profile
« Reply #10 on: October 07, 2014, 10:56:21 PM »

 Shocked
I might have to get this just to see how it works so i can learn from it!
I always knew stuff like this was possible in GM:S, I just didn't know how i could ever go about doing it, so I'll definitely have to check this out!
Logged

Krux
Level 2
**



View Profile
« Reply #11 on: October 08, 2014, 12:48:36 AM »

I like the water physics. For under water your player should propably go into a swimming state without gravity or with low gravity.
Logged
RandyGaul
Level 1
*

~~~


View Profile WWW
« Reply #12 on: October 08, 2014, 05:22:33 PM »

I like the water physics. For under water your player should propably go into a swimming state without gravity or with low gravity.
Or with linear damping, that would probably look good.
Logged
Zack Bell
Level 10
*****



View Profile WWW
« Reply #13 on: October 08, 2014, 05:58:26 PM »

This is what I have at the moment. Obviously messing with room-flooding or whatever, too.



Also, composite objects so I can connect ropes to moving platforms.

Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #14 on: October 08, 2014, 06:14:58 PM »

Those rope physics are GORGEOUS. Reminds me of a project I saw once awhile ago, kind of a Spelunky/Terraria alternative called "Oze."

What I find helps more with water is just lowering the max speeds available, and adding a friction multiplier to slow acceleration in all directions (including down). I would like to see these GMKs too, because I'm still trying to get the hang of GML syntaxes, they're really kicking my butt.
Logged

Zack Bell
Level 10
*****



View Profile WWW
« Reply #15 on: October 08, 2014, 09:33:11 PM »

I can post code sometime soon. I'm just working on features, at the moment.

Logged

Moth
Level 4
****



View Profile WWW
« Reply #16 on: October 11, 2014, 10:38:52 PM »

Absolutely wonderful work <3
Logged

Zack Bell
Level 10
*****



View Profile WWW
« Reply #17 on: October 11, 2014, 11:47:35 PM »

Thank you! I will be incorporating it into a game called Final Element.

Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #18 on: October 14, 2014, 11:44:48 PM »

Looks sick. o.o b
Logged

Zack Bell
Level 10
*****



View Profile WWW
« Reply #19 on: October 15, 2014, 10:58:44 PM »

It's featured on the front page of the YoYo Games Marketplace, btw.  Hand Metal Right
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic