Erm, had 2 days off the computer so the project didn't advance much, but I'll try to be more productive for the coming days.
I decided to integrate a bunch of assets (see the Credit.txt for the exhaustive list).
So far I only had time to had trees, houses, a couple of backgrounds and the basic animation set for Kazerad's Dragon princess.
As integrating assets so that they can be used in the editor is a tedious work, I took a pause to actually code a bit and I got the basic player move (run, jump/double jump, crouch & slide). I've also coded logic for missiles/projectiles and creating dust FX/impacts depending on the surface that was hit.
Next steps are adding a melee+range attack to the player logic + test it with the Dragon Princess character. I'll add other playable characters later (such as Fifth's Doggy or Xion's Sword Guy) as it's only a matter of integrating their assets and tweaking their properties (type of attack, damage, health, FXs, ...). This tweaking is completely done in config files so it won't require any extra code and other playable characters can be easily added.
As I literally such as level design, if jrhill is too busy I might go for arenas and have a PvP game instead of a more traditionnal side scroller.
The editor is still in alpha version but it allows users to:
- add/duplicate/remove objects using a predefines set of objects
- pan/zoom the camera
- edit objects: position, rotation, scale, tiling, antialiasing, colorize, transparency
- use depth layers (any number of layers you want, by default it's set to 9)
- activate/deactivate the parallax differential mode
- display a grid and enable/disable a snapping mode to align stuff
- test the game on-the-fly, in the editor
- save/load a map with automatic backup saves in separate files
Again, it's an alpha version so don't expect the best map editor made, but so far it suits my need.
To launch the editor, simply use the -editor flag (there's a .bat provided for convenience).
The sample level I created is *simply* an example to test the whole code, nothing more, so it's a bit messy with trees all over the place!
The full source code is provided in the archive along all the unencrypted config files. Only the release win32 build is available to keep the archive light though.
The Mac OS X & linux project file will be made later but I can do them if someone would like to play with them.
jrhill, if you ever try the editor and want a detailed explanation on how to use it, please let me know.
Also, I know the explosion are a bit "too much" for land/jump FXs, but I find them neat for a red-coloured Dragon Princess!
Link to the archive:
http://orx-project.org/rom/ProjectX.zipPlease let me know if you find any bug. Any suggestion is also welcomed!