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The Flexible Platform Engine (build 3)


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#1 T. Westendorp

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Posted 19 July 2009 - 12:54 PM

  • Title: The Flexible Platform Engine
  • Description:
    Ever wondered how Platform games are built, ever wanted to change anything you like in a game with just the changing of a few digits? Have you? Then today, your dreams come true as this is the FPE where all this and much, much more is possible! I will regularly update or try to update this engine and will add anything I see fit!
  • GM Version: GM7 or later.
  • Registered: Yes.
  • File Type: .gmk
  • File Size: 0.25 Mb
  • File Link: Host-a.net
  • Additional Info: If you use this, you MUST give credit. See the help file for more information.

  • IN THE SPOTLIGHT:
    Did you know...
    • You can change parameters on the fly using triggers? This brings a whole new range of possibilities!
    • The FPE is not only for use on the programmed-side but also graphical, and soon audio?
    • The FPE comes with a fully complete documentation?
    • There is a mechanism included for animated tilesets? (check the create event of oController)
    • There is a highly experimental functionality for costumes in build 3, which will be expanded later on?
    • Using the kill_player() script, you don't have to search up all your codes and append on what you want to happen when the player dies/gets hurt, just change the script!

  • Contents:
    PARAMETERS
    realism
    doublejump
    waterfrict
    frict
    waterforce
    jumpforce
    trampolineforce
    ladderspeed
    watergrav
    grav
    watermaxspeed
    maxspeed
    wateracceleration
    acceleration
    conveyorspeed
    moverspeed
    fadespeed
    rot_speed
    icefrict
    showtime
    wateralpha
    woodcolor1
    woodcolor2
    stonecolor1
    stonecolor2
    leftkey
    rightkey
    upkey
    downkey


    OBJECTS
    oPlayer
    oController ***
    Solid
    oBlock
    Moveable
    oFollowerH
    oFollowerV
    oMoverH
    oMoverV
    Door
    Switch
    oSwitch
    oSwitch2
    oSwitchDoor
    oSwitchDoor2
    Key-ed
    oDoor...*
    oAppear...*
    oCount...* ***
    oAppearCount...* ***
    oKey...*
Special
oGhost
oNojumpsolid
oIce
oTrampoline
oNojump
oSolid...**
[/list]Non-Solid
oWater
oDJupgrade
oLadder
oTeleporterA ***
oTeleporterB
oConveyor...**
oMoveblocker
Traps
oFlail ***
oSpikes
Triggers
trigger_once ***
trigger_multi ***
trigger_timer ***
trigger_logic ***
trigger_treasure ***
Signs
oWoodSign ***
oStoneSign ***

*) These objects have 6 varieties, as-in, colors.
**) These objects have 4 varieties, as-in, directions.
***) These objects are part of the 'advanced' design (check documentation).


[*] Coming up next: (anything striped is done, but not yet released)
Fix bug 3.
The old-school Mill trap.
Blocks that fall after running over them.
Pushable boxes.
Lasers.
Running system with stamina (the jumping will cost stamina too).
Stamina nullifiers.
Stamina fillers.
Stamina non-recharger.
Walljumping.
Skidjumping.

[*] Bug-list: (anything striped is fixed in the currently released version)
1) Player can become trapped in appearing blocks.
2) Player cannot double-jump when in a not appeared appearing block.

3) Player can gain back lost double-jumps when on top of a non-appeared appearing block.
[/list]

T

Edited by T. Westendorp, 14 October 2009 - 08:25 AM.

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#2 kvegas83

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Posted 19 July 2009 - 05:25 PM

Wow... I was dissapointed when you dropped the original platform engine, but I must say I'm impressed. You're off to a great start here AND I can't believe I hadn't thought of those disapearing/reappearing blocks! After all those years of the Double Dragon 2 Mansion of Terror, shame on me lol.

Now you're probably aware of this, but that block is able to reappear with the player inside it's bounding region, trapping the player until it vanishes. If you haven't fixed that in your latest build, i'd put in a simple check that would make sure the player isn't going to be trapped. If so, set an alarm for 1 to do the check again.

Keep up the awesome work! You definitely have a fan here!
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#3 SparkzBolt

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Posted 19 July 2009 - 05:38 PM

Now you're probably aware of this, but that block is able to reappear with the player inside it's bounding region, trapping the player until it vanishes. If you haven't fixed that in your latest build, i'd put in a simple check that would make sure the player isn't going to be trapped. If so, set an alarm for 1 to do the check again.

Agree. Thats the main problem I had.
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#4 T. Westendorp

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Posted 19 July 2009 - 06:27 PM

Heh, it certainly took a long time to make this and I don't plan on letting this engine fall anytime soon so you're in luck. :GM071: I will fix as many thing as I can in the next build. I will make a list.... (also, a funny thing to do is play around with the values of doublejump and realism :GM066:)



T

Edited by T. Westendorp, 19 July 2009 - 06:32 PM.

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#5 kvegas83

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Posted 31 July 2009 - 06:48 PM

About those dissapearing blocks... I added that to my engine and rather than using a check to see if they CAN reappear, I simply made them non-solid. It keeps the timing consistent, and the player won't get stuck. No extra collision code, either... I simply used my jump-thru platform as a parent object, and that was that. Just some advice :-)
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#6 guvnor

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Posted 10 August 2009 - 06:21 AM

Great engine! Please say that you're eventually planning on taking on slopes and stairs in a later release!
(trying to create proper Castlevania style staircases has got me completely baffled at the moment).
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#7 kvegas83

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Posted 12 August 2009 - 11:47 PM

Great engine! Please say that you're eventually planning on taking on slopes and stairs in a later release!
(trying to create proper Castlevania style staircases has got me completely baffled at the moment).


Funny you should bring that up, I'm having that same problem at the moment. I want to do mine like the newer style (Rondo Of Blood) where you can land on them from a jump... but I can't wrap my brain around any of it yet.
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#8 T. Westendorp

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Posted 13 August 2009 - 05:19 AM

I, myself have never played Castlevania or everything alike.. If you can try to explain what you meant with Castlevania like slopes/stairs I might be able to help you. ^^ Anyways, I'm making great progress on build 2! Keep coming back to check status!


T
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#9 @Alex@

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Posted 13 August 2009 - 01:07 PM

Hey, This is a good engine.

I've recently released a W.I.P that uses some of this engine. If your interested in having a look.

http://gmc.yoyogames...howtopic=443957
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#10 Schyler

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Posted 14 August 2009 - 01:23 AM

Nice engine, 7/10. Maybe walljumping?
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#11 T. Westendorp

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Posted 14 August 2009 - 09:45 AM

You should check the to-do list, it was already in it. :3 And Alex, I'll check! :GM060: Be sure to send me the link to the final game when you release it.




T
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#12 guvnor

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Posted 15 August 2009 - 02:08 AM

I, myself have never played Castlevania or everything alike.. If you can try to explain what you meant with Castlevania like slopes/stairs I might be able to help you. ^^ Anyways, I'm making great progress on build 2! Keep coming back to check status!


T


ECEBEII has come up with a pretty simple method of implementing slopes, though Castlevania stairs are bit more tricky.

Basically, you've got your player here:
Posted Image

If he presses down+left while walking above these stairs, he will descend like so:
Posted Image

If he only presses left, he will pass by like this:
Posted Image
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#13 guvnor

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Posted 15 August 2009 - 02:10 AM

He can now either press up+left to climb these stairs:
Posted Image

Or continue to press left and pass directly through the bottom of the staircase as a non-solid.
Posted Image


I've tried using variations on ECEBEII's rather simple slope check code:
for (i = -2; i <= 2; i += 0.1)
{
	if (place_free(x + hspeed, y - abs(hspeed) * i) && (!jump))
	{
		y -= abs(hspeed) * i;
		exit;
	}

// if cannot climb slope then stop smoothly at wall
while (place_meeting(x + hspeed,y,obj_solid) && (hspeed != 0))
	hspeed -= sign(hspeed) * 0.25;
}

but I haven't had any luck making it function as a solid slope while pressing up or down + direction, while simultaneously making solid = 0 when only left or right is pressed.

Edited by guvnor, 15 August 2009 - 02:13 AM.

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#14 T. Westendorp

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Posted 22 August 2009 - 03:01 PM

Hm, I might look into slopes later, but I'm nearly sure I wont add them (too bad :s). But I don't bring only bad news, I have good news too! In fact, build 2 is ready (can't yet upload it though, since host-a is freaking out)!



T
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#15 omario

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Posted 25 August 2009 - 08:55 PM

GREAT
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#16 T. Westendorp

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Posted 14 October 2009 - 08:23 AM

Build 3 is out!
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#17 Dylijn

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Posted 14 October 2009 - 01:10 PM

Great I really like it, now the only thing it needs is Physics and it would rock =D
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#18 goldensox

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Posted 04 November 2009 - 09:01 PM

Looking forwards for the next version!
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#19 CoolGamrSms

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Posted 04 November 2009 - 09:46 PM

There's something simple and physics related that I don't like. Basically, if the player stands on the block that moves from side to side, and jumps, he goes straight up, somehow completely losing the momentum he had. That's the only problem I found. :D

Edited by CoolGamrSms, 04 November 2009 - 09:46 PM.

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#20 JTbrih

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Posted 04 November 2009 - 10:26 PM

Hi, nice engine. Just have a quick question though, I want to switch out your walking sprite for an animated one. Alas, when I try do do so it just stays on the first frame when I test the game. How do I fix this?

Edited by JTbrih, 04 November 2009 - 10:26 PM.

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