Kyle engine 3.4

Posted by mazimadu on Jan. 15, 2010, 10:43 p.m.

First off, Happy New Year!! May the new decade bring many good things to all.

Now that that's done with on to the point. I have been toying around with a platform engine I made with GMphysics. I engine has been tweeked to death and is now in it's 9th version. The problem I have now is what to do with it. I have no idea what design decisions I what to implement. To make it an adventure, a puzzle platformer like dominoes or an epic non-linear game like cave story.

For that reason I am placing the engine here for you guys to play with. The features are as follows.

[1] Characters can interact with objects with GMphysics. Basically you can pick up and throw barrels, as well as stand on them.

[2] 2 playable characters(change them using the script "scr_superglobal_inti()").

[3] 3 enemy types and 2 with AI routines(one using timelines and the other using alarms).

[4] A cutscene using timelines.

[5] A mechanism for changing rooms(note rooms are persistent)

[6] A level up system(however there are only noticeable differences for kyle. I never got to adding stuff for KK).

[7] ogg vorbis support using super sound dll.

http://64digits.com/users/mazimadu/Kyle_engine_3.4.zip

Tell me what you think I should to with it. Your comments are much appreciated.

Comments

Scott_AW 14 years, 10 months ago

Sounds impressive.

Castypher 14 years, 10 months ago

Basic platformer with twists, eh?

The engine looks like it might best fit a linear adventure, actually. You could probably try something non-linear, but by the way the level is designed, seems kind of basic.

Very solid engine though, collisions seemed awesome, but the only thing I didn't like was how jumping affected spring height (the mushroom). I'd imagine that holding the Z key when in contact with the mushroom might make you jump higher like in Super Mario games, but on release, you plummet downwards as if the spring wasn't effective.

That's really my only noteworthy complaint.

The physics addition was cool, but sadly, only applied to one object, which I couldn't figure out to throw as you stated in Feature 1.

HOW DO I SHOT BARREL?

mazimadu 14 years, 10 months ago

@Kilin

Thanks for the advice. Sorry but I botched the mushroom code. I simply copied and passed the code form an engine I was working on earlier.

To toss the barrel, just press the arrow keys in the direction you want to throw it and release the X key.

Juju 14 years, 10 months ago

Very nice. Add some fancy-ass graphics and some physics puzzles and I think you've got yourself a hit.

Kaz 14 years, 10 months ago

After pressing play:

Quote:
ERROR in

action number 1

of Begin Step Event

for object obj_barrel:

Error in code at line 2:

if get_body_has_collisions(h){

at position 29: Unknown variable h

Mat 14 years, 10 months ago

It could fit a great adventure game. But please use non-painful graphics.

ATOGAMES 14 years, 10 months ago

I love painful Gfx. >_<'

I rally like the sound of "Characters can interact with objects"

It sounds like a winner!

Cesque 14 years, 10 months ago

Quote:
just press the arrow keys in the direction you want to toss it and release the X key

Fixed.

Ps. Oh, right. Timelines. Some people use them, I see?

Ps. ps. I apologise for my utterly unconstructive comment.

mazimadu 14 years, 10 months ago

@Kaz

That is not suppose to happen. h was initialized in the create event. Try extracting the folder if you havn't done so already.

@ATOGAMES & Mat

Ok, Ok. I gues I cant avoid it or get better at it. Yes I know, I suck at graphics, and the bevel thing has been done to death by me already. I need someone to make my graphics for me, but I don't know where or how to start. If there is anyone you know willing to do spites and tiles let me know.

Castypher 14 years, 10 months ago

Most people on this site won't take much of their time to help anyone else with their games. Not to sound like a pessimist, but nobody's really that awesome.

They'll help with bits of code, sometimes story and concepts, but never music, graphics, etc.

The only person I know of who helped with graphics is Ice of Sweden, but his style was simplistic and didn't match mine, so I didn't use it.

Pretty much in order to get any help, your game needs to have a great name (Think Teleka, REZ, the now deceased PLatformed). But you'll find that in reality you don't WANT anyone's help, because they'll end up screwing everything up.