SFML community forums
General => SFML projects => Topic started by: cfrankb on June 25, 2010, 10:17:02 am
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Project
LGCK-Builder
Brief Description
A free all-in-one game construction kit targeted to be both powerful yet simple to use.
Technology
Platforms:
- Windows (XP, Vista, 7, 8, 10)
- Linux (tested under Ubuntu), Wine and Virtualbox
- Mac (tba)
Screenshots
(https://cfrankb.com/lgck/images/sample0001.png)
Contacts
https://cfrankb.com/lgck/contact.php (https://cfrankb.com/lgck/contact.php)
Website
(https://cfrankb.com/lgck/media/frank2_scrop_caled33.png)
https://cfrankb.com/lgck (https://cfrankb.com/lgck)
Downloads
https://cfrankb.com/lgck/download.htm (https://cfrankb.com/lgck/download.htm)
Follow us on twitter
http://twitter.com/lgckbuilder (http://twitter.com/lgckbuilder)
See the videos about LGCK Buidler
http://www.youtube.com/user/cfrankb2000 (http://www.youtube.com/user/cfrankb2000)
Read about the latest developments
http://lgckbuilder.blogspot.ca/ (http://lgckbuilder.blogspot.ca/)
LGCK Builder: 2D Game Construction Kit
https://cfrankb.com/lgck (https://cfrankb.com/lgck)
Feedback
Feedback, suggestions and feature requests are welcomed and encouraged. :D
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- Linux (KDE)
How can you possibly only support a specific desktop environment? They will all run each others' programs.
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By the looks of it, I guess he's using KDE's GUI dev library attached w/ SFML.
This is interesting though. Interesting to see how it will compare to stuff like Game Maker.
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Wow, 20,000 lines and it's not done?
80,000 words is your average novel.
I wonder how many lines all of SFML is without comments.
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I wonder how many lines all of SFML is without comments.
SFML 2 has approximately 35,000 lines of code (excluding bindings and samples).
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Question : Does exist a tool in visual studio or external program to count the line number of a project?
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Question : Does exist a tool in visual studio or external program to count the line number of a project?
Google has tons of answers to this question ;)
I think we should stop polluting this thread, too :)
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Wow, 20,000 lines and it's not done?
20k is not all that big. That's roughly 10,000 for the shared libraries. (of which CGame and CGameState account for more than 5,000). The remaining 10,000 are split between the GUI of LGCK Builder and OBL4EDIT.And yes it's not finished but you can still make games with it. The goal is to include many more features than currently available today.
What we need mostly is feedback ! :D
Let us know how we can improve it !
Regards,
Frank B.
Project Homepage
http://www.sassociations.net/cfrankb/lgck
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- Linux (KDE)
How can you possibly only support a specific desktop environment? They will all run each others' programs.
"How can you possibly only support a specific desktop environment? They will all run each others' programs."
Good point. It's been tested on KDE. I know it works there. (I updated the topic accordingly)
If someone would be willing to help me test it on other Linux desktop enviroments, I could supply them with a compiled Linux binary and we could all have some fun! :D
Regards,
Frank B.
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What's new in 0.5.0.1a
- parallax scrolling support
- inventory system
- scripting event model
- customizable overlay displays (scores, time left, lives etc.)
- wrap around on all four sides. (think pac-man)
- better monster AIs when gravity is turned off
Project Homepage
http://www.sassociations.net/cfrankb/lgck/
Download the game construction kit
http://www.sassociations.net/cfrankb/lgck/download.htm
(http://www.sassociations.net/cfrankb/gallery/0024/019sm.jpg)
(http://www.sassociations.net/cfrankb/gallery/0024/017sm.jpg)
[/img]
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(http://www.sassociations.net/cfrankb/gallery/0024/035sm.jpg)
Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm
What's new in 0.5.0.4
- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.
0.5.0.3
- FIXED: an application crash when an imageSet is added to a fresh database.
this bus was introduced in 0.5.0.2
0.5.0.2a
- ENGINE: LGCK now implements images caching and hardware acceleration
- BUG FIX: fixed a critical bug in vla3demo224.lgckdb
- TOOLS: added LGCK-TEST.EXE which lets you benchmark your machine
Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm
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Looks promising! However, the program crashes just after I selected the difficulty level when testing the testlevel...
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I need to know which level / gamedb and OS / video card combination you were using at the time of the crash.
Regards,
Frank B.
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Hi,
I did a quick test, and it crashed for me once on both the included test levels. I played about 10 times in all, to give you a vague idea about frequency.
I also noticed a bunch of other issues:
On the level "step2", on one of the runs, something happened so the character would only be drawn while it was moving. Incidentally, that was a run where the program crashed.
There seemingly is no way to end or restart a level, apart from completing it or dying. At least not from the menus. This can be problematic on levels where you can get stuck, such as on the left side of the screen on "step2". The only way to get unstuck is to close the program!
On "step2", it is possible to ride on top of the monster. To do this, climb the latter, press and hold the left key, and if you hit the monster, you stay on top of it until it changes direction, or you let go of the left key.
It didn't look like an intentional feature ;)
On my first run on "step2", the vertical position on the avatar would change when pressing the up key, even when not near the ladder. The change was erratic and small, like a faulty jump function. On later runs I detected no such behavior.
I am using Windows XP SP3, and nVidia G-Force 8800GT, driver version 6.14.12.6099.
Hope you can use the report.
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Thank you for your valuable feedback.
It is possible to exit the level at any time and return to the editor by pressing the ESC key. This may not be clear. I'll add a menu option in the next release.
I tried it on a clean install of XP SP2 with an integrated ATI card and couldn't replicate the problems you reported. I did run into something similar on Vista32 when LGCK was executed in combination with some other applications (Logitech Webcam Software Suite I'm looking at you). What other applications did you run/were running prior to the test run of LGCK? This might help to discern if there is a pattern. If possible, you could try to disable every non essential applications and test to see if the problem persists. This would help enormously.
Good catch. The riding on top of the monster is VLA3 specific. Since most sidescrollers expect this type of collision to be deadly this will have be changed in the future.
Regards,
Frank B.
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I can't be 100% sure what software I was running at the time, but these were definitely running:
Firefox 3.6.10
Foobar2000
Visual C++ 2008 Express
OpenOffice.org 3.2 Writer
WinRAR 3.91
WinPatrol PLUS
OpenOffice.org 3.2 Quickstarter
Skype 4.2.0.197
NetLimiter 2
MagicISO 2.7
NVIDIA Control Panel
Unlocker Assistant
Avast! Free 5.0.677
I don't know when/if I will have time to do more testing for you, as I have my own project. Besides, I don't enjoy testing that much :?
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I don't know when/if I will have time to do more testing for you, as I have my own project. Besides, I don't enjoy testing that much :?
I think I finally identified and fix the bug you reported earlier. I have uploaded an updated version on the web site. If you read this, please run it again and let me know if there are still any more problems.
http://www.sassociations.net/cfrankb/lgck/download.htm
0.5.0.4a bug fix release
- GUI: new icons courtesy of Ronnie Edwards
- BUG FIX: player hurt animation not running
- BUG FIX: animation doesn't switch to UP while default animation running (loop)
- BUG FIX: skill level not initialized properly through gui (editor)
- BUG FIX: layer UI not updated correctly in editor
- BUG FIX: class_immediatly_deadly not working
- BUG FIX: player can be hurt after being killed
- BUG FIX: player leaves the viewport
- BUG FIX: fixed the bug reported by model76 (windows only)
- LUA: Inventory Class
- LUA: addToInventory(), removeFromInventory(), hasItem() and resetInventory()
- LUA: getSkill() (alias for SKILL)
- ENGINE: fallSpeed now an object property
- CODE: reorganized some files to speed up compilation time
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What`s new in 0.5.0.5
- GUI: added pause/restart/debug menu items.
- GUI: added splash screen
- BUG FIX: exiting the game from the menu corrupts the imageSets
- BUG FIX: UI for animation (add, duplicate and delete) showing wrong tooltips
- BUG FIX: a monster repeating animation prevents 'death sequence'
- BUG FIX: player sprite disapears from view when killed (animSeq bug)
- ENGINE: maxFall now an object property (player only atm)
- ENGINE: added game.prepareLevel() event
- ENGINE: added object.mouseClickLeft and object.mouseClickRight events
- DEMOS: updated the demos
http://www.sassociations.net/cfrankb/lgck
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idem
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*** 0.5.0.8
- ENGINE: added CMusic class to handle streaming music (ogg)
- ENGINE: more reorganization of the code
- ENGINE: added closureTime, closureEvent
- ENGINE: added Level property : music
- BUG FIX: windows-setup now uses static build (ati issue on win7)
*** 0.5.0.7
- ENGINE: Created CActor which replaces CLevelEntry at runtime.
- ENGINE: reorganized the code to be more OO-like
- ENGINE: added NO_SPLAT flag to prevent player from crushing monsters
- ENGINE: added properties `max active bullets`, `fire rate`
- ENGINE: improved the collision detection code
- ENGINE: maxFall property now applies to monster
- ENGINE: bullet to monster attack now do damage
- LUA: added isHidden(), isDead(), land(), triggerHitState()
- LUA: added isMonster(), getPlayerC(), getPlayer()
- LUA: added tryPath(), stopAnimation(), callObjEvent(), killSprite(), spawn()
- EDITOR: added menu items: view source, edit object
- EDITOR: new shortcuts F9 and SHIFT-F9 (edit local, edit object)
*** 0.5.0.6
- GUI: added status text to all implemented menu items
- LUA: added setImage(), getImage(), Sprite:SetImage()
- LUA: added setState(), findSprite(), alert()
- LUA: added getExtra(), getExtraC(), getExtraUID()
- LUA: added triggerPlayerHitState()
- LUA: added hitTest(), hitTestC()
- LUA: added Extra class to provide access to sprites runtime data (readonly)
- ENGINE: onZKEY event called for player object when Z-KEY is pressed
- ENGINE: ZKeyTrigger class no longer changes the image of the source object
- ENGINE: noChangeAtDeath flag to preserve sprite corpses
- ENGINE: three jump modes available (VLA3, GIANA and MIXED)
- BUG FIX: hitTest logic not working in some cases
VLA3: is the engine default; you need to press JUMP + AIM
GIANA: press UP to jump and move LEFT/RIGHT
MIXED: press JUMP and move LEFT/RIGHT
The biggest difference between GIANA and MIXED is that the later also lets you
climb ladders. :D
http://www.sassociations.net/cfrankb/lgck
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Here are some new screenshots
(http://www.sassociations.net/cfrankb/gallery/0024/045sm.jpg)
General property tab for an object
(http://www.sassociations.net/cfrankb/gallery/0024/046sm.jpg)
Animation sequence interface
(http://www.sassociations.net/cfrankb/gallery/0024/048sm.jpg)
Editor menu. Showing layer sub-menu
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What's new for LGCK Builder 0.5.0.9
- GUI: added a new toolbox to drag&drop sprites on the level
- GUI: added popup menu to spriteBox
- GUI: added popup menu to LevelView
- GUI: added checkmarks to sprite event combo
- BUG FIX: png transparency bug in obl5t
- BUG FIX: unMap bug w/ random attacker
- ENGINE: OBL5 format moved to version 0x501
- TOOLS: obl5t merged now uses the shared libraries
You can download it here
http://www.sassociations.net/cfrankb/lgck
Brand-new toolbox to drag & drop sprites directly onto the level
(http://img195.imageshack.us/img195/877/0060f.png) (http://imageshack.us/photo/my-images/195/0060f.png/)
Uploaded with ImageShack.us (http://imageshack.us)
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As great as this project may look, i can't feel inspired looking at it until you have more appealing examples ahah :)
You really need some beautiful screenshots :)
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You really need some beautiful screenshots :)
This. So much this. I was thinking exactly the same thing. With all due respect to the artist, that tileset really does look tacky.
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You really need some beautiful screenshots :)
This. So much this. I was thinking exactly the same thing. With all due respect to the artist, that tileset really does look tacky.
That's kind of a given. Where do I find a wonderful artist?
This is becoming a chicken & egg thing. :(
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The TIGSource forums are likely your best bet.
http://forums.tigsource.com/
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The TIGSource forums are likely your best bet.
http://forums.tigsource.com/
Thanks for the suggestion. I have already posted there before to no avail.
http://forums.tigsource.com/index.php?topic=22150.msg627355#msg627355
Maybe I'm just doing it wrong ! Suggestion, hints and tips most welcome.
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What's new for LGCK Builder 0.6.0.1
- ENGINE: fixed CPath array so it can grow
- ENGINE: added seed uid for all sprites
- ENGINE: added Game:OnCompleteLevel
- EDITOR: implemented continuity (test game)
- BUG FIX: fixed a few mapping bugs introduced in 0.5.0.7
- BUG FIX: icon incorrect modified in SpriteList
- EDITOR: SpriteWizard updated with many new pages
- ENGINE: added antigravity flag for all fwClass objects
- ENGINE: added automatic goal flag
- BUG FIX: misaligned sprites on grid
- ENGINE: nosplat flag extended to objects
- ENGINE: implemented monster/object rebirth
- BUG FIX: deleting the last and only level resulted in a crash (fixed)
What's new for LGCK Builder 0.6.0.0
- LUA: MIN(), MAX(), testKey(), setKey()
- LUA: getLastKey(), clearKeys()
- ENGINE: new Event: level.onKeyPressed
- ENGINE: new Event: level.onKeyUp
- ENGINE: improved qt keyReflector
- EDITOR: source editor w/ word completion and colored syntax
- EDITOR: sprite event dialog replaced with inline editor
- BUG FIX: fixed an error in obl5t (frameSet.cpp)
You can download it here
http://www.sassociations.net/cfrankb/lgck (http://www.sassociations.net/cfrankb/lgck)
Event Editor with full color syntax
(http://img715.imageshack.us/img715/3562/0061t.png)
Uploaded with ImageShack.us (http://imageshack.us)
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Watch a tutorial video:
How to make a game in 5 minutes
http://www.youtube.com/watch?v=lN3gkZWr-PM (http://www.youtube.com/watch?v=lN3gkZWr-PM)
<iframe width="420" height="315" src="http://www.youtube.com/embed/lN3gkZWr-PM" frameborder="0" allowfullscreen></iframe>
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What's new in 0.6.0.2
- ENGINE: antigravity flag extends to monsters
- ENGINE: added solidity concept (overide)
- EDITOR: added `sound tab` to SpriteWizard
- ENGINE: added multiselection
- BIG FIX: Spelling error, "Brint to front" (reported by Tim)
- BUG FIX: Menu not updated when sprite dragged (reported by Tim)
- BUG FIX: WINXP crash when sprite was dropped on empty pane (reported by Tim)
- BUG FIX: next button greyed out in SpriteWiz
You can download it here
http://www.sassociations.net/cfrankb/lgck (http://www.sassociations.net/cfrankb/lgck)
Multiple selection enabled in the latest build
(http://img812.imageshack.us/img812/1539/0062c.jpg) (http://imageshack.us/photo/my-images/812/0062c.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
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What's new in LGCK 0.6.0.8 ?
*** 0.6.0.8
- EDITOR: added portable option to package bundle (windows)
- EDITOR: added export game UI dialog
- EDITOR: added manifests to satisfy windows app cert kit
- EDITOR: new warnings for no player and no goal
- EDITOR: lgck-builder and obl5edit can now be associated with files
- EDITOR: tigher integration between lgck builder and obl5edit
- EDITOR: overlay options exposed in UI
- ENGINE: SFML runtime completed
- TOOLS: migrated gui to qt 5.10.1
- BUG FIX: ScriptWiz displayed incorrectly in Windows
- BUG FIX: uninitialized font causing game to crash (critical) introduced in 0.6.0.6
- BUG FIX: export game wasn't including musics
- BUG FIX: testing empty level was causing a crash
- BUG FIX: background color displays incorrectly in editor
- BUG FIX: level shows completed before starting
- BUG FIX: toolbox disappearing on minimized
*** 0.6.0.7
- EDITOR: builder can export sprites (obl, png)
- EDITOR: runtime integration with the IDE
- EDITOR: improved LGCK builder performance on low-end hardware
- ENGINE: new level event: OnIntroDraw
- ENGINE: snapshot_clear()
- LUA: System Call - ss_notifyAll()
- TOOLS: Updated the gui to run on qt5.7 (replaced qglwidget w/ qopenglwidget)
- TOOLS: easydocs - introducted the concept of alias and improve the ui
- BUG FIX: lua script not always regenerated after an event was modified
- BUG FIX: when a snapshot is taken and restored the next level may be replaced by the snapsnot
- BUG FIX: LGCK builder would crash when no opengl2.0 driver were present
- BUG FIX: lgckdb would become corrupt when core libraries were compiled against GCC 4.x+
This new build addresses issues on VM and low-end hardware that doesn't
have native drivers supporting Opengl 2.0+
*** 0.6.0.6
- ENGINE: replaced scene list w/ ptr
- ENGINE: new events: Level.onHandler, Level.onGoalKilled
- ENGINE: added borderColor, introBkColor, introTextColor
- ENGINE: added experimental barebone runtimes (opengl, SDL, SFML)
- ENGINE: new game events: onPickup(), onSaveGame(), onLoadGame()
- ENGINE: new game events: onRestartLevel(), onNotifyClosure()
- ENGINE: new sprite event: EO_NOTIFYCLOSURE
- ENGINE: new level event: EL_NOTIFYCLOSURE
- ENGINE: custom scrolling layers (see layer_setOffset)
- ENGINE: tied EL_RESTART event with snapshot_reload
- ENGINE: replaced FTGL w/ lgck's own font rendering code
- ENGINE: added colorMod (primary light source)
- EDITOR: added scriptWizard
- EDITOR: autoupdater to check for new versions
- EDITOR: edit raw path (sprite)
- EDITOR: GUI to resize font size in the editor pane
- EDITOR: SpriteWiz waypoint added
- EDITOR: added Edit Images pop-menu item for sprites
- EDITOR: testLevel nows allows to play a full game
- LUA: updateJoyState()
- LUA: callGameEvent(), sprite_unmarkAsGoal()
- LUA: sprite:get(), sprite_set()
- LUA: sprite:get()/set() can access EXTRA_XXXX values directly
- LUA: sprite:hitTest()
- LUA: display_sizeText(), Display:sizeText()
- LUA: ss_drawText(), ss_paint(), ss_paintImage(), ss_clear()
- LUA: Counters:inc(), Counters:dec(), Counters:add()
- LUA: warpTo(), strv_get(), strv_set(), strv_del()
- LUA: snapshot_take(), snapshot_reload()
- LUA: layer_setOffsetX(), layer_setOffsetY()
- LUA: SHL(), SHR(), ss_notifyClosure()
- BUG FIX: When more than 10 Displays active, only the last one is displayed
- BUG FIX: random crash when sprite is added to main layer
*** 0.6.0.5
- ENGINE: customs strings for each sprite instance
- EDITOR: migrated to qt5
- EDITOR: GUI to change default frame per sprite
- EDITOR: toolbox playSound() menu item
- EDITOR: customizable shortcuts for the LGCK Builder
- EDITOR: GUI for toolbars (main, level, layer)
- EDITOR: GUI for path creation
- ENGINE: custom paths for each sprite
- ENGINE: up to four fwClass sprites can share the same map location
- ENGINE: hidden inventory item flag
- ENGINE: reimplemented the collision map w/ std::unordered_map
- ENGINE: interfaces w/ implementers: Graphic, Sound and Music
- ENGINE: replaced SFML::Graphics w/ OpenGL
- ENGINE: replaced SFML::Music w/ SDL::Music
- ENGINE: replaced SFML::Sound w/ SDL
- ENGINE: added Counters (that can be accessed via scripting)
- ENGINE: significantly improved level load time
- ENGINE: added events: Game:onGoalKilled and Level:onGoalKilled
- ENGINE: added Level UUID
- ENGINE: improved center on screen during action
- LUA: sprite:frameCount(), frameSet_getSize
- LUA: Sprite:getString(), Sprite:isFrozen(), Sprite:isGoal()
- LUA: Counters:get(), Counters:set()
- BUG FIX: layer element count is wrong for FW/BK layers
- BUG FIX: on wrap arround screens, viewport moves unexpectely
- BUG FIX: clearALL button now behaves as expected
- BUG FIX: keyDown msg continued infitely when focus was lost
*** 0.6.0.4
- ENGINE: layers can be moved by position
- EDITOR: importImage can now splice images
- EDITOR: importImageWiz added
- EDITOR: added gamewiz first version
- EDITOR: added copy, cut, paste and delete to levelView
- EDITOR: spritewiz added playerbullet template
- LUA: added Sprite:width(), Sprite:height()
- LUA: added Sprite:childCount(), Sprite:setOwner()
- ENGINE: player.onHandler called in managePlayer()
- ENGINE: added sprite activation policy (auto, userdef)
- BUG FIX: spritewiz now properly displays image size (mask: 9999x9999)
- TOOLS: included is the new OBL5EDIT sprite editor to replace OBL4EDIT
*** 0.6.0.3
- EDITOR: edit pan can be resized
- BUG FIX: animations weren't cleared when sprite was deleted
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And out of the blue we get an update for a tool, I had long forgotten. Nice to see you invested some more time into it! :)
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Thank you. Things are moving forward. I'm please to report that the runtime is using 100% SFML again. :D