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SFML projects / 2D Game Engine Made Using SFML 2.1 - Open Source
« on: June 03, 2017, 01:04:27 am »
Hi,
I created a 2D Game engine. Most of the documentation is in Portuguese, but the methods names and demos are written in English. If there is enough interest in the engine I will translate it to English. It is open source, here is a video of the demo, using open source assets and some songs from a past game that I started to develop.
The engine contains:
- Character management
- Multiple map layer
- Layers to set: Items, Objects, Collision.
- Positional Sound.
- Dialog management, where you can set options to trigger other dialogs. Also you can set callbacks for each options, creating some kind of tree.
- Sprite management.
- Text/Font management.
- Background Music.
- Level transition.
And others
Notice that most of those features are already present on SFML, like positional sound. The Engine provides a way to load those from files (each map layer (item, object, collision, sound) can be loaded from files).
This project was my final computer science graduation project. Also I wrote an article about it, you can find it here: http://www.sbgames.org/sbgames2015/anaispdf/computacao-short/147421.pdf, on engine implementation you can find the modules.
The code is open source, feel free to modify, improve or change it... if you want. This project is somehow old to me, from 2014. But I saw so many nice SFML projects on the SFML twitter that I imagined that this old project can maybe help someone.
The engine was made to develop zelda style games (action adventure), but can be extended.
Here is a demo of the Engine: https://www.youtube.com/watch?v=7YTccI8_ZTs.
The quality is not great (Should have kept the original one).
This code was tested on windows and mac os x with SFML 2.1. There are some hacks to make it work on previous versions of Visual Studio, like default parameters for a variadic template argument.
You can find the code here: https://github.com/AAGEngine
Hope you guys like
NOTE: As it was pointed out, the Engine can have several improvements. I agree with most of them, maybe all of them . But because it was my first experience with C++11 and it was a graduation project there are several places that the Engine can improve. The main reason why the engine stayed like that was the fact that I was never able to start working on a game, the main reason being that I am horrible at pixel art. If I have free time I will fix several things that were pointed out, probably most of them... But if someone wants to use the engine in total or parts of that, feel free to do so.
I created a 2D Game engine. Most of the documentation is in Portuguese, but the methods names and demos are written in English. If there is enough interest in the engine I will translate it to English. It is open source, here is a video of the demo, using open source assets and some songs from a past game that I started to develop.
The engine contains:
- Character management
- Multiple map layer
- Layers to set: Items, Objects, Collision.
- Positional Sound.
- Dialog management, where you can set options to trigger other dialogs. Also you can set callbacks for each options, creating some kind of tree.
- Sprite management.
- Text/Font management.
- Background Music.
- Level transition.
And others
Notice that most of those features are already present on SFML, like positional sound. The Engine provides a way to load those from files (each map layer (item, object, collision, sound) can be loaded from files).
This project was my final computer science graduation project. Also I wrote an article about it, you can find it here: http://www.sbgames.org/sbgames2015/anaispdf/computacao-short/147421.pdf, on engine implementation you can find the modules.
The code is open source, feel free to modify, improve or change it... if you want. This project is somehow old to me, from 2014. But I saw so many nice SFML projects on the SFML twitter that I imagined that this old project can maybe help someone.
The engine was made to develop zelda style games (action adventure), but can be extended.
Here is a demo of the Engine: https://www.youtube.com/watch?v=7YTccI8_ZTs.
The quality is not great (Should have kept the original one).
This code was tested on windows and mac os x with SFML 2.1. There are some hacks to make it work on previous versions of Visual Studio, like default parameters for a variadic template argument.
You can find the code here: https://github.com/AAGEngine
Hope you guys like
NOTE: As it was pointed out, the Engine can have several improvements. I agree with most of them, maybe all of them . But because it was my first experience with C++11 and it was a graduation project there are several places that the Engine can improve. The main reason why the engine stayed like that was the fact that I was never able to start working on a game, the main reason being that I am horrible at pixel art. If I have free time I will fix several things that were pointed out, probably most of them... But if someone wants to use the engine in total or parts of that, feel free to do so.