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Author Topic: Danmagine  (Read 7419 times)

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Mjonir

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Danmagine
« on: May 12, 2010, 11:13:50 pm »
Danmagine

Version: v0.2
Download & information: Voir ici



______________

Description:
Danmagine is a new game engine especially made for easily creating Danmakus (i.e. shoot'em-ups with a hell lot of bullets). The main goal of this project is to allow anyone to make the shoot'em-up they want, whether it is a simple shoot'em up level or a complete game which requires advanced patterns and efficient objects management. Danmagine should not require any programming skills, what's needed will be learnt through the tutorials.

Danmagine relies on a core program extended by a scripting language. This scripting language is designed in such a way that it allows you to perform usual yet complex tasks in a single instruction while providing you lots of tools to go further. It is also designed with modularity in mind: most of the game logic is exposed to scripting, allowing you to tweak the engine's behaviour at will. Instead of modifying it, you can also extend it by using the libraries: design your own library and add it to your project in a clean way.

In Danmagine, everything is scriptable and you're provided what you need to do it. Menus, levels, sounds, musics, player, enemies, decor, everything can be done your way using functions, attributes, events, tasks and all the other tools and structure you have at your disposal.

The engine is constantly and rapidly improving. If you feel something's missing, just ask. It'll probably appear in the next version.

WSPSNIPER

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nice
« Reply #1 on: May 12, 2010, 11:33:43 pm »
sounds sweet, i think you should prob implement an image/sound manager if you dont have one cause i found it makes everything much cleaner and nicer to use. ill check it out. p.s. sorry if the input on it was not a help cause i think you prob have it done already  :wink:

WSPSNIPER

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just downloaded
« Reply #2 on: May 12, 2010, 11:38:51 pm »
i see you have an image manager lol sorry for the reply but i downloaded and it is loading SECT_MENU now ( is it soposto take long? ) oh well ill wait

Mjonir

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Danmagine
« Reply #3 on: May 12, 2010, 11:47:53 pm »
Loading the menu should be immediate :?

Do you have any error message in the console? Is the window blank?

Walker

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Danmagine
« Reply #4 on: May 13, 2010, 01:50:32 am »
Runs fine for me, it crashes on exit though, but I'm rockin it ATi style, lol. None of my own SFML programs crash though.

I look forward to this being finished so I can make some danmagic!

Mjonir

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Danmagine
« Reply #5 on: May 13, 2010, 01:17:11 pm »
Quote from: "Walker"
Runs fine for me, it crashes on exit though, but I'm rockin it ATi style, lol. None of my own SFML programs crash though.


It seems it's a problem related to SFML2. I'm not the only one experiencing these crashes, but I've read somewhere that it may be related to the OS I'm compiling it on, I'll try to fix this as soon as I can.

If you're using SFML2, can I ask on which OS you compile your programs?

Quote
I look forward to this being finished so I can make some danmagic!


 :D

I can't code until summer because of my exams, so I'm gathering comments. It should advance much more quickly in July :)

Walker

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Danmagine
« Reply #6 on: May 14, 2010, 01:54:55 am »
Quote
If you're using SFML2, can I ask on which OS you compile your programs?


I'm still on 1.6 sorry. I fear change.

Mjonir

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Danmagine
« Reply #7 on: November 03, 2010, 08:25:34 pm »
Hi everybody,

This isn't a new release yet since it's not stable, but I couldn't wait to show you what I've done. Basically I've reached the point where everything you see is 100% scripted and easily scriptable.

Right now there are major bugs, a lot of space for improvement both on the engine and the support for scripting (including lots of syntactic sugar) and missing features, but it works and I think it's a pretty big step.

Download here!

Since it isn't stable yet,, I didn't have much time to make a real demo or tutorial or any kind of documentation so if you want to have fun with the engine you'll have to figure it out yourself, or ask, but I think it's already pretty easy to manipulate once you've got the hang of it.

I strongly suggest you have a look in the "objects" folder, where most of the script lies. You can also have a look at "*mask.lua" files in the "lua" folder if you want to know what you can do with the engine (it'll soon be able to do much more, that's the easy part :)).

So, in a few words, what's different from v0.1?
  • Mainly a whole new, and much more powerful, scripting language using Lua as a basis. Very easy to use, even for a non-programmer, and powerful at the same time. Have a look inside the "objects" folder to see what I mean.
  • Collisions (use "display_hitbox = 1" in config.ini if you want to have a closer look :))
  • Sounds and music (although there is no play_music() function yet, believe me when I say that it works :P)
  • Much better CPU consumption ans stability
  • Player scripting including shots and bombs
  • Menu scripting
  • Better performances and smaller size
  • A lot more scripting possibilities.



Have fun. I hope I'll be able to release a stable version soon, with even more possibilities on the scripting side :)

Mjonir

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Danmagine
« Reply #8 on: December 29, 2010, 01:11:57 am »
I had to give some sign of life for this project so: Beta release time!

You can find everything on the Danmagine website: http://mjonir.gantzotaku.com/danmagine/

Read the news on the website, there is more information there :)

Don't hesitate to post/email if you've got some feedback to give. Otherwise see you soon once the tutorial is done for a full release (^-^)

Mjonir

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Danmagine
« Reply #9 on: February 16, 2011, 03:21:19 pm »
See the project Wiki for download & tutorials

Here is the release of Danmagine v0.2. So what can you do with it?

I'd say almost everything you might expect from it. It is stable, powerful and everything can be scripted. There are lots of tools and a few libraries. On the project Wiki there is a full documentation, with tutorials, and a forum where I'll be happy to answer in case you have a problem. It is a complete and working version, you should not have any problem getting started.


Then why is it not v1.0?

Because it needs some polishing. Although technically speaking you should be able to do almost anything you can think of, for some complex tasks it might not be very convenient to do it with the tools you have now. v1.0 will mostly need to have larger libraries. To do that, I need a lot of feedback. Up to now I'm pretty much the only one who used it. As a result, I don't know if what I've implemented and the way I've implemented it is what you will want. Thus, please, don't hesitate to send some feedback on my email or on the forums. Whether its simple remarks, suggestions, feature requests or just general thoughts about the engine, I'd really like to hear them to improve the engine :)


Have fun scripting (^-^)/

Walker

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Danmagine
« Reply #10 on: February 17, 2011, 01:26:35 pm »
Feedback: Your link is broken.  :lol:

Downloading it now.

Mjonir

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Danmagine
« Reply #11 on: February 17, 2011, 01:33:00 pm »
Ups, fix'd... thanks ^^'

 

anything