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Author Topic: 2D Game Construction Kit - updated to v. 0.6.0.8  (Read 23672 times)

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model76

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #15 on: December 21, 2010, 03:05:27 am »
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  :?

cfrankb

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« Reply #16 on: February 19, 2011, 06:40:11 pm »
Quote from: "model76"
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

cfrankb

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« Reply #17 on: March 23, 2011, 12:28:41 am »
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

cfrankb

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TODO/WISHLIST
« Reply #18 on: March 24, 2011, 05:32:41 pm »
idem

cfrankb

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What's new in 0.5.0.8
« Reply #19 on: April 05, 2011, 04:58:52 pm »
*** 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

cfrankb

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« Reply #20 on: April 06, 2011, 08:16:09 pm »
Here are some new screenshots


General property tab for an object


Animation sequence interface


Editor menu. Showing layer sub-menu

cfrankb

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« Reply #21 on: October 08, 2011, 01:51:32 pm »
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



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Grimshaw

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« Reply #22 on: October 09, 2011, 12:18:10 am »
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 :)

Lee R

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« Reply #23 on: October 09, 2011, 01:01:06 am »
Quote from: "DevilWithin"
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.

cfrankb

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« Reply #24 on: October 10, 2011, 03:36:26 am »
Quote from: "Lee R"
Quote from: "DevilWithin"
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. :(

Lee R

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« Reply #25 on: October 10, 2011, 05:07:06 am »
The TIGSource forums are likely your best bet.

http://forums.tigsource.com/

cfrankb

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« Reply #26 on: October 10, 2011, 05:15:06 am »
Quote from: "Lee R"
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.

cfrankb

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Re: SFML powered / crossplatform - SideScroller Construction Kit
« Reply #27 on: April 17, 2012, 02:57:07 am »
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

Event Editor with full color syntax



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cfrankb

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Re: SFML powered / crossplatform - SideScroller Construction Kit
« Reply #28 on: April 19, 2012, 05:38:58 am »
Watch a tutorial video:
How to make a game in 5 minutes

http://www.youtube.com/watch?v=lN3gkZWr-PM


Code: [Select]
<iframe width="420" height="315" src="http://www.youtube.com/embed/lN3gkZWr-PM" frameborder="0" allowfullscreen></iframe>

cfrankb

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Re: SFML powered / crossplatform - SideScroller Construction Kit
« Reply #29 on: April 25, 2012, 01:13:50 pm »
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


Multiple selection enabled in the latest build



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« Last Edit: April 25, 2012, 01:24:38 pm by cfrankb »