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Author Topic: 2D Game Construction Kit - updated to v. 0.6.0.8  (Read 26864 times)

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cfrankb

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2D Game Construction Kit - updated to v. 0.6.0.8
« on: June 25, 2010, 10:17:02 am »
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




Contacts

https://cfrankb.com/lgck/contact.php

Website
   


https://cfrankb.com/lgck

Downloads

https://cfrankb.com/lgck/download.htm

Follow us on twitter
http://twitter.com/lgckbuilder

See the videos about LGCK Buidler
http://www.youtube.com/user/cfrankb2000

Read about the latest developments
http://lgckbuilder.blogspot.ca/

LGCK Builder: 2D Game Construction Kit
https://cfrankb.com/lgck

Feedback

Feedback, suggestions and feature requests are welcomed and encouraged. :D
« Last Edit: August 14, 2018, 12:51:19 am by cfrankb »

pdusen

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Re: SFML powered / crossplatform - SideScroller Construction
« Reply #1 on: June 25, 2010, 01:46:30 pm »
Quote from: "cfrankb"

    - Linux (KDE)


How can you possibly only support a specific desktop environment? They will all run each others' programs.

Recruit0

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #2 on: June 25, 2010, 02:19:13 pm »
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.

Ashenwraith

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #3 on: June 25, 2010, 02:43:16 pm »
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.

Laurent

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #4 on: June 25, 2010, 03:14:55 pm »
Quote
I wonder how many lines all of SFML is without comments.

SFML 2 has approximately 35,000 lines of code (excluding bindings and samples).
Laurent Gomila - SFML developer

Spidyy

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #5 on: June 25, 2010, 04:56:02 pm »
Question : Does exist a tool in visual studio or external program to count the line number of a project?

Laurent

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« Reply #6 on: June 25, 2010, 05:00:28 pm »
Quote from: "Spidyy"
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 :)
Laurent Gomila - SFML developer

cfrankb

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #7 on: June 25, 2010, 10:40:46 pm »
Quote from: "Ashenwraith"
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

cfrankb

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Re: SFML powered / crossplatform - SideScroller Construction
« Reply #8 on: June 25, 2010, 11:25:47 pm »
Quote from: "pdusen"
Quote from: "cfrankb"

    - 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.

cfrankb

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LGCK Builder was updated to 0.5.0.1a
« Reply #9 on: July 08, 2010, 07:12:27 pm »
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




[/img]

cfrankb

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #10 on: December 06, 2010, 06:26:23 pm »


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

lucas92

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« Reply #11 on: December 18, 2010, 04:22:30 am »
Looks promising! However, the program crashes just after I selected the difficulty level when testing the testlevel...

cfrankb

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« Reply #12 on: December 18, 2010, 09:04:17 pm »
I need to know which level / gamedb and  OS / video card combination you were using at the time of the crash.

Regards,
Frank B.

model76

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SFML powered / crossplatform - SideScroller Construction Kit
« Reply #13 on: December 19, 2010, 09:57:24 pm »
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.

cfrankb

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« Reply #14 on: December 20, 2010, 11:42:55 am »
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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