The BlockOut Platformer Engine is complete. The whole source code is now much more optimized and fully functional. The engine is fully working and developed.
The newly updated demo of the engine features a Tutorial level and a Test level.
In the tutorials, you are made familier with all basic aspects of the game, like movement, enemies and traps, and Most importantly - The Black Glaive.
The glaive's code can be a bit difficult to port on the other platforms, but it can be easily ported and customized on any other GM based Platformer or TDS. The collisions regarding Glaive and basic Enemy AI work perfectly on both Platformers and TDSs.
The new Demo also features a Barrier Trap that can be disabled by a switch. Good thing is that these codes are also easy to quickly port over the other GM based games. (Simple three component code) Again, the switch activation can also be customized. As I have allows Glaive to activate switches as well. That means, in your own games, you can use a Bomb, Gun or any projectile weapon to activate the switch.
The Enemies are way overpowered, but again, customizable. I kept them overpowered as I wanted the Stealth part to be prominant in this perticular Demo. Enemy AI has been greatly improved, and now the advanced movements, like Random Turns and Sub-paths are possible, though they still require a ridiculously tedious design aspect.
(Well, you can see that in the final part of the tutorial level)
But, note that the Random routines of the enemies require a bit of processings, so too many of them can slow down the system.
The Physics of the objects has been greatly improved, though not the direct part of the gameplay except for the Glaive, these Physics remain as more of the Eye-Candy. But yet, they still require a lot of processing powers.
The effects used in the Demo are simple Sprite based effects, though look nice thanks to the Additive Blend Mode graphics.
The HUD - Heads up display has been moved to the bottom, and right now only has the Hitpoints bar. (This part is not so customizable, though)
- [ Download located in the Top Right Corner ] -
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I hope you'll enjoy the Demo provided.
If you are a GM user and want the Source Codes, Contact me.
BTW, if you guys haven't noticed, The Blog has grown 50 Posts old. With this being the 50th post on the Blog.
...Yeah, Go and Celebrate!
I tried it and loved it :) cool :)
ReplyDeleteBut i think making different types of enemies will be better as all enemies must be hit by the Glaive when it is sharp which make the game more difficult
u can make some easy enemy can be killed either sharp or not :) and others must be sharp :)
But overall its so great :)
Well, actually... You have to hit enemies when your blade's sharp. If you try to hit'em after you have touched wall or ground, they'll not take any damage.
ReplyDeleteYes, the Multipe types of enemies can be a great idea. I am thinking about it.
Anyways, Thanks a lot.