GML: New and Improved Engine.

Well, after much of the efforts after polishing and improving the code, the new and improved plus optimized version of the Engine is done.

This includes many significant updates, mainly, new graphics that look beautiful and work brilliantly even on the older machines. I had to do a lot of work with the display modes and optimize the codes in order to get it working.

I can list the Changes below.

New Particle and Attractor Graphics
Yes, new and better graphics are added, that look a lot better than before. Now the particle looks like a composition of both Yellow and Lime Green. (The two signature colors of the Two creators)
Additionally, The Attractor AoE is also drawn on the screen, You can see it as a very faint blue circle. The new graphics effects do not affect the gameplay or the Physics engine, but rather help the player in further plannings.
But, The new graphics now require 16 Bit Color mode, instead of higher 24 Bit or 32 Bit, so the game would actually Autoswitch to the required color mode, causing the screen to flicker for a moment, and then Redrawing the whole screen.

Improved Collisions
The Physics engine has been improved to handle the collisions a lot better than before, specially the old Toy Box engine. The momentum has been considered and the Collisions of two moving objects have been handled pretty well. Now the physics engine and particularly Toy Box engine would not need refinements at least for a month, when I shall plan about my next GML project.

Mouse Guide
The Mouse Guide Gauge had been included in the engine. The Meter is drawn on the screen right below the Remaining Attractors display. The Gauge will drain quickly when SPACE key is held down. And when the meter is completely out, you cannot use the Mouse Guide at all. But, it will regenerate over time when SPACE is released, and hence becoming ready again.
Also, the Damping factor has been reworked, and hence a small glitch has been correted.

Still, the Mouse Guide pathings need to be updated. I shall have to rework the code.

Cache Data Optimization
The Level Restart system recently added uses the Cache data, which is physically dumped on the Disc. Yet, actually, due to the physcical dump, it was possible to figure out and hence exploit the data and hence the whole gameplay. (Of course, NOT the Physics Engine)
So, the Data dumped has now been optimized, hardcoded and also, cleared off after each level.

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