game2d framework up on github

About Monkey 2 Forums General Programming Discussion game2d framework up on github

This topic contains 25 replies, has 7 voices, and was last updated by  wiebow 2 years, 9 months ago.

Viewing 15 posts - 1 through 15 (of 26 total)
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  • #1581

    wiebow
    Participant

    As this starts to work better and better, I decided to also share my 2d game framework on Github: https://github.com/mutatedmonkey/game2d

    I have a few features in already, and as I am finishing up my Asteroids clone (which starts to behave brilliantly) I will add more and more to this framework.  First demo game should be up on this repository by tomorrow as well.

    Here’s the read me and feature list.

    #1634

    wiebow
    Participant

    I have added an example Asteroids game to github to show how this is used. Also added sound playback etc to the framework…

    #1739

    Matthew Smith
    Participant

    Nearly missed it – will check it out Wiebo!

    #1762

    wiebow
    Participant

    OK Matthew, let me know what you think.  I’m a bit offline these days (working on installing a new kitchen) but should be back next week.

    #1992

    wiebow
    Participant

    OK, kitchen is working, so I’m back…   I have added docs to most classes now, and have also added the first issues/enhancements to the github page. If you have any requests or new features you would like to see, let me know.

    #2015

    Matthew Smith
    Participant

    Had a quick play yesterday – going to start adding into some stuff i’m playing with. Looks nice mate!

    #2046

    wiebow
    Participant

    Hi Matthew. Thanks! Let me know which functionality you miss.

    I’m going to move the Asteroids example game into the main repository for the module.

    #2049

    Matthew Smith
    Participant

    Will do – having a play now!

    #2105

    Sammy
    Participant

    Entity pooling would be a nice feature.

    #2122

    wiebow
    Participant

    @sammy: Indeed. I am concentrating on the more essential stuff for now though: audio, gamepad input, configuration stuff.

    But for particles etc pooling of some kind would be nice to have.

    #2233

    wiebow
    Participant

    I just pushed a change that allows the use gamepads. Xbox360, PS3 and 4 supported. Code is kinda messy, but I’m sure I’ll return to it when I know more of Monkey2’s new language features to make stuff more clean.

    EDIT: yesterday evening I realised I forgot to add Hats, and I thought of a better way to support these and other controls, so I’ll give that a go later today.

    #2689

    Matthew Smith
    Participant

    Just wanted to add I’ve been using Wiebo’s framework for the past couple of weeks which has made the backend gaming stuff easy to setup and manage.  I’ve taken some of Wiebo’s Asteroids example (thanks! 🙂 ) and created a customized Vector entity using some code I’ve had sitting there for ages – not sure where from) which I’ve used for the ship, asteroids, bullets etc and customised the particle engine (up on the forum and in the bananas folder) and vector font (originally from Mark Incitti in BlitzMax) for the rest. Pics attached but as with vector games, it looks better on-screen than in image!

    Asteroids has been probably my favorite game to make over the years – having played it heaps on the Atari 2600 originally.  Over the years I’ve tried building it in Garry Kitchens GameMaker on the c64, Amos on the Amiga, Blitz 2d and now in Monkey2!

    The base game is done (minus the UFO – todo!) with all the gfx (with nice little flickering effect) and sound effects done (including the thump thump!) but i’m going to add some powerups (such has faster turn, speed, extra bullets, maybe bombs etc) to spice it up a little. I’ve already added current level and remaining asteroids (ahla Wizball).

    Overall Wiebo’s Game2d Framework has taken out the boring stuff such as states (screens, playfields) and object management (images, sounds) etc and allowed me to concentrate on the game itself (the reason we uses such frameworks!).  Even has some built-in management for configuring keyboards and joysticks.

    #2692

    therevills
    Participant

    Now we just need shaders and make it look like a CRT monitor 😉

    #2693

    Matthew Smith
    Participant

    Yes! Even adding the flickering adds a bit.

    #2702

    wiebow
    Participant

    Matthew, that looks great!! 🙂   When can I play it?

    Glad you like the little framework I’m working on! Expanding it as we program on 🙂

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