(12-13-2015, 03:28 PM)Someone else Wrote: One thing that I would kinda worry about is that you have been working on it for a very long time, and depending on how much your coding style has changed over time, there may be a lot of old code in there.That is true, I am afraid. But as I've been progressing, such code is being rewritten.
Quote:Also if 3D models are to be used, and the engine was originally designed with 2D sprites in mind, then that may cause issues.Correct, 2D is the default, but put in mind that, since I haven't released the engine yet, I have never hesitated in changing anything when I needed to. I've completely rewritten the graphics portion of the engine in the past month to suit for 3D. I also made an upright y-axis in the coordinate system be the default (though it can be changed; everything that has to do with orientation and projection can be changed per a "camera" including the fov and the near/far planes (clicky to see how stage files are designed). I'm also planning to allow for manually writing a projection matrix, for those who may need to.) There are other things which I am working on now and need to change like the "facing" property of an object which, while in LF2 is just 0 for right and 1 for left, need to account for other directions around you. So I am having it be an angle (0 for right, and 180 for left).
The A-Engine is currently undergoing an 'operation' and is not functional, so I can't show you the source right now. If you'd like to wait, or I am perfectly fine with reinventing the wheel one more time with you guys XD.
Quote:@barsOh cool ideas, but I am not sure about buying special moves. I agree about having only 2 bars to not clutter the screen and not end up with something annoyingly small (would you guys like to have floating bars like in HF, or like LF2 where they're fixed at the top or somewhere?).
we have these invisible (point) things in Lf2: mp,hp,fall,bdefend,armor,lifes (only on stage mode), firzen defuse timer, I think I have not forget anyone.
now extra can be: "running",money/points,other collecing power and every special move can have its own "counting points" (which can be converted into bar).
for me mp hp are very good. "breath", which can include running, jumping and other movements can be into mp. So just one mp for every move, run, jump. Some chars may have separated bars.
Speaking of stage mode, I have in the A-Engine, and would suggest this if we're going with a new engine, is to not hardcode modes. How I'm doing it with the A-Engine is that every mode can just be linked with 'mode logic'.Here is a fairly old design of how that could work (pretty ugly since I didn't have named registers back then) to have a timed battle mode, and for something as crazy as Harry potter's squiddish games.
Also, it would be pretty cool to see Davis ride a motorbike.
Edit: sent U1 an email. Let's hope they respond with good news :P.
email content (Click to View)
edit: oh.. my. I hope the reader doesn't notice. It's not a big deal I think.
A-Engine: A new beat em up game engine inspired by LF2. Coming soon
A-Engine Dev Blog - Update #8: Timeout