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The A-Engine: A new Beat 'em Up game engine
#11
Well, I am not being able to open the A engine, It is stuck in the white screen.

I also would like to make some suggestion[ignore if already implemented]:
  • z axis scrolling
  • diverging background
  • a mini-map in the left bottom corner showing all player's positions in different color spots.
  • progress bar in the stage mod showing how far the player(s) have reached[not needed if mini-map implemented
...............
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#12
(06-03-2014, 10:28 AM)davis60 Wrote:  Well, I am not being able to open the A engine, It is stuck in the white screen.
I see you've tried the 4 month old version I posted in my forum. Your computer doesn't support rendering non-power of 2 textures, and that version didn't do any kind of pixel padding which was required to fix the problem. The next build should fix this.

(06-03-2014, 10:28 AM)davis60 Wrote:  [*]z axis scrolling
Implemented.
Quote:[*]diverging background
I saw this with HF sometime ago. It's nothing special if you pay attention; just a very wide stage with walls separating it into chambers. That's already there :P.
Quote:[*]a mini-map in the left bottom corner showing all player's positions in different color spots.
Will do.

Quote:[*]progress bar in the stage mod showing how far the player(s) have reached[not needed if mini-map implemented
Its too big. Such stuff will really clutter the screen. The mini-map it is.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#13
Aww yiss.. That bg looks awesome actually man, lets try for the best demo :p
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#14
Damn, I was waiting for something like this. Great work. But I've got some questions, because I want to create a mod (or a game, since it's an engine), but my ambitions are higher than just throwing some energy balls at someone. Just tell me if it is possible somehow to do in your engine and if not, it's a suggestion.
1. Customizable AI.
2. Forcing someone to go into X frame.
3. Friendly fire.
4. Ability to hit your objects (balls for example).
5. Affecting only certain characters, which are affected by something. For example, I hit the whole map with rect and only characters who were hit by something else before are affected.
6. Chasing balls that don't move in Y axis.
7. Normal transformation (Louis).
8. Transformation into someone (Rudolf).
9. Timers, for example for transformation (after X time it affects you and transforms you into someone) which works even if you go into next stage (in tournament mode I think that you should start every fight from normal form).
10. Teleport (Woody) only to certain characters (let's say that there are many characters on map, but you will always teleport to certain one/affected by something).
11. "Thornmail" (when someone hits you with anything, he takes % damage dealt).
12. Inability to heal above max hp/mp/whatever.
13. Jan's Devils (with customizable fall time).
14. Rect that won't cause frame change.
15. Frame change resist (like above, but from character's perspective).
16. Ability to turn on/off score table with other button (maybe Fx, where xc~(1,2,...12)) and exit fight/stage only with F4 (or as you wish).
17. Inability to pick character when someone else has already picked him (I'm talking about character select screen).
18. Inability to pick certain characters (like you couldn't pick Mark without the lf2.net code).
19. Customizable velocity of chasing balls (because in LF2 they fly with fixed speed).
20. Chasing balls that focus only certain characters (affected by something).
21. Ability to slow someone down (movement or generally delay between frames) for X amount of time.
22. Objects attached to you (itr: kind 8).
23. Taking reduced damage even when hit by attacks which don't change your frame.
24. Inability to be focused by chasing balls (they just don't "see" you).
25. Customizable chasing balls (focusing yourself, closest enemy/friend, can switch targets).
Thanks in advice!
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#15
Oh damn, I didn't see this post 0_o.
(06-17-2014, 09:57 AM)Shiya Wrote:  Damn, I was waiting for something like this. Great work. But I've got some questions, because I want to create a mod (or a game, since it's an engine), but my ambitions are higher than just throwing some energy balls at someone. Just tell me if it is possible somehow to do in your engine and if not, it's a suggestion.
1. Customizable AI.
Yes, but I am not done with this part yet. I am still thinking about whether I well be doing what Someone Else did with his scripts (except that there won't be any dlls since the source code is available) or stick to a more user-friendly syntax with built in functions for simple stuff like walking, running etc.

Quote:2. Forcing someone to go into X frame.
100%. You can make a bdy take the rect (itr equivalent) owner that interacts with it to frame X and you can make a bdy take you to frame X when hit. You can make the rect take you to frame X if it hits successfully, and you can make the rect force a target to a frame if hits. All these kind of object controlling is possible to the highest extent.

Quote:3. Friendly fire.
Huh? You mean team attack? Yes. There will even a team attack option in different modes. I have even be planning to do something which might let you prepare your own fighting modes setting rules and everything.

Quote:4. Ability to hit your objects (balls for example).
Yes. (using the "|UNIVERSAL|" switch on your object).

Quote:5. Affecting only certain characters, which are affected by something. For example, I hit the whole map with rect and only characters who were hit by something else before are affected.
Yes. This can easily be done by the help of the "registers". You basically "set_reg=" the targets of the first rect, and on the next rect, you set a condition to see if the target's register you set is what you set in the previous rect. If true, then you hit it. It can also be easily done with using "Curse Rects", but I am still to explain that when I come to to document the "rect[]" component.

Quote:6. Chasing balls that don't move in Y axis.
Well, unlike LF2, you will be doing chasing manually (that might sound bad, but its actually waaay better). Since you're now able to fetch your target's data, you will be able to have a "x/y/z_vel=" tags that will set your velocities according to the position of the target. Not using the "y_vel=" for that will simply mean that your ball won't be moving in the y axis at all.

Quote:7. Normal transformation (Louis).
OOPSI! Now I forgot to mention that transformation can be done as a second parameter for the "goto=" tag. For instance, if you would like to transform to id 10 frame 200, you would simply do: "goto=200, 10".

Quote:8. Transformation into someone (Rudolf).
Fetch your target's id via a rect, store the id in a rect, and transform to it later :P. As simple as that XD.

Quote:9. Timers, for example for transformation (after X time it affects you and transforms you into someone) which works even if you go into next stage (in tournament mode I think that you should start every fight from normal form).
Timers are possible. I explained how to do that in reply to BatTamer's post.

Quote:10. Teleport (Woody) only to certain characters (let's say that there are many characters on map, but you will always teleport to certain one/affected by something).
Yes. HARNESS THE POWER OF THE REGISTERS.

Quote:11. "Thornmail" (when someone hits you with anything, he takes % damage dealt).
Yes. You set a rect in your counter frame which damages the opponent by "@latestdmg@*(x/100)"; x being the %.

Quote:12. Inability to heal above max hp/mp/whatever.
Lol yes. Indeed.

Quote:13. Jan's Devils (with customizable fall time).
??

Quote:14. Rect that won't cause frame change.
Lol yes. Using the "|GHOSTRECT|" switch on your rect.

Quote:15. Frame change resist (like above, but from character's perspective).
Simply give your character a "|DEFEND|" switch in your move to make him defend (something like HF; when you try to hit Drew when he is using a D>A). Put in mind that you can also set how much % of the damage your character is going to resist. You can also give declare a certain DP count where your character will start to budge, break defend..etc.

Quote:16. Ability to turn on/off score table with other button (maybe Fx, where xc~(1,2,...12)) and exit fight/stage only with F4 (or as you wish).
Didn't get into that part yet.

Quote:17. Inability to pick character when someone else has already picked him (I'm talking about character select screen).
Yes. The character selection screen can be optimized to do almost everything. Now you won't have to stick with LF2's selection design XD. We've been working on a One Piece game using the A-Engine, and here is a selection menu I was able to do (it was quite hard to be honest):
[Image: ZRJgLhR.png]

Quote:18. Inability to pick certain characters (like you couldn't pick Mark withut the lf2.net code).
I didn't do the cheat code part thing yet, but you can now control what characters are going to appear in the selection screen and what won't.

Quote:19. Customizable velocity of chasing balls (because in LF2 they fly with fixed speed).
Yes, as I mentioned above.

Quote:20. Chasing balls that focus only certain characters (affected by something).
Yes.

Quote:21. Ability to slow someone down (movement or generally delay between frames) for X amount of time.
If you mean something like a time slow down, then I haven't worked on that yet. Slow frames individually is possible using a register which is added to that frame delay value, and a rect which increases it when it hits.

Quote:22. Objects attached to you (itr: kind 8).
Yes. Using the "|STICKYRECT|" switch with rects.

Quote:23. Taking reduced damage even when hit by attacks which don't change your frame.
Yes, as I mentioned above. Further more, you will even be able to reduce the impact you take from the rect.

Quote:24. Inability to be focused by chasing balls (they just don't "see" you).
Yes. Just do stuff with regs (I would explain, but I got tired of typing :P) .

Quote:25. Customizable chasing balls (focusing yourself, closest enemy/friend, can switch targets).
Yes.

And finally, you're welcome XD. Hope that answered all your questions.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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Thanks given by: Shiya
#16
Gawsh, you're amazing. I expected only yes/no, but I'm even more thankful for those short explanations. ^^ I wouldn't bother you if I knew more syntax and functions, which I know you will share later, but I couldn't wait. xD
In 13th question I meant if there will be able to do similiar ability and if yes, if you will be able to customize how fast it goes down, but I think that everything is possible now.
Again, great work!
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#17
Oh my god, thats really awesome. I never knew you could do that with lf2. Wow A-Man you're so amazing :D
Mm on a side note you did spell "confirm" wrong though, but everything else looks spectacular.
Good luck on this project :D

~qwertz143~
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#18
This is still on ever since then. I've just been too lazy to post my progress. The first release capable of creating a playable game is sooner than ever now (should've been already out, but couldn't resist adding more features :P). Here are the logs of recent stuff I did for those whom are interested:
2014-08-08 (Click to View)
2014-09-13 (Click to View)
Questions are welcome. Suggestions will be appreciated.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#19
~Bump

The A-ngineer's Lab (Click to View)
This will probably get a redesign later.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#20
Nice! It really looks convenient enough to actually create pretty accurate bodies..
The rect and bdys do have different colored rectangles right? and a random question, there's no limit to number of texts and bodies in a frame right?

a redesign is strictly needed by the way :P, also a minimize button?
(03-20-2016, 06:41 PM)mfc Wrote:  Be the unsqueezable sponge!
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