Cyrus's general-purpose node-based platform engine

by Aistarin


Posted on December 24, 2011 at 8:28 AM



A node-based platform engine that I was developing for my Halloween Compo 2011 entry. This example is currently very crude, but hopefully its negative reception and your harsh criticisms will encourage me to develop it to perfection. I will be adding new features and fixing numerous bugs over the next few days, so please stand by and consider that this is not the final form of the engine. And I guess the title is misleading because this engine may not be optimal for games that run at a super-low resolution.

This is part of a series of examples that will make up my Rolling Thunder Engine that I will use in games like JoAnna the Magical Kitsune and Kilin's 64brawl.

FEATURES

- nearly pixel-perfect collisions
- extremely choppy jump-through platforms
- some basic slope physics

TODO/BUGS

- handle multiple collisions at once to avoid problems such as falling through peaks
- handle collisions with vertical or near-vertical walls in the same way as previous point
- etc

Feel free to provide suggestions and feedback on how to fix things. I'll be sure to ask users of this engine to give you credit if your contribution is significant enough (as well as myself, but it's not like I'm gonna murder you if you don't give credit). Just give credit if you need to populate your game's credits reel.

-CyrusRoberto



Aistarin commented December 24, 2011 at 8:47 AM
Also, I'm too lazy to port this to GM7 and GM6, so just use LateralGM to do so yourself, because that's what I would have done anyways.

http://www.lateralgm.org/
blackhole commented December 24, 2011 at 10:00 AM
It's hilarious that I was trying to do this myself at one point. Then I realized I totally suck at physics and just used box2D.
LAR Games commented December 24, 2011 at 11:33 AM
Cool.
Aistarin commented December 24, 2011 at 12:03 PM
Then again, this example isn't really meant to be a replacement for physics, as it will lack many of the features that one could get from the many physics DLLs available for GM. This example will provide a flexible way to design complex, terrained platform levels without the need to use several solid blocks that eat a lot of memory in GM, or large terrain sprite masks that eat a lot of VRAM.