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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Fri Aug 14, 2009 12:52 pm Post subject: 48 Hour Side-Scroller - Technology Preview - Verious |
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Here is a technology preview of my smooth-scrolling Flash/AS3 game engine for the RPGDX Side-Scrolling Mini-RPG Summer 2009 Competition:
http://www.tiltedaxis.net/TechPreview.html
Controls: Arrow keys move upper viewport, WASD moves lower viewport. The controls will seem to be backwards because you are currently controlling an invisible character (without collision detection), so when he moves right, the screen moves left.
Current features:
- Maps load from external XML files (sample map)
- Maps load default parameters for missing XML attributes
- Tilesets load from external PNG files (with translucency support)
- Framework to support n players (sharing the same computer/keyboard)
- Unlimited viewports
- Viewport scaling/zoom (for magnified views/mini-maps)
It probably doesn't look like much, but the engine has come a long way in the short amount of time that I've worked on it; at this point a lot of the core pieces are in place.
Obviously, the colors, tiles, and current maps are temporary placeholders while I develop the engine.
I believe Flash 9.x is required to run the engine, but so far I have only tested it in Flash 10.0.32.18.
Last edited by Verious on Fri Aug 14, 2009 6:27 pm; edited 1 time in total
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Sat Aug 15, 2009 5:15 am Post subject: |
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The movement speed is variable between 0 and 32 pixels per frame. In the technology demo, the speed is currently 1 and the framerate is limited to 30 frames per second, which is why the scrolling is fairly slow. I was mainly checking that the engine was scrolling properly and that it was not rendering unnecessary, off-screen tiles.
I have optimized the code quite a bit since the technology preview. Many of the calculations were being performed each frame resulting in many inefficiencies. In the current version, most values are cached until the system determines that they need to be recalculated, which greatly reduces the processing time per frame. I have also made several other improvements to the code to improve the performance and reduce the memory footprint.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Mon Aug 17, 2009 1:11 pm Post subject: |
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No problem, the technology preview does scroll slowly, I just wanted to provide a little background information about the engine and its internal workings.
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Puddinlover I wanna be a ballerina!
Joined: 06 Aug 2009 Posts: 26
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Posted: Mon Aug 17, 2009 5:26 pm Post subject: |
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Did you ever make a game with this? _________________ Check out my game development on My Programming Blog!
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Mon Aug 17, 2009 6:52 pm Post subject: |
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Unfortunately several of my relatives came into town unexpectedly (from Chicago and Pennsylvania), so I didn't have time to create a game. It was nice seeing my relatives, but it totally killed my plans to create an entry.
I am still planning to create something with the engine and will keep everyone posted as I make progress.
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codeugly Monkey-Butler
Joined: 14 Aug 2009 Posts: 50
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Posted: Tue Aug 18, 2009 12:57 am Post subject: |
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I have never programmed with flash, but I am surprised there is no tearing between the tiles. I'd like to see a game made with this engine. _________________ As seen on TV
http://www.codeugly.com
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Tue Aug 18, 2009 2:29 am Post subject: |
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Flash has come a long way since the early versions. Recent versions of Flash (8.0+) support bit blitting via the copyPixels() function, which allows the screen to be rendered like a traditional game. The tiles are drawn to a BitmapData object, which you can think of as a back-buffer where the scene is composited. Then the BitmapData is displayed by assigning it to a Bitmap object which is attached to the stage.
I am contemplating creating a blog to discuss the development, if there is interest.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue Aug 18, 2009 12:55 pm Post subject: |
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Verious wrote: |
I am contemplating creating a blog to discuss the development, if there is interest. |
I have significant interest in this.
Would you be willing to write the articles on my forum?
I'm unfortunately too broke to pay you for the content, however you naturally will have full credit. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Thu Aug 20, 2009 2:52 am Post subject: |
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Thanks for the offer, but I have a design and layout in mind for the series of articles.
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