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indielib.com • View topic - Details on engine features.

indielib.com

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PostPosted: Mon Aug 08, 2011 2:16 am 
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Hi guys.

I am looking for free frameworks to develop our next game and I think indielib could help us big time.

I'd like to know if the following features are supported:

* Image filters: Like, in Photoshop: Overlay, Multiply, Screen, Difference, etc.
* Shaders: For example, blurring, black and white, emboss, etc.
* Custom fonts: .ttf, bitmap fonts.
* Poligon/Pixel colision response. The character is supposed to walk over sloped surfaces, like this:



Take, for example, Braid. The character walks over a surface that is not seen (covered by the images that composes the map).



So, elevation, slopes needs to be supported (or possible to make).

... and that's pretty much everything!

I'd be donating part of the income to engine creators, if we pick indielib as our development tool. Any word about this could be incredible helpful.

Thanks in advance!


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PostPosted: Tue Aug 09, 2011 7:54 am 
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* Image filters: Like, in Photoshop: Overlay, Multiply, Screen, Difference, etc.
Yep, but not in real time. It has a delay.

* Shaders: For example, blurring, black and white, emboss, etc.
Not currently, but someone in the forum already implemented that.

* Custom fonts: .ttf, bitmap fonts.
Yep

* Poligon/Pixel colision response. The character is supposed to walk over sloped surfaces, like this:
Yep, but I'm sure you will have to develop it a bit in order it fulfills your needs.

Check out this tutorial: http://gametuto.com/in-game-c-map-edito ... ria-games/


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PostPosted: Tue Aug 09, 2011 5:58 pm 
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PostPosted: Tue Aug 09, 2011 6:34 pm 
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PostPosted: Sun Aug 14, 2011 7:45 pm 
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PostPosted: Mon Aug 15, 2011 11:39 am 
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I like this topic.

So I've been googling:

Link 1

http://braid-game.com/news/2008/04/brai ... artnernet/

Alex Says:
Jonathon, are you using a physics engine for Braid, or a homemade collision detection algorithm?
I’m just curious to see what the pros are using.

Jonathan Blow Says:
I don’t know that I would exactly call it an algorithm.

I use a Minkowski Sum-based circle-versus-rectangle function that I got from Casey Muratori, and a rectangle-versus-rectangle function that I wrote.

For broad phase, since the levels are mainly horizontal, I just use a 1D grid (dividing the space into horizontal buckets) that gets recomputed from scratch every frame.

Braid didn’t even have a broad phase until 4 or 5 months ago — it was just everyone versus everyone. That was fine on the PC, but the Xbox 360 is slower when it comes to that kind of thing.

Braid isn’t trying to create physicsy-feeling physics — it’s trying to create platformer-feeling physics, which are very different (and a lot simpler).

Link 2

http://stackoverflow.com/questions/2227 ... ormer-game

Link 3

You should try the Braid Editor and to play with the collision, etc: http://www.moddb.com/games/braid/tutori ... ading-mods


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PostPosted: Mon Aug 15, 2011 10:48 pm 
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PostPosted: Thu Aug 18, 2011 6:31 am 
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Hello,

I myself used Indielib for some platformer (and other) kind of game prototypes. The closest to the platformer kind of sense is my game named "Hydro".

You can check it , and download source code if you want.

It uses box2d for all movement and collisions, so it doesn't use any of the collision features of indielib, but it might be worth a look how to integrate indielib in a bigger engine.


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PostPosted: Thu Aug 18, 2011 6:32 am 
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Hello,

I myself used Indielib for some platformer (and other) kind of game prototypes. The closest to the platformer kind of sense is my game named "Hydro".

You can check it , and download source code if you want.

It uses box2d for all movement and collisions, so it doesn't use any of the collision features of indielib, but it might be worth a look how to integrate indielib in a bigger engine.


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PostPosted: Wed Sep 07, 2011 10:07 pm 
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