Nifflas' Support Forum

Being Creative => Development Showcase => Topic started by: AClockworkLemon on February 20, 2010, 12:52:59

Title: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on February 20, 2010, 12:52:59
Download Knytt Environment Beta3 (http://dl.dropbox.com/u/4410179/Knytt_Environment_Beta3.zip)

Hiya!
I have been making this game recently in Game Maker 8. The premise is a game which can be fully customized, and can use 'worlds', much like KS. It does not use a level editor, instead it uses a series of PNG images and a settings INI file. Please note that this game CANNOT be run using a shortcut, as it will then look for the worlds folder wherever the shortcut is.

I have moved editing support, etc. to the readme file to prevent an overly long post C)p
Current Features:

To-Do list

The save system is not currently perfect, so to save you simply have to press down. When you next press 'continue', you will be in exactly the same spot.
RC1 will be a while off, as i will be building it from scratch, to get rid of unnecessary code, etc.

Spoiler: screenshot (click to show/hide)

I have PM'd Nifflas about the usage of juni, If he declines, I will replace it ASAP.

Please note that from now, 5:00 14/4/2010 AEST,
(http://creativecommons.org/images/public/cc-GPL-a.png) (http://creativecommons.org/licenses/GPL/2.0/)
This software is licensed under the CC-GNU GPL (http://creativecommons.org/licenses/GPL/2.0/) version 2.0 or later.

EDIT: oh yeah, Depending on how well I can get some programs working, I might be able to make a port of this  onto Wii homebrew  8D
EDIT2: Programs aren't quite as useful as I had planned, so the port will not support external levels. I will set up a collaboration for the level design for the wii port
EDIT3: Programs are really useless, as it turns out. The wii port still might happen, but I'm gonna gave to learn myself some proper C
Title: Re: [Beta1] Knytt Environment
Post by: Razzorman on February 20, 2010, 14:10:50
Screens?
Title: Re: [Beta1] Knytt Environment
Post by: AA on February 20, 2010, 14:18:58
I can't try it right now, but

Please note that this game CANNOT be run using a shortcut, as it will then look for the worlds folder wherever the shortcut is.

You can use a shortcut, just make sure the working directory is set to the game folder.
Title: Re: [Beta1] Knytt Environment
Post by: AClockworkLemon on February 20, 2010, 20:49:14
You can use a shortcut, just make sure the working directory is set to the game folder.
Not that I know of. I am currently using working_directory, which returns the folder from which the application was launched from. In the final release i will revert this to program_directory, which will not have this problem, however it will not return the working drectory when being tested in game maker.

Screenies on the way!
Title: Re: [Beta1] Knytt Environment
Post by: AA on February 20, 2010, 22:51:44
^ I meant the shortcut's working directory (I think it's the 'From:' field in the shortcut's properties).

Anyway, tried the game and it looks alright. I don't know much about Game Maker, but I read that it's not as powerful as MMF2; what did you plan to include in game, in terms of active elements? Also, regarding the Wii port, does Game Maker provide functions to export games to some compilable language or something like that?
Title: Re: [Beta1] Knytt Environment
Post by: AClockworkLemon on February 21, 2010, 00:32:01
Unfortunately not. I was planning on using Wii Game studio, but in case that don't work out, I'm learning myself a bit of C
Title: Re: [Beta2] Knytt Environment
Post by: Comhon on February 24, 2010, 14:06:04
nice idea. I'll download it
Title: Re: [Beta1] Knytt Environment
Post by: vdweller on February 24, 2010, 15:19:45
^ I meant the shortcut's working directory (I think it's the 'From:' field in the shortcut's properties).

Anyway, tried the game and it looks alright. I don't know much about Game Maker, but I read that it's not as powerful as MMF2; what did you plan to include in game, in terms of active elements? Also, regarding the Wii port, does Game Maker provide functions to export games to some compilable language or something like that?

Not so sure about that...

By the way, AClockworkLemon, nice work!
Title: Re: [Beta2] Knytt Environment
Post by: AClockworkLemon on February 26, 2010, 06:15:56
Thanks! 8D

Does anyone else have any thoughts on this? are there any other thing that should be implemented?
Oh, BTW, If someone could work out how do get a good jumping animation going, that wold be great! :D
Title: Re: [Beta2] Knytt Environment
Post by: Firewall on February 26, 2010, 13:40:51
This is great for players that dont want to use juni.


It seems we are missing some Knytt Stories features aswell.....

•Save points
•Power ups
•Power collected screen
•Jumping animation

Besides those I feel though that people can play as a different character besides juni now.
I should work on the player from "Knytt".
Title: Re: [Beta2] Knytt Environment
Post by: AClockworkLemon on February 26, 2010, 21:31:19
I am about to tart work on save points, shouldn't be too hard. At the moment I am trying to steer away from powerups, I might implement them in a later release. As for the jumping animation, I'm having difficulty :/ I will try and get it working for Beta3

EDIT: The main problem with powerups is that you would have to specify all the x and y co-ords in the ini file. I'm trying not to make the ini file to complicated, but i'll give it a go

EDIT: Just got the jumping animation working rather well. It will be included in Beta3 (which might be a little while off, as I've got 3500 words due next week)
Title: Re: [Beta2] Knytt Environment
Post by: Vinterrun on March 01, 2010, 13:30:31
Wouldn`t it be cool to add special power ups for special characters?
If you use Juni -->  :juni:, for instance, you are able to jump very High but not that far.
With the Knyttbarn --> :barn: you are a really bad jumper but you can climp up walls.
And with a third character you can perform a dubble jump, which can bring you straight forward but not high enoug to reach certain platforms...

You could create levels for the special characters which would be very cool.
I really like the idea behind Knytt Environment but to be able to stand alone it should have some unique features. =)
Title: Re: [Beta2] Knytt Environment
Post by: AClockworkLemon on March 04, 2010, 06:41:50
OK! I need some user input here....
What would you prefer for a savepoint engine?

Up to you =)

@@Vinterrun
 Maybe not in beta3, but in a later release, the editor will be able to, if they wish, specify custom jump/speed/etc variables in the .ini
Title: Re: [Beta2] Knytt Environment
Post by: Hmpf on March 05, 2010, 02:01:28
Visually quite striking, so far. But it's very small - or is it possible to climb/jump higher and actually get past that small area?
Title: Re: [Beta2] Knytt Environment
Post by: AClockworkLemon on March 05, 2010, 06:31:05
Nah, that's the whole thing. It's only the beta release level, though. Hopefully with the help of some people from here, I can get a nice big level on it. I'm just about to PM PickYerPoison to ask if I can make A KE version of 'outer reaches'! Hopefully he wont mind...

Check the to-do list 8D
Title: Re: [Beta2] Knytt Environment
Post by: AClockworkLemon on March 12, 2010, 23:06:08
Sorry this is taking longer than expected, there have been some massive bugs to iron out. (cockroaches in this case :crazy:)
Might get Beta3 out for the weekend

EDIT: Ok, lets be honest, i also have spent far to much time in War of Legends :oops:

-----------------------------------

Ok, Beta3 is finished! New features are a title screen and a save system. check top post
Title: Re: [Beta3] Knytt Environment
Post by: AClockworkLemon on April 10, 2010, 03:13:59
THIS HAS NOT DIED! :crazy:

I HAVE been working on this on and off, it's just been taking a while, as I have built the entire thing from scratch, as the original was becoming REALLY messy. Plus I have been building quite a few more features, including a movement engine for which the editor can specify the values for C)p.

All in all it's coming closer to being finished. Seeing as the editor can give the player any sprite at all, i don't know if this should still be called 'Knytt Environment', so please suggest names! (because i don't feel like calling it the clockwork engine, frankly) :^^:
Title: Re: [Beta3] Knytt Environment
Post by: Wanderer on April 11, 2010, 02:31:41
But the "ClockWork Engine" would sound totally badass! XD
Title: Re: [Beta3] Knytt Environment
Post by: AClockworkLemon on April 11, 2010, 02:34:29
But the "ClockWork Engine" would sound totally badass! XD

You think? hmmm.... i might consider calling it that then  C)p
Title: Re: [Beta3] Knytt Environment
Post by: Salmoneous on April 11, 2010, 07:32:28
Oh hey look screenshot with my tileset.
Title: Re: [Beta3] Knytt Environment
Post by: AClockworkLemon on April 11, 2010, 08:16:03
Indeed. You don't mind, do you? I you do, i'll change it.

And i suppose it's time foooorrr:
Status Update: :crazy:
Finished:
intro page
menu
title page
movement engine (fully customizable C)p)
sprite customization (rudimentary)
background
collision mask
death mask
particle effect when dying
(and possibly some other stuff i've forgotten about)

Working on:
Save engine
fixing up those damn sprite engines
(other stuff)
Title: Re: [Beta3] Knytt Environment
Post by: Salmoneous on April 12, 2010, 08:04:55
Indeed. You don't mind, do you? I you do, i'll change it.

No I'm glad  :)

Also I like thjis thing you're doing, must try it out sometime, unless I forget.
Title: Re: [Beta3] Knytt Environment
Post by: AClockworkLemon on April 12, 2010, 14:02:25
Well here is your chance! I've finished work on The Clockwork Engine B4, and i'm looking for testers! I'm about to write a readme for it, which will explain everything that i can think of about it and how to create your own levels. NOTE: I will be distributing the betas WITHOUT any levels to encourage you to make your own. This helps me judge several things, including ho easy it is to use, as well as having lots of diverse environments that will be tested.

If you want to test, post here or send me a PM
Title: Re: [1a] The ClockWork Engine (prev. Knytt Environment)
Post by: Salmoneous on April 12, 2010, 21:09:44
I want to test.
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Firecat on April 13, 2010, 20:39:52
I want to test too.
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: pumpkin on April 13, 2010, 20:48:37
I would like to test as well.
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on April 14, 2010, 09:08:44
Please note that from now, 5:00 14/4/2010 AEST,
(http://creativecommons.org/images/public/cc-GPL-a.png) (http://creativecommons.org/licenses/GPL/2.0/)
This software is licensed under the CC-GNU GPL (http://creativecommons.org/licenses/GPL/2.0/) version 2.0 or later.


Yay! something legal... ~~sigh~~
If you want to waive any of the above conditions, just PM me.

(and no, this wasn't my idea. My dad suggested that i should, and i couldn't be bothered arguing)
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Mr. Monkey on April 14, 2010, 18:16:49
gpl for game maker games?!?!?!?

are you sure that even works
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Pick Yer Poison on April 14, 2010, 19:41:10
gpl for game maker games?!?!?!?

are you sure that even works
I don't see why it wouldn't. It might not be absolutely necessary, but I don't see any reason it wouldn't work.

Oh, and I'd like to beta test. :D
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Firecat on April 14, 2010, 21:20:19
By the way, what are the sizes of the buttons in the level menu?
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on April 14, 2010, 23:02:37
By the way, what are the sizes of the buttons in the level menu?

What ever you want really. i'm using 48x12

PYP: it's coming your way =)

Attached is the readme in a .chm format - makes it look a bit better =)
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on May 01, 2010, 05:13:50
Any status updates/reviews/whatever from the beta testers? anybody?
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Firecat on May 01, 2010, 06:28:23
I dont know what its happening in my level that every time i try to boot it up the following error appears:

ERROR in
action number 1
of Create Event
for object obj_game_init:

Error in function real().

I pm'd you with the level so you can see if i did something wrong.
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on May 01, 2010, 07:25:40
I hate to be the one who has to tell you this, but this is how to fix it:

Open our world.ini
find your entry 'climb left strip'
click to place your cursor after the '1' that you set it to. press right. That' right, there's a <tab> there, and it's screwing the ini up. once you remove it, the game won't give that error.

(so you don't have to bother, i've attached a fixed ini (it's in txt format, just rename it))

Also, don't forget to set the rest of the values that you haven't yet, such as width and height. without those, all you'll see is a grey window  :/
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: Pick Yer Poison on May 03, 2010, 18:29:05
Oops, forgot I was a beta tester for this. X) I'll get right on it.
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on May 10, 2010, 10:06:48
How's the testing going PYP?

An update on the progress of CWE:
     A PLUGIN SYSTEM!

The new system reads the movement engine from a file called 'movement.cwe' in the world folder. These plugins are written in GML, Game Maker's native language. Unfortunately GML is extremely versatile, and so a user could potentially get the plugin to load a virus binary file. to this end, all plugins are encrypted, and then decrypted on the fly. If you have a movement engine that you would like included,send it through as a text file.

i won't be uploading the new version until i have some results from the current tests.


Current plugins:
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: TheDarkOne on August 08, 2010, 05:46:27
I would like to test!
Title: Re: [B4] The ClockWork Engine (prev. Knytt Environment)
Post by: AClockworkLemon on August 09, 2010, 03:11:41
I would like to test!

I hate to tell you, but this has died really. It was a good experiment, but that was about it :/