Seeking "C-Wiz"

Started by 2ma2, Mon 31/07/2006 03:43:22

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2ma2

Taking a rundown of GM, I have come to the conclusion that it is not worth the effort trying to abuse the engine. Much like Clikteam products, it works well making games of the most common fashion, but the way it handles collisions is not suitable, and call me lazy but I have interest in learning a wholenew system just to learn how to work around it. Better then learning C. The search goes on..

biothlebop

Ever heard of liero? http://www.liero.be/
It's alike real-time worms (has ninja ropes and weapons inspired by it), and sounds similar to your idea.
The thing is, since development on liero stopped, clones and hacks have been produced with added networking support, more weapons, greater degree of customization etc.

The main page of the Liero wiki (accessible via liero.be) provides info and links to these clones.
Gusanos (a GPL'ed Liero clone in C++) might be of particular interest to you, and the larger projects have forums where you could try recruiting people.
Hell is like Tetris, make sure that you fit.

scotch

I don't really see what GM lacks in collision support that you'd need... it's really nothing like clickteam products.  You wouldn't be working around or abusing anything, this is pretty much what GM is for... platformers with bitmap collisions.
If you don't want to learn the engine, fine... I guess you'll have to wait for a coder to appear.

Helm

I've had some experience with Gmaker and I don't see the MMF comparison either. Gmaker can do collisions with the pixel-perfect sprite, or with a rectangle set at whichever dimensions you want, or with a pixel-perfect mask independent of the sprite itself... I don't see any problems there. This is open-ended enough for customization without having to work around the engine, I think.
WINTERKILL

Radiant

Well, you could just learn Allegro, DirectX or OpenGL; it's not that hard if you know how to code.

Bernie

In the end, the programming logic is the same, no matter what you're using. I successfully coded a platform engine with the same code in both MMF and C++/Allegro, the only difference being that I had to code my own collision and blitting in Allegro.

I'm still using MMF because I've worked with it a lot and it's easy to use and customizable enough for me. Same with AGS.

I see no problem in coding rope swinging in MMF, GameMaker, Allegro or even AGS. You'll find skilled people for all these development packages if you don't want to code by yourself.

Shane 'ProgZmax' Stevens

Also, if the drag and drop collision options in game maker aren't robust enough you can just as easily create a script function to handle collisions using the collision check functions (which is what I did).  This allows you to, for example, make only the tops of some platforms solid so you can jump up through them like certain old platformers.  Also, if you don't want to create a robust collision system yourself there are at least 2 GOOD ones I know of already made for game maker.  One is a super mario-esque style collision script for tile-based games that comes with an example game and is well commented.  The other is for collision masks for non-tile based games. 

2ma2

GM uses objects for their collissions in the same fashion TGF or MMF does. What I strife for is a rendered enviroment, much like Lieros.

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