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LITE Version, free to download! (also attached to this post):
Shantae HTML5 Exporter test:
Example characters: https://dl.dropboxusercontent.com/u/...Characters.zip
Hey guys, long time lurker here but I've decided to come out of the shadows to show you something!
So for the past 2 years, I've been working on and off on a new FastLoop platform engine after taking a 6-year hiatus from any type of game design. I got my hands on a Steam sale CTF 2.5 and decided I should give this another shot. Back in my heyday I would try and build static engines that replicated a specific title, like say Super Mario for example. When I got CTF, I decided I should instead look into creating a more flexible engine that can replicate many things. I'm aware that the Platform Movement Object can be used, but I'm hard-headed and instead wanted to make my own thing.
After many frustrations, false-starts, and re-learning, I've developed my own system called the Rage Platform Movement. The goal of this engine is to help streamline the development of platformer by building in most of the essential movements and include special "Widgets" that can control various aspects of the engine without needing to directly edit the code itself (unless there's a bug or quirk you don't like :P). As it is, it currently features:
- Float-based, for smoother character movement
- FastLoop-based collision detection, which can be modified even during play
- Character Linkage: Simply add you character to the Group.Player qualifer and the engine automatically applies basic animations and sets it to the mask
- Group-Based objects: Turn active objects into solid objects, jump-thru platforms, moving platform, ladder, etc.
- Slopes, including slopes that can be jumped thru the bottom
- Support for Horizontal, Veritcal, Rotating, and even Physics moving platforms
- Built-in pause function
- Custom smooth scrolling Camera
- Options to toggle Jumping, Crawling, Crouch Jumping, Ceiling Slide, Jumping Down Platforms, etc
- Basic XBOX Controller support, with the option to easily add more thru the Player Input Widget (which the engine reads as input)
- Basic Metronome, because its something I always wanted to mess with :P
- Animation Control Widget: Enable or disable any of the basic animations (even from behaviors) to allow custom animations, or used "Forced Animation" to manually control an animation
- Only uses XBOX Gamepad and Physics extentions, which aren't really required
- Basic 2-Player support
- Other stuff that I can't quite think of at the moment!
...right so I'm kinda bad at this pitching stuff, so I've included a few examples of what it can do. All examples run on the same basic code without modification, using object behaviours and the widget system to add-on and control parts of the engine itself. It includes a Yoshi's Island test, an "Out-of-the-Box" example (how it works with nothing added), a Greninja example (using the excellent sprites by Neweegee), and a Shantae test (more of a test of the animation system and the metronome). Be sure to read the control file cause there's quite a few things to go over!
I eventually might release the source on the ClickStore (minus all of the copyright infringment of course!). Maybe not at a price that'll break the bank since I'm sure you have your own engine lying around. :P Moreso for folks looking to try something else or see how sloppy I code things. Mainly need to write some better documentation on how to use it and get some non-copyrighted stuff to use for an example.
Let me know if you find any bugs, I'm sure I missed plenty!