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Flash Template Project
http://www.runestorm.com/forums/viewtopic.php?f=34&t=77366
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Author:  Bulska [ Mon Mar 05, 2012 4:58 pm ]
Post subject:  Flash Template Project

(excuse the giant image size)

For the past few days, another student of game design and I have been working on a 'flash template project' for games.
With this template, we can quickly create new games from scratch during Game Jams, providing us a wide variety of tools we are familiar with.
Much inspiration is drawn from the flixel engine, which I've been using in the past.

We jumped into the code too quickly though, and I've taken a step back to bring some order to the work flow.

I've drawn up a rough sketch of the code we're going to develop, and the function of each part.
Reason I'm posting here is to put it up for show for the curious people and because I could really use some feedback.
If you notice anything out of place, missing or simply wrong, please tell! ;)



Here the schematic of the code:

Image

Author:  Captain Xavious [ Mon Mar 05, 2012 7:59 pm ]
Post subject:  Re: Flash Template Project

Sweet! That looks like it'd be mighty handy. :D

Author:  DarkCarnivour [ Tue Mar 06, 2012 7:11 am ]
Post subject:  Re: Flash Template Project

Looks like you've got what would normally be called an 'engine'. ;)

Well, you've got lots of parts there, but what'll really make the difference will be the subsystem that joins all those components together and controls how easily and cleanly they can be used.

I see your GameObject is currently just written as 'moving a point around', but this will surely expand to be equivalent to the 'Actor' class in unreal. These objects would have all the common properties (position, orientation, display, sound, physics, etc) and be extended in sub-classes to handle logic for the different types of objects.

Also, world / game state, world definition, level editor?

I know nothing about games on mobiles so I have no idea of the requirements and aims of your project and the limitations of the environment.

Author:  Bulska [ Tue Mar 06, 2012 8:49 am ]
Post subject:  Re: Flash Template Project

Sound, colliders, sprites, etc. will be tied to a point. GameObject can thus move a point around but if any other component uses said point, they will be moved as well.

The game state or level has been called 'screen' (since it can be used for a menu, ingame, cinematic, etc.). It's divided in 2 classes. One updates all GameObjects (which can be extended to create actors) and another updates the Game Sprites belonging to the screen.

All the different 'manager' classes are linked and work together directly, there is no governing top class for that. There is the Main class, which receives events for Frame_Enter and keyboard and mouse, this one will initialize and update all managers in the correct order.


We're wondering if the 'screen' itself should be inherited to create different states or levels or that we should keep it as 1 class which can be given a whole bunch of Game Objects. The only difference between one 'screen' and another is the Game Objects within, there are no other settings.

That might seem strange, but we're using Game Objects for everything.

Author:  Black Eagle [ Thu Mar 08, 2012 1:35 pm ]
Post subject:  Re: Flash Template Project

Sounds pretty adaptable, and quite thorough, nice work!.. (Brain fried, can't say anything useful).. ;)

Author:  Bulska [ Thu Mar 29, 2012 5:36 am ]
Post subject:  Re: Flash Template Project

Well, the system has gone massive changes, and we've got rendering of sprites now.
It's highly optimized, it's possible to run lots of sprites, rotated and with different color/opacity!

We also got splitscreen.
https://twitter.com/#!/Eric_vG92/status ... 80/photo/1

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