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Jacob!



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20th June, 2011 at 23:18:12 -

If you don't want the engine to be visible customisable, you could use my one event platforming engine. Condensed into two actions (I separated them because MMF2 has a limit on expression size) it looks like this: http://paste.pocoo.org/show/415091/

 
Have you even been far as decided to use even go want to do look more like?

Disthron



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21st June, 2011 at 02:32:21 -

Wow, that is one massive hunk of text. I attempted to copy the Y expression into MMF2 and I guess it's still to big. Also, I'm not sure how this would function as an engine. Can it really read the key input, do all the collision detection, movement and what not?

 
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One

Otter

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21st June, 2011 at 03:22:47 -

Here's my two cents on the matter=
I think that whatever engine is used should be allowed to be modified to an extent. I think that certain events that are not allowed to be changed should be put into a group that functions as sort of the 'bread and butter' of the application. Then you are allowed to add up to so many new events, max of 10 new events perhaps? This way it'll be really cool to see how different the games can be from the original engine and still use it.

 
n/a

Jacob!



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21st June, 2011 at 03:30:18 -

@Dishtron Everything except input. Notepad started to crash before I managed to paste in the input code, but I have a working version in several actions with collision detection, movement, acceleration/deceleration, jumping, etc with input all included

 
Have you even been far as decided to use even go want to do look more like?

Jon Lambert

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21st June, 2011 at 03:56:47 -


Originally Posted by Jacob!
If you don't want the engine to be visible customisable, you could use my one event platforming engine. Condensed into two actions (I separated them because MMF2 has a limit on expression size) it looks like this: http://paste.pocoo.org/show/415091/OH MY GOSH.

Why did I not think of this? It's so obvious to me now. How well does it function at lower/higher framerates, collision-and-speed-wise? I've always enjoyed compressing engines into as few events as possible, but I've been using backdrops and fastloops. Not that I'm not familiar with the idea of using a collision map, I just didn't know what the impact would be at runtime.

 
Sandwich Time!Whoo!

JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
http://www.create-games.com/download.asp?id=8364

Jacob!



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21st June, 2011 at 04:20:03 -

Visibly Flawless. It runs at a safe 90FPS max, but I keep it at 60FPS to match the average monitor refresh rate.
Image
is the whole game. Everything from Platform Controller and up is the engine, which is what was condensed into two actions in that pastebin post ^^ there.

 
Have you even been far as decided to use even go want to do look more like?

Disthron



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21st June, 2011 at 08:14:20 -

@Jacob It was also a real pain in the ass to just select all the code in order to past it. How about you upload an MFA file for us to try?

 
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One

Strife

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Der Dairy Crick

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21st June, 2011 at 08:43:23 -

A whole platforming engine in two events?! Holy hyperspace. Just when I thought I'd seen everything...

Wiiman - Now that you mention it, it probably would be a good idea to let contestants alter some of the engine's events. Afterall, depending on what resolution our games are, we would need to adjust things such as movement speeds, gravity, etc, to compensate for different-sized objects.

 

Duncan

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21st June, 2011 at 17:44:02 -

Well, if this IS happening, please not a platformer, please no extensions

 
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Sephirenn

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21st June, 2011 at 20:46:33 -

I think we need to look at what is the purpose of the competition. If the whole purpose is to let everyone not have to worry about coding an engine, then we should make it so that you CANNOT TOUCH the engine that is picked, but only add on to it. I prefer this approach, as it will let casual developers create games on the same level as you devoted MMF'ers.

On the other-hand, if we are trying to get a whole bunch of super-creative and unique games, then changing the original engine can be allowed. However, I think this is pointless because then why not just spend that time creating your own engine instead of learning and then modifying a new engine? Additionally, this will lead to some games being WAY better than others, because the veteran developers will just take the engine picked and enhance it on their own to make games better than the casual MMF'ers can make.

At least that's my opinion. I will probably join the competition either way so that I have some motivation to create a new game.

 
*Sephirenn*

Jess Bowers

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21st June, 2011 at 22:40:58 -

1. Cool idea. Sounds like it would be fun.

2. Strife - Way to be a cool admin! I like the front page engine graphic with MMF on it. Very nice.

3. As long as everyone else is throwing their engines into the mix, I might as well, too. Here's an engine I was working on awhile back:

Project: http://create-games.com/project.asp?id=1571

MFA: http://toadstool.net/games/cpm/CPM_v0.3.mfa



 

s-m-r

Slow-Motion Riot

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21st June, 2011 at 22:46:39 -

My emphasis added...


Originally Posted by Sephirenn
I think we need to look at what is the purpose of the competition. If the whole purpose is to let everyone not have to worry about coding an engine, then we should make it so that you CANNOT TOUCH the engine that is picked, but only add on to it. I prefer this approach, as it will let casual developers create games on the same level as you devoted MMF'ers.



THANK YOU. I couldn't have said it better myself. The above illustrates the whole point of my suggestion.

 
n/a

Strife

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21st June, 2011 at 22:51:32 -

Jess - Thank yous!

SMR - Exactly. Like I said in my last post, I think that if changes to the engine were allowed, then it should be for specific events such as variables for speed, jump power, etc. Even then, the engine that is used might allow us to change that stuff outside the Event Editor by simply adjusting the alterable values of objects.

If you guys have trouble figuring out which engine to use, I could wait another day or two for more donations and then put up a new poll so that we can vote on 'em.

 

Sketchy

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21st June, 2011 at 23:26:53 -


Originally Posted by s-m-r
My emphasis added...


Originally Posted by Sephirenn
I think we need to look at what is the purpose of the competition. If the whole purpose is to let everyone not have to worry about coding an engine, then we should make it so that you CANNOT TOUCH the engine that is picked, but only add on to it. I prefer this approach, as it will let casual developers create games on the same level as you devoted MMF'ers.



THANK YOU. I couldn't have said it better myself. The above illustrates the whole point of my suggestion.



I think we all understood the point.
It's just that this is a site for people who want to make games - it's not a site for people who only want to make graphics/music/sounds, which is basically what we're left with if everyone is using the same engine - maybe with the odd additional gimmick here and there.

I also don't see how it's a good idea to "let casual developers create games on the same level as devoted MMF'ers" if you only do it by bringing down the standard of games made by the better klikers.

Still, if enough people want to do it, that's fair enough...

 
n/a

mastavasta



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22nd June, 2011 at 03:20:20 -

Going off of what Wiiman said, I think the engine should have a few coding "holes" that the contestant must fill in. Of course, the missing pieces would be given. This way, it maintains the same basic engine, but allows for unique entries.

 
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