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Sim2D - A 2D Game Framework for Autoplay Media Studio

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  • Sim2D - A 2D Game Framework for Autoplay Media Studio

    Hello everyone. After several months and many rewrites, I'm now ready to make my Sim2D (formerly known as UICom) a public project. Using Bas's class module and Draw plugin, I've managed to get a basic game framework up and running for AMS. It's obviously not as fast as LOVE, Unity or some other specialized and updated gaming framework/engine/IDE but it's fast enough to make certain types of games such as table-top, RPG, Puzzle, Text and other similar games. FPS, 3D and other such games are not in the scope of this project nor would they be reasonably feasilbe or playable in AMS.

    In order to make this possible, I've updated my Project plugin to parse and return build data from a project's autoplay file. This allows, among other things, for Sim2D to dynamically scale all objects at any end-user resolution and to create user-created virtual objects using AMS's WYSIWYG editor (factory functions in-progress). The main feature of this framework (besides using the AMS editor) is that custom objects can be created from the base object.

    Current Features Include:
    Game data serialization/deserialization, custom objects and codeable object events (mouse, keyboard, etc.), layered drawing, auto-scaling Sim2D and native AMS objects along with fullscreen support (currently mandatory) at any resolution while maintaining the original build aspect ratio.

    Planned Features Include:
    Tiled maps from the TILED program (including all its features) as well as many other sub-frameworks for RPGs, Puzzle games, etc.
    Object Factory (nearly done)
    I plan to implement (optional) colliders once the UI aspect of the base object is complete (currently at about 90% complete).

    The goal of this framework is to convert AMS into a WYSIWYG game IDE for the game types described. I just completed a major refactor on the entire project and am currently rewriting polling (mouse clicks, mouse over, etc.) events. The project is currently in alpha and will be for some time; however, those seriously interested in contributing to the project, please feel free to make a contributor request or to fork the project and create pull requests with your modified code. Please note, this project does use certain, specific and universally-applied guidlines for formatting code. This helps keep everything visually and logically streamlined. I will post the guidlines in the next week or so for those interested after I'm done with the polling code.

    You can find the project here.

    https://github.com/CentauriSoldier

  • #2
    Now this is something I been waiting to see from you for may years lol past me by and way better job though my aim was to create a RPG game engine for AMS what only used AMS, yours is using a few extra tools but still I see why it was needed
    Plugins or Sources MokoX
    BunnyHop Here

    Comment


    • #3
      To say this project is interesting is falling short of words...

      Comment


      • #4
        Yeah, it's certainly got some promise. Unfortunately, it's not functioning until I finish my rewrite of the CoG dependeny. I did finish the LuaEx dependency already though and am working on CoG so I'm hoping to have Sim2D back in working order in a few weeks.

        I'm also moving almost all the way across the county in two weeks though so I might be stalled a bit. I'll post an update in this thread when Sim2D is ready to go again. I'll also post a little AMS example at some point so it's easier for people to understand it's inner workings.
        https://github.com/CentauriSoldier

        Comment


        • #5
          Originally posted by Centauri Soldier View Post
          Yeah, it's certainly got some promise. Unfortunately, it's not functioning until I finish my rewrite of the CoG dependeny. I did finish the LuaEx dependency already though and am working on CoG so I'm hoping to have Sim2D back in working order in a few weeks.

          I'm also moving almost all the way across the county in two weeks though so I might be stalled a bit. I'll post an update in this thread when Sim2D is ready to go again. I'll also post a little AMS example at some point so it's easier for people to understand it's inner workings.
          Can't wait to see it, if AMS wasn't so dead I would of taken the challage with remaking my RPG engine what used AMS elements only, it even had controller support, but it's way two dead to even do it as a thought project A cos I no longer have any source lol so it would mean doing all that darn maths again and logic lol and B not really someone people will care about, if AMS got some drive again projects like this I sure would bring things like this back.
          Plugins or Sources MokoX
          BunnyHop Here

          Comment


          • #6
            Originally posted by Centauri Soldier View Post
            Hello everyone. After several months and many rewrites, I'm now ready to make my Sim2D (formerly known as UICom) a public project. Using Bas's class module and Draw plugin, I've managed to get a basic game framework up and running for AMS. It's obviously not as fast as LOVE, Unity or some other specialized and updated gaming framework/engine/IDE but it's fast enough to make certain types of games such as table-top, RPG, Puzzle, Text and other similar games. FPS, 3D and other such games are not in the scope of this project nor would they be reasonably feasilbe or playable in AMS.

            In order to make this possible, I've updated my Project plugin to parse and return build data from a project's autoplay file. This allows, among other things, for Sim2D to dynamically scale all objects at any end-user resolution and to create user-created virtual objects using AMS's WYSIWYG editor (factory functions in-progress). The main feature of this framework (besides using the AMS editor) is that custom objects can be created from the base object.

            Current Features Include:
            Game data serialization/deserialization, custom objects and codeable object events (mouse, keyboard, etc.), layered drawing, auto-scaling Sim2D and native AMS objects along with fullscreen support (currently mandatory) at any resolution while maintaining the original build aspect ratio.

            Planned Features Include:
            Tiled maps from the TILED program (including all its features) as well as many other sub-frameworks for RPGs, Puzzle games, etc.
            Object Factory (nearly done)
            I plan to implement (optional) colliders once the UI aspect of the base object is complete (currently at about 90% complete).

            The goal of this framework is to convert AMS into a WYSIWYG game IDE for the game types described. I just completed a major refactor on the entire project and am currently rewriting polling (mouse clicks, mouse over, etc.) events. The project is currently in alpha and will be for some time; however, those seriously interested in contributing to the project, please feel free to make a contributor request or to fork the project and create pull requests with your modified code. Please note, this project does use certain, specific and universally-applied guidlines for formatting code. This helps keep everything visually and logically streamlined. I will post the guidlines in the next week or so for those interested after I'm done with the polling code.

            You can find the project here.
            I will definetly check it out I am interested in this kind of stuff

            Comment


            • #7
              Originally posted by rodymanners View Post
              Planned Features Include:
              Tiled maps from the TILED program (including all its features) as well as many other sub-frameworks for RPGs, Puzzle games, etc.
              Object Factory (nearly done)
              I plan to implement (optional) colliders once the UI aspect of the base object is complete (currently at about 90% complete).

              The goal of this framework is to convert AMS into a WYSIWYG game IDE for the game types described. I just completed a major refactor snaptube vidmate on the entire project and am currently rewriting polling (mouse clicks, mouse over, etc.) events. The project is currently in alpha and will be for some time; however, those seriously interested in contributing to the project, please feel free to make a contributor request or to fork the project and create pull requests with your modified code. Please note, this project does use certain, specific and universally-applied guidlines for formatting code. This helps keep everything visually and logically streamlined. I will post the guidlines in the next week or so for those interested after I'm done with the polling code.
              I will definetly check it out I am interested in this kind of stuff
              this is what interest me the most tbh

              Comment

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