Features:
Movement perfection, which prevents the character from going off the screen using the keys,
Playtime function, a perfect playtime function
Advanced FPS Viewer, Views the current FPS (Updated every second), and the highest FPS you reached
Gravity - A shorter way of yvelocity
7 / 27 / 09
StartHP - Starts the HP, you set an ammount
StartMP - Starts the MP, you set an ammount
AddHP - Adds HP by ammount
AddMP =- adds MP by ammount
DecreseHP - Decreses HP by ammount
DecreseMP - Decreses MP by ammount
ShowHP - Shows current and max HP
ShowMP - Shows current and max MP
ShowStats - Shows stats, attack def, mag, and speed
ShowLevel - Shows level and EXP
8 / 25 / 09
strech - Scales an image
need anything added?
Tell me what you would like me to add in this SDK , and I'll see what I can do
Will more versions of this SDK come?
yes,I will make more versions of this SDK and enhance it so that Game Editor becomes even more easier and faster to use
What is this SDK for?
This SDK is for anyone who dosnt like typing a ton of code to get what they want, I take codes and compact them to 1 function, so far I made these codes but I'm willing to make more
- Code: Select all
int UP = 0;
int DOWN = 1;
int LEFT = 2;
int RIGHT = 3;
int sec;
int minutes;
int hours;
int tempcount;
int tempdetectfps;
int setfps;
float framecount;
int levelrepeat;
int HP;
int MP;
int attack;
int def;
int mag;
int spd;
int level;
int experience;
int currenthp;
int currentmp;
int scale;
void CharMov(int chardirection, int speed)
{
char *key=GetKeyState();
if (key[KEY_UP] == 1 && chardirection == 0)
{
if (yscreen>0)
{
y = y - speed;
}
}
if (key[KEY_DOWN] == 1 && chardirection == 1)
{
if (yscreen<view.height)
{
y = y + speed;
}
}
if (key[KEY_LEFT] == 1 && chardirection == 2)
{
if (xscreen>0)
{
x = x - speed;
}
}
if (key[KEY_RIGHT] == 1 && chardirection == 3)
{
if (xscreen<view.width)
{
x = x + speed;
}
}
}
void Playtime()
{
if (tempdetectfps == 0)
{
setfps = real_fps;
tempdetectfps = 1;
}
if (real_fps>setfps)
{
setfps = real_fps;
}
sprintf(text, "%d:%d:%d", hours, minutes, sec);
framecount = framecount + 1;
if (framecount >= setfps)
{
sec = sec + 1;
framecount = 0;
}
if (sec == 60)
{
minutes = minutes + 1;
sec = 0;
}
if (minutes == 60)
{
hours = hours + 1;
minutes = 0;
}
}
void ShowFPS()
{
if (tempdetectfps == 0)
{
setfps = real_fps;
tempdetectfps = 1;
}
if (real_fps>setfps)
{
setfps = real_fps;
}
tempcount = tempcount + 1;
if (tempcount >= setfps)
{
sprintf(text, "Current FPS: %d Highest FPS: %d", real_fps, setfps);
tempcount = 0;
}
}
void Gravity(double gravity)
{
yvelocity = yvelocity + gravity;
}
void StartHP(int ammount)
{
HP = ammount;
currenthp = HP;
}
void DecreseHP(int ammount)
{
if (currenthp<0)
{
currenthp = 0;
}
currenthp = currenthp - ammount;
}void AddHP(int ammount)
{
if (currenthp>HP)
{
currenthp = HP;
}
currenthp = currenthp + ammount;
}
void ShowHP()
{
sprintf(text, "HP \n%d / %d", currenthp, HP);
if (currenthp<0)
{
currenthp = 0;
}
if (currenthp>HP)
{
currenthp = HP;
}
}
void ShowStats()
{
sprintf(text, "Attack: %d \nDefense: %d \nMagic: %d \nSpeed: %d \n", attack, def, mag, spd);
}
void ShowLevel()
{
sprintf(text, "Level: %d \nEXP: %d", level, experience);
}
void ShowMP()
{
sprintf(text, "MP \n%d / %d", currentmp, MP);
if (currentmp<0)
{
currentmp = 0;
}
if (currentmp>MP)
{
currentmp = MP;
}
}
void StartMP(int ammount)
{
MP = ammount;
currentmp = MP;
}
void AddMP(int ammount)
{
currentmp = currentmp + ammount;
}
void DecreseMP(int ammount)
{
currentmp = currentmp - ammount;
}
void stretch(char *actor, int xx, int yy, int percent)
{
draw_from(actor, xx, yy, percent);
}
How to use
CharMov(Direction, speed), Directions are UP DOWN LEFT and RIGHT, can be used in Key inputs, or Draw Actor
Playtime(), create a text actor and put this in Draw Actor
ShowFPS(), shows the FPS, current and max reached FPS, make a text actor and put this in draw actor
Gravity(gravity), gives the character a gravity, the higher the number the faster the gravity is, put this in draw actor
StartHP(ammount), place this in Create Actor, sets the stating HP
StartMP(ammount), place this in Create Actor, sets the stating MP
AddHP(ammoun), adds HP for potions, etc...
AddMP(ammount)Adds MP for ethers, etc...
DecreseHP(ammount), Decreses the HP for attacks, etc...
DecreseMP(ammount), Decreses the MP for magic, etc...
ShowHP(), Shows HP, current and Max, put this in draw actor
ShowMP(), Shows MP, current and Max, put this in Draw Actor
ShowStats(), Shows Stats, attack, defense, magic, and speed, put this in Draw Actor
ShowLevel(), Show's Level and EXP, put this in Draw Actor
stretch("actor name", x, y, scale), Use this inside of a canvas in Draw Actor
Some of these have to be text actors
How to use Stats for more then 1 character
You will see the variabels in the global code called int HP, and stuff like that, just turn those variables into actor variables, and delete the INT's, make sure you dont delete an INT you didnt make into an actor variable