GE 1.5 preview (MacOSX/Win)

Questions, comments and discussion about the Game Editor development.

Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sat Mar 26, 2011 4:46 pm

A angry birds like game type (moving actory flying into dynamic actors) is something the next version of the prototype will bring.

The intention is to make a "angry birds" within one week. I heard that the original appstore game took months to build.

We could then do this within weeks.
Co-Developer of GE engine

If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX/Win)

Postby needaname » Tue Mar 29, 2011 10:59 am

k kool. was thinking this would be really powerful but curently cant do much with it. movin objects is what makes most physics games intresting.
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Re: GE 1.5 preview (MacOSX/Win)

Postby youbob1212 » Mon Apr 25, 2011 5:10 pm

Ok here is a simple short program that I made to ask the very impotent question about GE 1.5

Code: Select all
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <string>
using namespace std;

int main()
{

while(true)
 {
 cout<<"Is the new GE 1.5 out already?"<<endl;
 cout<<"Enter y/n:";
 char answer=0;
 cin>>answer;

   if(answer=='y'||answer=='Y')
   {
       cin.ignore(255, '\n');
   cout<<"what's the download link";
   string link ="";
   cin>>link;
    cout<<"Cool!"<<endl;
    cout<<link;
    cout<<"I will save this link now."<<endl;

     ofstream myfile;
     myfile.open ("GELink.txt", ios::out | ios::app);
     if(myfile.is_open())
     {


     myfile<<link;
     myfile.close();
     cout<<"press any button to continue.";
     getchar();
     break;
     }
     else
     {
      cout<<"could not open the file...";
      cout<<"Press any button to continue";
      getchar();

     }
   }

 else if(answer=='n'||answer=='N')
  {




   cout<<"when will it be out?";
   string cwhen="";
    cin>>cwhen;



    ofstream secondFile;
    secondFile.open("GEDate.txt", ios::out | ios::app );
    if(secondFile.is_open())



    secondFile<<cwhen;
    secondFile.close();
    cout<<"file saved."<<endl;
    break;
   }
   else
   {
   cout<<"could not open the file. "<<endl;
   cout<<"Press any button to continue.."<<endl;
  getchar();
   }


 }//loop

cout<<"Press any button to exit...";
cin.clear();
cin.ignore(255, '\n');
cin.get();
return 0;
}


Compile this under a C++ compiler, link it, and run the Exe file.
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Fri May 13, 2011 9:18 am

Game Editor 1.5 is progressing.

We changed the interface between ge and the physics engine. GE now automatically draws polygons around sprites. This was a user task so far.
Polygons will not be visible in editor or in game. Main purpose is for collision detection.

Tests showed that up to 45 polygons were generated for a circle.

This is very important for handling collision detection for rotated and scaled sprites. Collision will now be calculated first by the pixel perfect
engine for "unscaled and unrotated" sprites for compatibility reason. So current collusion detection is untouched.

If sprites are scaled or rotated then the physics engine takes over and calculates collision via polygons. Thats state of the art and fast.

We plan to release a beta in Q3. In the meantime we will continue to post prototypes on the gameEditor.net website.

Pls note that sprite scaling, rotating and physics will not be supported on engines without opengles/opengl. Means: windows mobile, pocketpc.

All bug fixes or 1.5 or features have to be in tracker http://sourceforge.net/apps/trac/game-editor/

Only tickets in tracker will be considered for 1.5. Access to tracker have: Makslane, Skydereign and myself.
Co-Developer of GE engine

If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX/Win)

Postby Game A Gogo » Fri May 13, 2011 9:42 am

That's great news :D Keep up the hard work. You guys are making GE better and better!
Programming games is an art,
    Respect it.
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Re: GE 1.5 preview (MacOSX/Win)

Postby DST » Fri Jun 24, 2011 2:26 am

Well done man!
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Re: GE 1.5 preview (MacOSX/Win)

Postby DST » Sat Jun 25, 2011 1:52 pm

Bullet patterns are 10x easier with the SetRotation() function....

xshot.jpg

What's this following message for? Something wrong with the java uploader i believe. It adds multiple copies, then it doesn't know which is the real one, then leaves this erroneous error message.....

The attachment xshot.zip is no longer available
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Re: GE 1.5 preview (MacOSX/Win)

Postby Wertyboy » Sun Jun 26, 2011 10:54 am

What about Network Feature? :|
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Re: GE 1.5 preview (MacOSX/Win)

Postby MrJolteon » Sun Jun 26, 2011 11:06 am

It's NOT going to be added anytime soon.
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Re: GE 1.5 preview (MacOSX/Win)

Postby Jagmaster » Fri Jul 01, 2011 11:41 pm

Incredible!
I tried to assign clones to a joint, but got an error :? It works without cloned actors like int the example though. But other than that, THIS IS AMAZING!!
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Re: GE 1.5 preview (MacOSX/Win)

Postby Chai » Thu Jul 07, 2011 2:45 am

Dear DST,
That is amazing Example to use the rotate function. I will try this function soon.

Thanks Akr
For your hard work to make this rotate become real.
GE rule !
Last edited by Chai on Sun Jul 17, 2011 3:28 pm, edited 1 time in total.
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Re: GE 1.5 preview (MacOSX/Win)

Postby DST » Thu Jul 07, 2011 4:30 am

Thank Akr, he's the one who added the functions to GE.
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Re: GE 1.5 preview (MacOSX/Win)

Postby MrJolteon » Fri Jul 29, 2011 6:28 pm

MrJolteon wrote:There's something I don't like:
When you make a draggable, dynamic actor, and drag it to a new position, that actor just returns to it's previous position.

Can this be fixed?
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sat Jul 30, 2011 8:54 am

It works as designed. Dynamic actors are driven by forces only. For this we need to introduce a "stop physics" function, do the dragging and
re-enable it afterwards. I have to think about it. Probably we need a "stop/start physics" function anyway. Good point Thanks.

Don't have a better idea. Either objects are driven by the physics engine or by ge classic functions. Dynamic objects can also be modified using "applyforce".
Co-Developer of GE engine

If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX/Win)

Postby Jagmaster » Mon Aug 01, 2011 12:32 pm

So, I'd need to use applyforce instead of x+=?
Perhaps there could be an xforce and a yforce variable we could use instead.

The paths seem to turn the physics actors into regular actors too.
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