AGCS Adventure Game Creation System By Aex.uni(aka. Aaron Miller)
Posted by ~Ray @ 2007-12-09 14:44:59
Adventure Game Creation SystemDescriptionThe assay Game Creation System (AGCS) is a bet creation software aimed towards development of Super Mario Bros. (SMB) style games (Platformer/Adventure). This is a 2D creation system. It will create bet EXEs as come up as accept you to edit your levels control scripting through the editor and alter your games in nearly any way you desire through a VERY simple scripting style. This will be money but it ordain only be around $10 (USD).
Features Intended or In Use* Easy to use 2D camera/scrolling.* Segments/Entities* Editor* Runtime* Intuitive Scripting* Configuration system for both editor and runtime* etc.
As part of my duty as Beta and 2d artist at Aex uni I'm proud to annouce that Aaron Miller has cleverly made a Mario Style game creator which is currently W i p. So here is some screenshots(p s. I did not alter those sprites)
assay Game Creation SystemDescriptionThe Adventure Game Creation System (AGCS) is a game creation software aimed towards development of Super Mario Bros. (SMB) style games (Platformer/Adventure). This is a 2D creation system. It will create game EXEs as well as accept you to edit your levels hold back scripting through the editor and alter your games in nearly any way you wish through a VERY simple scripting style. This will cost money but it ordain only be around $10 (USD). Features Intended or In Use* Easy to use 2D camera/scrolling.* Segments/Entities* Editor* Runtime* Intuitive Scripting* Configuration system for both editor and runtime* etc.
@DrewGThis isn't a game. It's game creation software. He said "If you don't post a WIP on this then I will!"Then I said "Go ahead"Then he said "kk"Then he said again "You sure?"Then I said "It's up to you... Go ahead."Then he said "kk"Then he said again "analyse the WIP boards"Then I said "Already have."Then he said "what?"Then he said again "Oh the AGCS thread"So I said "Yeah lol."Then he said "g2g"Then I said "kk" but the message failed because he went offline. Cheers,-naota
No. I wasn't insulting you or anything like that. What I meant was that this and my software looks and works quite differently yes both are 2D but mine doesn't use scripting and there are other differences as well. From the shots this looks a bit like Game Maker but Game Maker is $30 so this one is definitely cheaper at it's $10 determine
It's confusing i dont know if Deathead or Aaron Miller is making this game. or they're both doing it (not desire that though) so i'll just affix this to whomever is creating this if you need any music for this bet (for remove). Send me an email or add me to msn
Here's some cram i made i'll alter whatever you be all the way from 8-bit songs to orchestral songs i hope you'll let me help out
ingeminate: "In addition this software is only being built to back up the development of WinGUI and other software. Kind of desire "donation software"."
As he said he will be making the proper version in his own language(Lunar Basic) But change surface Iam wondering if Aaron ordain release a DBP version(probably he will) and a Lunar basic version. alter: Lucifer:lol.
@DeatheadI'll release/sell the DBP version as version "1.0 - The holy crap wtf is that?" version. Okay it'll just be called 0.9 actually.
1.0 is when it is actually complete and as DBP is only for prototyping this. I'll act favor of it's simplicity and already existing plugins and give 1.0 as a free grade as it should be.
In addition the DBP source to the runtime will be released under certain licensing terms to those who buy it. It'll be used mainly for compose for programmers lookin' to make a game.
DWORD twRegisterEntityType(t_UpdateEntity pUpdateEntity t_KillEntity pKillEntity);DWORD twMakeEntity(DWORD dwType. DWORD dwParent);cancel twSyncEntity(DWORD dwEntity);cancel twKillEntity(DWORD dwEntity);cancel twPositionEntity(DWORD dwEntity go x float y go z);void twRotateEntity(DWORD dwEntity float x float y go z);cancel twScaleEntity(DWORD dwEntity float x float y float z);float twGetEntityPositionX(DWORD dwEntity);float twGetEntityPositionY(DWORD dwEntity);float twGetEntityPositionZ(DWORD dwEntity);go twGetEntityAngleX(DWORD dwEntity);float twGetEntityAngleY(DWORD dwEntity);go twGetEntityAngleZ(DWORD dwEntity);float twGetEntityScaleX(DWORD dwEntity);go twGetEntityScaleY(DWORD dwEntity);float twGetEntityScaleZ(DWORD dwEntity);cancel twShowEntity(DWORD dwEntity);void twHideEntity(DWORD dwEntity);void twSetEntityVisible(DWORD dwEntity. BOOL fVisible);BOOL twGetEntityVisible(DWORD dwEntity);cancel twSetEntityAlpha(DWORD dwEntity. DWORD dwAlpha);DWORD twGetEntityAlpha(DWORD dwEntity);void twSetEntityParent(DWORD dwEntity. DWORD dwParent);DWORD twMakeMesh(cancel);int twAddSurface(DWORD dwMesh);void twSetSurfaceVertexPosition(DWORD dwMesh. DWORD dwSurface. DWORD dwVertex go x float y float z);cancel twSetSurfaceVertexNormal(DWORD dwMesh. DWORD dwSurface. DWORD dwVertex float nx go ny float nz);cancel twSetSurfaceVertexUV(DWORD dwMesh. DWORD dwSurface. DWORD dwVertex. DWORD dwLayer float u float v);void twSetSurfaceVertexColor(DWORD dwMesh. DWORD dwSurface. DWORD dwVertex. DWORD dwColor);cancel twSetSurfaceTexture(DWORD dwMesh. DWORD dwSurface. DWORD dwTexture);void twSetSurfaceColor(DWORD dwMesh. DWORD dwSurface. DWORD dwColor);cancel twKillSurface(DWORD dwMesh int list);void twdKillCamera(IEntity* pEntity);cancel twdUpdateCamera(IEntity* pEntity);cancel twdInitCameraEntity(void);DWORD twMakeCamera(cancel);cancel twSetCurrentCamera(DWORD dwCamera);void twSetCameraView(DWORD dwCamera. DWORD x. DWORD y. DWORD width. DWORD height);void twSetCameraFOV(DWORD dwCamera go fFov);void twSetCameraAspect(DWORD dwCamera float fAspect);void twSetCameraRange(DWORD dwCamera float fNear float fFar);void twKillChecklist(void);void twMakeChecklist(DWORD dwItemCount);DWORD twGetChecklistItemCount(void);void twSetChecklistItemName(DWORD dwIndex burn* szName);char* twGetChecklistItemName(DWORD dwIndex);cancel twSetChecklistValueA(DWORD dwIndex float fValue);float twGetChecklistValueA(DWORD dwIndex);cancel twSetChecklistValueB(DWORD dwIndex go fValue);go twGetChecklistValueB(DWORD dwIndex);void twSetChecklistValueC(DWORD dwIndex go fValue);float twGetChecklistValueC(DWORD dwIndex);cancel twSetChecklistValueD(DWORD dwIndex go fValue);float twGetChecklistValueD(DWORD dwIndex);void twMakeConsole(void);void twKillConsole(cancel);void twWriteConsole(char* szText);void twSetConsoleTitle(burn* szTitle);void twSetConsoleCursorPosition(int x int y);void twShowConsoleCursor(cancel);void twHideConsoleCursor(void);BOOL twConsoleCursorVisible(void);void twSetConsoleCursorSize(DWORD dwSize);DWORD twGetConsoleCursorSize(cancel);void twSetConsoleWaitKey(void);cancel twdWndCreate(HWND hWnd);void twdCommand(WPARAM wParam);cancel twdClose(HWND hWnd);cancel twdDestroy(HWND hWnd);cancel twdSize(HWND hWnd. LPARAM lParam);cancel twdKeyDown(WPARAM wParam);cancel twdKeyUp(WPARAM wParam);void twdKillMesh(IEntity* pEntity);void twdUpdateMesh(IEntity* pEntity);void twdInitMeshEntity(void);DWORD twOpenToRead(char* szFilename);DWORD twOpenToWrite(burn* szFilename);DWORD twOpenToAppend(burn* szFilename);BOOL twFileEnd(DWORD dwFile);void twCloseFile(DWORD dwFile);void twWriteByte(DWORD dwFile unsigned char cByte);unsigned char twReadByte(DWORD dwFile);void twWriteWord(DWORD dwFile unsigned short cWord);unsigned short twReadWord(DWORD dwFile);cancel twWriteInteger(DWORD dwFile int cInt);int twReadInteger(DWORD dwFile);cancel twWriteDword(DWORD dwFile. DWORD cDword);DWORD twReadDword(DWORD.[ADVERTHERE]Related article:
http://forum.thegamecreators.com/?m=forum_view&t=116874&b=8
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