WargEngine 2.03- Check out scrolling maps, animation, script
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WargEngine 2.03- Check out scrolling maps, animation, script
Lots of cool stuff in this engine will will soon be powering T3h Warg 3.
This is just a preview but please report bugs you might find. DracScript is now integrated. Check out WargScript.pb for a good idea of how to integrate DracScript into your application.
The readme.txt has a list of changes and features. This is a pretty powerful engine now since the scripting lets you create conversations, specialty triggers on the ground, etc, and it comes with a map and monster editor.
Give it a shot and let me know what you think. Report any bugs etc. This is gonna be the bomb =)
(Oh and read through all the functions I register to dracscript. You can create some interesting effects with animations and you can dynamically change the characteristics of items on the ground.
If you can think of any "events" that would be good to have besides the ones that are already listed in the readme.txt let me know!
Link: http://www.dracsoft.com/zips/t3hwarg3.zip
(Btw all scripting variables are global and pass between scripts unless you reset them yourself, and are loaded and saved with the savegame)
This is just a preview but please report bugs you might find. DracScript is now integrated. Check out WargScript.pb for a good idea of how to integrate DracScript into your application.
The readme.txt has a list of changes and features. This is a pretty powerful engine now since the scripting lets you create conversations, specialty triggers on the ground, etc, and it comes with a map and monster editor.
Give it a shot and let me know what you think. Report any bugs etc. This is gonna be the bomb =)
(Oh and read through all the functions I register to dracscript. You can create some interesting effects with animations and you can dynamically change the characteristics of items on the ground.
If you can think of any "events" that would be good to have besides the ones that are already listed in the readme.txt let me know!
Link: http://www.dracsoft.com/zips/t3hwarg3.zip
(Btw all scripting variables are global and pass between scripts unless you reset them yourself, and are loaded and saved with the savegame)
Last edited by dracflamloc on Fri Apr 21, 2006 4:56 pm, edited 2 times in total.
I have played with this quite a bit, here are my thoughts:
1. Frame Rate is perfect. Nice and fluid movements and scrolling on my system (specs below).
2. AI on the enemies is very good. I tried a few "tricks" that will normally fool the AI in most games, but wouldn't fool yours.
3. Collision is very good, I did not experience any problems.
4. Sound? Can't comment on sound as I didn't have speakers turned on.
5. Stability. Zero glitches.
6. Graphics. I realize these are just placeholder examples, so I will not make any comment except you should use my handy blending program to blend the ground & water tiles. Sorry, shameless plug, but it is a tool that is very handy for these types of games.
Overall, I was very impressed. This is a very good quality engine and it seems very stable and reliable. Gamewise, this is definitely the best thing I have seen done with PB.
Is this something I would use to make some games if I had it? Yes, I just don't have the time to program a RPG, etc from scratch and would definitely use an easily scriptable engine.
Would I pay for this engine? No, but only because money is so tight for us.
Is it worthy of whatever price you put on it? Yes, indeed!
You definitely have a winning product on your hands. I was very impressed, and I do not impress very easily
edit: forgot specs:
Athlon 1.2GHz
1GB RAM
GeForce4 MX 4000 64MB
1. Frame Rate is perfect. Nice and fluid movements and scrolling on my system (specs below).
2. AI on the enemies is very good. I tried a few "tricks" that will normally fool the AI in most games, but wouldn't fool yours.
3. Collision is very good, I did not experience any problems.
4. Sound? Can't comment on sound as I didn't have speakers turned on.
5. Stability. Zero glitches.
6. Graphics. I realize these are just placeholder examples, so I will not make any comment except you should use my handy blending program to blend the ground & water tiles. Sorry, shameless plug, but it is a tool that is very handy for these types of games.
Overall, I was very impressed. This is a very good quality engine and it seems very stable and reliable. Gamewise, this is definitely the best thing I have seen done with PB.
Is this something I would use to make some games if I had it? Yes, I just don't have the time to program a RPG, etc from scratch and would definitely use an easily scriptable engine.
Would I pay for this engine? No, but only because money is so tight for us.
Is it worthy of whatever price you put on it? Yes, indeed!
You definitely have a winning product on your hands. I was very impressed, and I do not impress very easily

edit: forgot specs:
Athlon 1.2GHz
1GB RAM
GeForce4 MX 4000 64MB
Last edited by Brice Manuel on Fri Mar 24, 2006 9:17 pm, edited 1 time in total.
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I don't know which blending engine is it.. but if it does what I think, which is:Shannara wrote:Brice: Any chance of you making a PB port of that blending engine?
1) load a blend image (usualy greyscale, you'd think about it as an alpha channel but its used as a blending "lookup table".
2) load both images to be blended
3) blend using different blending algorithms (basically 1 on 1 blending would do most of the times) based on the blending image.
4) output the new image.
this could be done in realtime with out much trouble, my image manipulation library can handle lots of data and any type of blending (almost) but its not public. However if the above is what that engine does, I could post an example of how to do it in PB.. it's very simple really.
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