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Grid Engine

Posted: Wed Nov 17, 2010 5:46 am
by ZenX2
In the past few weeks I have written a simple game engine I have titled Grid.

Pictures: (from the mod I'm working on, GridQuest)
Image
Image

Version 0.1.0 [11/15/10]
-Dynamic Shadows
-Additive Lighting
-Walls
-"Easy" entity creation for new types of entities
-Player movement (w, s, a, and d)
-Directional activation of entities (using arrow keys)
-Cornflower blue!

Version 0.1.3 [11/16/10]
-The start of an inventory system
-Doors (lighting doesn't work well with this, even re-rendering a single light is slow.)
-2 Sensors:
--Switches
--Touch Sensors (stand on it to activate)
-Loading a level clears the ents table
-working file loading (sorry about that)

Version 0.1.4 [11/17/10]
-Improved light calculation speed by 9000

Version 0.1.6 [11/19/10]
-Menu system
-Use TFGH to control menu
--T moves selection up
--G moves selection down
--H accept your selection
--F if there is a back button in the current menu, it will use it
-Better level loading
-An example of a level loader

Version 0.1.6_01 [11/19/10]
-NPCs with customizable ai

Version 0.1.6_02 [11/19/1 :crazy: ]
-View Movement!
--Have levels larger than the window!

Version 0.1.7 [11/25/10 - Thanksgiving!]
-Pausing with p or Pause(true/false)
-Main menu
-An improved version of MiddleClass (that's right, you can inherit now!)
-dialogue menu (with wrapping text!)
-slightly faster light calculation (only checks pixels within the radius!)
-everything else I've done since the last update!

Version 0.1.8 [12/4/10]
-Added chest
-Added better inventories
-Removed p pausing (easily abused)
-Hook library for...
-MODDING SUPPORT! :crazy:
--mods go in mods folder, require them in loader.lua (or use requiredir("mods/folder") to require a directory full of files)
--An example of the hook system is included, gives the player an inventory with 10 spaces for holding items
-Yet a smaller class library, thank you mud

The Grid engine can be used for many 2D game styles. If you can code it for an ASCII game, it should work, and beyond. With unique control, menu, 2D lighting, and AI systems, along with many others, you can create games from Rougelikes to puzzles.

Re: Grid Engine

Posted: Wed Nov 17, 2010 5:52 am
by TechnoCat
missing ext/classlib.lua.
i'm excited to check this game out.

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:00 am
by ZenX2
It's not missing as far as I can tell...

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:03 am
by TechnoCat
I think it is

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:06 am
by ZenX2
It's right there.
At the bottom.
...
Are you hazing me?
If I need obey in my avatar to be taken seriously, I'll do it.

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:09 am
by TechnoCat
Oh, you're right, I got thrown off by the traceback saying it isn't there and the z-a sorting.
I'm still wondering to myself why it says it isn't there when i run it.

It runs when I extract it and then run them as loose files. Just not in the love. Some kind of filesystem syntax is wrong probably then.

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:14 am
by ZenX2
Strange.
Ooh, my avatar turned out nicely.

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:14 am
by TechnoCat
This fixed it:

Code: Select all

require("ext/classlib.lua")
require("ext/color.lua")
require("ext/math.lua")
require("ext/pixel.lua")
require("ext/vec2.lua")
require("ext/entity.lua")
require("ents/player.lua")
require("ents/light.lua")
require("ents/wall.lua")

Re: Grid Engine

Posted: Wed Nov 17, 2010 6:37 am
by ZenX2
I was unaware require was used in LOVE, I'll fix it in the next version.

Re: Grid Engine

Posted: Wed Nov 17, 2010 9:01 am
by arquivista
Awesome ZenX2. Perfect for a classic roguelike. This is a "port" from another Lua project? Ah, if you need another LOVE engine of LOS, FOV or A*star path finding to add you have Bartoleo ported engines (http://love2d.org/forums/viewtopic.php?f=5&t=1797) . A bit unrelated since is tiled you have my old roguelike engine (http://love2d.org/forums/viewtopic.php?f=5&t=1942)