Discussion on Gameworks SD A Game Development Helper Library

rm2kdev

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6 comments found.

This looks really nice!

Are you able to post the Documentation?

Good luck with sales! :)

I am extremely glad you like it, please let me know how you go with using it any issues you have not that there should be any i will be happy to help.

The documentation should be in the zip file named “Gameworks Manual.doc”

Can you make a multiplayer game with this?

You would still need to write a server to handle the positions of each actor in the scene.

Having the actor objects handled and part of the scene makes it significantly easier to handle the on-line aspects of game design the easiest but not best solution would be to serialize all actors in the scene and ship them off to a server

Just a few questions:

  • How does your “Director Camera Scene Actor Prop” system differ to the common game loop?
  • You mention XNA , is it required?
  • You also mention Event Driven, how does this work considering you are programming in Object Oriented languages?
  • Are you planning to sell modules?

Thank you and good luck with the sales!

Thanks for the detailed questions i hope this helps to answer your queries.

Q: How does your “Director Camera Scene Actor Prop” system differ to the common game loop? A: This system still uses the traditional game loop however the core of this loop is self maintaining. for example traditionally you would be required to draw your objects in your render classes manually gameworks will take care of this for you by simply adding an actor into the scene.

Q: You mention XNA , is it required? A: XNA is not required the core rendering systems of this engine support a simple plugin architecture that allows for any graphics library to be used. XNA is not required but it is useable as with opengl, sdl, allegro and any other graphics library that is compatible in .net

Q: You also mention Event Driven, how does this work considering you are programming in Object Oriented languages? A: the physical objects in the game can and will raise their own events this differs from a traditional engine where the developer would tell objects what to do Actor.findFood this method works in reverse the actor checks its hunger state and raises an event actor_Hungry where it alerts the engine that it is hungry rather than having to check its hunger state every frame and respond accordingly.

Q: Are you planning to sell modules? A: At this point in time i need some more feedback about what developers want before i start working on any modules many of which will be free.

Kind Regards I hope this has answered all of your questions

Hello I was wondering if it would be possible to make the map isometric?

As this library is simply a helper library how you represent the game is up to you. you could use it in 3D space with a camera pointing in isometric projection, you could use it with 2D sprites representing isometric projection How you display the game is up to you.

Kind Regards

Very nice work ! Good luck with sales!

One of the best work, good luck with sales

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