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Geek Culture / New 2D engine

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Jack LOL
18
Years of Service
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Joined: 4th Aug 2006
Location: Near the CPU Close to the graphic card
Posted: 23rd Jul 2007 05:15 Edited at: 23rd Jul 2007 05:17
Blox 2D Game Engine

This is a relatively new 2D DirectX D3D based engine for C++ developers,
really easy to use for experts and begginers, it's object oriented so it's very organized as well.

Come check it out, and be the first user to register our new forums!

http://blox.no-ip.org/bloxengine



Cash Curtis II
19
Years of Service
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 23rd Jul 2007 07:28
The screenshots look terrible. The 'games' that it shows, the New Super Mario Brothers, just looks like a loading screen with no game.

I'd say Playbasic wins hands down. Maybe Blox just isn't showing me their product correctly, but I have no other way to find out anything about it.


Come see the WIP!
Chris 95219
17
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Joined: 23rd Jul 2007
Location:
Posted: 23rd Jul 2007 09:06
Hi.

The Blox Game Engine is only in it's 3rd pre-alpha release. That is the reason there are no real in-game screenshots - (nobody knows about the engine, everybody has to start somewhere ).

The Mario demo isn't a game. It merely shows how one can go about making a mario game - like the description in the demos section says.

So far it can pretty much do anything Playbasic can do except 3D.

It supports both the use of Bitmap and TrueType fonts.

Rendering of shapes (concave/convex polygons)

Rendering of pre-defined primitives(rectangle, circle, pixel, line)

Rendering of custom shapes (any kind of polygon)

Alpha blending of any shape drawn.

Support for setting the render state which allows you to directly tell the renderer what kind of alpha blending operation is done, and setting whether you wish to set the fill mode as solid, wireframe or point.

Support for bounding box collision detection.

There is also planned support for built-in GUI systems, collision maps, box-box, box-line, box-point, box-circle, circle-line, and circle-circle collision detection. Also support for per-pixel collision detection.



I understand that the screenshots don't look too great but like I said, everyone has to start somewhere - and as of now there are only a couple users, which haven't completed the games they are working on yet.


~Chris.
Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 23rd Jul 2007 14:13
Pre-alpha is a bit early for rousing interest, isn't it? It's a bit like me saying, "Check out my new house. Here's a load of bricks and cement and a set of kitchen cabinets from B&Q."

Probably better to hold off plugging it until it's at least an alpha imo.


Shadow heart
17
Years of Service
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Joined: 2nd Dec 2006
Location: US
Posted: 23rd Jul 2007 14:34
it doesn't look to good or it's too early to release any information. i'd have to Multimedia Fusion and Playbasic are waaaay better by along mile but it's too early to knnwo i'm not sure.

haha lets rock this world.
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 23rd Jul 2007 14:58
Quote: "Support for bounding box collision detection."


I'm afraid that's a major factor in 2D game development, and PlayBasic tears it a new one in terms of collision support.

Soz if myself and a lot of people here are auto-negative about game engines, it's just we get posts about the latest and greatest all the time, and 2D game coders have enough options as it is IMO.

We're going down... in a spiral to the ground...
Jonny_S
22
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 23rd Jul 2007 16:33
Quote: "
So far it can pretty much do anything Playbasic can do except 3D."

I think you shot yourself in the foot with such a bold statement, your pretty much inviting people to prove you wrong.
However, you've clearly put alot of effort into this but the screenshots don't really sell the engine imo, they look fairly basic. Also the fact that you say the engine can run at 5,000 fps for a blank scene really is impressing no one.

The fact is as Van B said there are so many options for 2D and 3D game developers now, you really need something thats going to shine above the rest if all your hard work is going to pay off.

I finally changed the bad spelling
Chris 95219
17
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Joined: 23rd Jul 2007
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Posted: 23rd Jul 2007 20:47
About comparing it to Playbasic.. here is Playbasic's list of features:
* Support Windowed or full screen displays with viewports
* Extremely fast 2D Blitter.
* Sprite Engine. (Rotation, Scaling, Alpha Blending, Sliding Collision & Vector Collision, and more)
* Map Engine. (Load, render, animate, manage tiles with ease)
* 2D Worlds + Cameras - Making handling your game world easier with cameras.
* Image Library. - Supporting Image Blur, Fade, Mask, Mirror, GrayScale etc
* Vector Shapes (Draw custom polygon shapes, from Convex, Concave to Complex polygons)
* Print, Text, CenterText, ink/ cls / Dot/ Line / Circle / Ellipse/ Box / Polygons (Tri/Quad - Filled TExtured Mapped)
* All vector graphics commands support draw modes (ie. alpha blending, etc)
* Custom Bitmap & True Type Fonts. (Mix and match them at will)

Like I said before, Blox supports all of that (except cameras and image manipulation, which is planned to be added before ver 1.0)

Also like I said before.. How am I supposed to get an awesome "in-game" screenshot when nobody knows about the engine to make a game with it? The screenshots might look crappy but they are showing the features of Blox such as alpha blending sprites, rendering primitives and using render targets.

"The fact is as Van B said there are so many options for 2D and 3D game developers now, you really need something thats going to shine above the rest if all your hard work is going to pay off." -> any ideas that aren't already in the engine?
Jack LOL
18
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Joined: 4th Aug 2006
Location: Near the CPU Close to the graphic card
Posted: 24th Jul 2007 04:28
Since this engine is very new, it will need a community so you ppls can at least register the forums and try the engine so you can see for your self how well it is although it is in its early stages.



Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 24th Jul 2007 08:58
Quote: "How am I supposed to get an awesome "in-game" screenshot when nobody knows about the engine to make a game with it?"

You have to make a couple games that demonstrate the power of the engine.

For example, I'm making an RPG Creator right now. I have to make the first game with it or nobody else will bother. A game makes it appealing and marketable. A list of features by itself does not.

I do appreciate the work that appears to have gone into this, but it is too early to advertise it. You'll turn away potential users that probably won't look back. Take some more time with it and make a couple flashy looking games.


Come see the WIP!
Jess T
Retired Moderator
21
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Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 24th Jul 2007 09:35 Edited at: 24th Jul 2007 09:36
Quote: "How am I supposed to get an awesome "in-game" screenshot when nobody knows about the engine to make a game with it?"


Personally, I think an engine should come from the basis of a game that's been made.
What I would have done would be to make a game that required me to program all these different areas, then once it's all written and the game is finished, you have three things: 1, the engine, 2, a completed game, and 3, a demo/tutorial which you know works with all the different area's of the engine.

Nintendo DS & Dominos :: DS Dominos
http://jt0.org
Shadow heart
17
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Joined: 2nd Dec 2006
Location: US
Posted: 24th Jul 2007 10:29
Quote: "I do appreciate the work that appears to have gone into this, but it is too early to advertise it. You'll turn away potential users that probably won't look back."


yeah being .7 or .5 version number done is not good to advertise yet.

haha lets rock this world.
Chris 95219
17
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Joined: 23rd Jul 2007
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Posted: 24th Jul 2007 10:41
Alright, thanks for your opinions - I'll get what was mentioned, finished.

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