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SADE Engine - A C++ Game Engine

Discussion in 'Fangaming Discussion' started by JustinTU, Sep 4, 2013.

  1. JustinTU

    JustinTU

    Member
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    Montgomery, Alabama
    SADE Engine (C++)
    SADE Engine


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    Engine Features:
    Completely scripted objects via Angel script.
    Objects' behaviors are separated into actions and events.

    Currently Supports DirectX9 and OpenGL. OpenGLES is coming soon.
    Supports large images up to 2GB.
    It has a basic particle system. I plan to completely redesign it later.
    Parallax backgrounds are supported internally.
    Drawing is depth sorted allowing for easy layering support.
    Supports both bitmap fonts and true type fonts.

    The engine supports a variety of audio formats, seamless loop and digital sound processing provided via FMOD Sound System.

    Supports multiple input devices, include the Xbox 360 controller. Some sort of binding system is planned.

    It has pixel collision using masks optimized with a grid collision filtering technique.
    Box2D is currently being integrated into the engine for realistic physics.

    Mostly written using cross-platform libraries so it can be easily ported to another OS.
    Features a script debugger that works similar to C/C++ debugging. (Currently web-based).

    SADE Editor features:
    Has an interface similar to Game Maker.
    Supports sprites, tilesets, backgrounds, sounds, objects, and maps.
    Added the Collision Mask type - no more use of regular objects for collision as you would use in Game Maker.
    Added bitmap font support.

    [Config File]
    renderer: -1 - auto 0 - DirectX9 1 - OpenGL 2 - OpenGLES(Will default to OpenGL on PC)
    The rest is straight forward.

    Controls:
    Arrow keys - movement
    Z- Jump
    P - Moves back to initial position.

    Known Bugs
    Animation Bug
    Platform Bug
    In some cases the renderer is not reset after the device is lost ( mostly on Windows 7 because of the UAC dialog).
    Some sprites and tiles are incorrectly loaded after a device reset.

    You may need......
    Visual C 2012 End-User Runtime
    DirectX End-User Runtime


    Link
    - Current Release: 7.1 (09/04/13)
    DOWNLOAD

    The physics are based on the Sonic Revival Engine and some object are from the Dash Engine, so credit goes to their creators.
     
  2. Techokami

    Techokami

    For use only on NTSC Genesis systems Researcher
    1,373
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    HoleNet!
    Sonic Worlds Next
    There is also a bug with jump-through ground. You're testing for if the player is on the ground too early (or too aggressively) because if you jump not high enough to land on the surface above, the player will zip through the ground and appear either above or below where the player is supposed to be normally.
    Otherwise this is looking pretty decent! Keep up the good work!
     
  3. JustinTU

    JustinTU

    Member
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    Montgomery, Alabama
    SADE Engine (C++)
    The player thinks it's stuck in the ground when you jump just short enough of the top of the platform to trigger the bottom and side sensors. If this is the case, then the player should only be moved upwards. I'll have this fixed in the next release.
     
  4. JustinTU

    JustinTU

    Member
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    Montgomery, Alabama
    SADE Engine (C++)
    I've implemented the corkscrew in this version and fixed a few animations as well as a few other bugs. Layering is still off and you still still get less than half of the level, but that low priority right now.

    DOWNLOAD
     
  5. JustinTU

    JustinTU

    Member
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    Montgomery, Alabama
    SADE Engine (C++)
    I uploaded a slightly modified version to address the problem of not have the correct runtime libraries.

    DOWNLOAD
     
  6. Aerosol

    Aerosol

    Not here. Moderator
    11,163
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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    I haven't gotten the chance to try this out yet, but don't be discouraged from the lack of replies. I'm keeping an eye on this project!