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TLSA Engine (Visual Basic 6.0 version)

My last version of TLSA Engine developed in Visual Basic 6.0 with dx_lib32 2.1 at mid 2010, a custom 2D cinematic platform engine. Include SDK tools and some test projects.

I've decided to publish the sources of this project as mere curiosity for everyone that has been interested. The is version is that same used initially for the White & World entry of Campus Party 2011 game jam.

tlsaengine_vb6_editor01.jpg

Development date/period:
  • 2005 - 2010
History:

A 2D Game Engine based on dx_lib32 Project, with the purpose of develop a 2D platform game like Flashback or Another World.

A little resume of their features in latest versions:

  • Component Oriented Engine, trying to simulate the XNA architecture.
  • 2D Graphic Engine, multilayer sprite based, with simple effect system based on Directx 8.1 fixed pipeline, applicable to individual sprites or to entire scene (the final scene are a transformable canvas with support for all sprite effects, position, rotation and scale transformations), implementing a sprite control point map system (similar as how Div Game Studio implementing in his sprite system) to manage easily multiple textures and transformations in a nested object group (to create complex animations, based in multiple pieces, with independent sprite animations), simple camera system (with support to define multiple scene cameras, to switch between them easily using paths or animations with scales and rotations).
  • 2D Audio Engine, with support for basic realtime standard effects (non parametrizables), and spatial system to simulate distances and position listeners changing the stereo volume level of the sound effects, and a basic mutichannel mixer.
  • Basic Input System, based on actions, which can define multiple input (keyboard, mouse and joysticks or gamepads), and complete support for joysticks and gamepads, via DirectInput 8 and XInput 1.3 (for fully support XBox 360 Gamepads), with basic Force Feedback support (to simulate the XInput rumble system in compatible joysticks using constant force effect).
  • Basic Physics Collision engine, with multiple layer collision system, world partition areas, raycaster and force emitters (to simulate explosions or black holes forces).
  • WYSIWYG Level Editor with flow controls (play, pause and restart scene during the debug), scene physics designer, an audio areas designer (for applying effects and emitters) that uses the physics defined in the scene, and visual debugger.
  • Some tools in the SDK like the Input Editor to create profiles input files, with define actions and her input controls, to import in the game engine easily, and the Tile Studio, a simple but complete editor to define tile sheets and sprite sheets with irregular sizes, control point definitions, and animation sequences, with animation previsualizer.

The first versions of the engine development are from 2005 and 2006. The last version, reprogrammed from scratch, started development during the summer of 2009, and during until the last built, in summer of 2010.

This game engine is not finished, because the complexity to develop a project as this in Visual Basic 6.0. The game engine was used in few projects, mostly a prototypes and gamejams.

Notes:
  • The comment lines in code are in spanish.
Related links:
Captures:

tlsaengine_01.jpg tlsaengine_02.jpg tlsaengine_03.jpg tlsaengine__vb6_colidetest_00.png tlsaengine_vb6_editor00.jpg tlsaengine_vb6_editor03.jpg tlsaengine_vb6_tileeditor_00.png