My gameFramework for Processing with game example ;) We make a gameJam?

Hello community! I come to bring the work that has been taking me for 3 years, a framework for video games in processing.

This is the game with which I am performing all the engine tests, it is a graphic adventure / arcade / MMO game, it is actually a technical demo of the engine’s capabilities, nothing makes sense or it may all make sense. . who knows? what is real is that it works and works very well! I encourage you to create projects like this and we will see if one day we can create a great GameJAM in processing!

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Very impressive!
Any plans to make the game engine available as a Processing library for others to use?

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Hello! Yes, when I finish the work I will publish the complete framework so that whoever wants to can use it. I think it would be a good idea to have it as an independent bookstore. I will keep that in mind for the future.

The framework already has several tools for the design of video games, perhaps the most important is the one called: SZENNER, it is a vectorizer of scenarios, where we can create sensors and colliding parts.

From the code to the back we can load the scenes and easily assemble areas of a game.

It also has a SCROLL 2d engine where you can support us for scrolling games on a map. And many more things like a beautiful organic movement library. A powerful and flexible network module prepared for multiple simultaneous connections … broadcast etc etc …
A working object serializer to sort the array of gameObjects.

And finally, a magical object, the “gameObject”, which allows in a very simple way to instantiate objects for the game that are in charge of controlling the 2d and 3d graphics of each scene.

These gameObjects have lots of premade properties such as:

int priority = 512;                    // priority execution..
    boolean live = true;                   // if false this sprite has prepared ti killed by the core in the next frame..
    boolean statusKill = false;            // if true.. core kills this sprite inmediatly..
    boolean visible = false;               // show/hide sprite..
    PImage graph;                          // texture of sprite..
    float x = 0;                           // x position..
    float y = 0;                           // y position..
    float z = 0;                           // profundidad..
    float angle = 0;                       // angle of rotation in degrees..
    float sizeX = 100.0;                   // size widtt for scale sprite..
    float sizeY = 100.0;                   // size height for scale sprite..
    float size  = 100.0;                   // size of the sprite.. if this are diferent of 100.0 apply the sizeX & sizeY..
    float alpha = 255;                     // transparency of sprite..
    PShape s;                              // quad shape of sprite..
    int id;                                // UUID identifier of sprite..
    float x0;                              // offsetX texture..
    float y0;                              // offsetY texture..
    float radius;                          // radius of this sprite for simple collision check..
    float type = -1;                       // type of sprite.. for collisionType() check..
    sprite idTempForCheckCollision;
    FBody b = null;                        // physic shape of this sprite..
    region r = new region(0,0,virtualResolutionWidth,virtualResolutionHeight);
    boolean onScene = false;
    scene sceneId = null;
    float oldX;
    float oldY;
    float SX, SY;                          // screen X cord, screen Y cord..
    sprite father;
    boolean killProtection = false;        // evita que este proceso pueda ser destruido por signal o letMeAlone();
    boolean XMIRROR = false;               // bugfix
    boolean YMIRROR = false;               // bugfix
    String className;
    color tintColor = 255;
    float xCenter = 0;
    float yCenter = 0;
    int liveFrames = 0;
    boolean graphic = false;
    boolean model   = false;
    float anglex = 0;
    float angley = 0;
    float sizeZ  = 100;

And methods same as:

setRegion()
setType()
setCenter()
createBody()
setMaterial()
setBullet()
addImpulse()
addVx()
addVy()
setPosition()
setVx()
setVy()
getVx()
getVy()
setGroup()
setAngle()
setStatic()
setSensor()
setGraph()
setModel()
getPoint()
advanceVector()
advance()
getAnlge()
getdist()
collision()
collisionMouse()
collisionType()
setScene()
isContact()
brakeVx()
brakeVy()
brakeVelocity()

And global magical graphical functions same as:

screenDrawText( PFont fnt_, int size, String text, int cod, float x, float y, color col, float alpha )
screenDrawGraphic(PImage img_, float x, float y, float angle, float sizeX, float sizeY, float alpha)
writeInGraphic()
and large etc etc etc....

I am looking forward to finish the engine to publish it!
In a few days we will publish a cooperative online casual game with the theme paper scissors stone.

You will love it !!

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Mail service is UP!

From this moment everything begins to make sense with processing.
I love this language.
For many more years of development gentlemen!