Tag Archives: dx_lib32

TLSA Engine

Details

Project: TLSA Engine
Genre: 2D Game Engine +SDK
Platform: Windows
Job description: Programmer
Technologies: Visual Basic 6.0, dx_lib32 (own game framework), XInput
Languages supported: Visual Basic 6.0
Sources: https://github.com/VisualStudioEX3/TLSA_Engine_VB6

Description

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 Games 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.

Aquanoid (CP2K8)

Details

Project: Aquanoid (CP2K8)
Genre: Arcade
Platform: Windows
Job description: Game Programmer, Graphic Designer, Level Designer
Technologies: .NET 3.5, Visual Basic .NET, C#, dx_lib32 (own game framework), Visual Studio Express 2008, MS Paint (as level editor)

Description

A project for the Game Jam in GameDev area of Campus Party España 2008. This an Arkanoid game with altered mechanic: the pad/player float on water. The water level goes up every few seconds. The player dies if reach the block level or the ball touch the water.

The game defines her levels with small bitmaps images of 12x12 pixels, where the color pixel defines the type of block.

The restrictions in this Game Jam were: water, puzzles and comic style.