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2D Game Construction Kit

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Introduction

LGCK Builder provides a unique development environment that can be easily used by novice and seasoned game creators to get the best results quickly. Our approach is different because the philosophy is geared toward simplicity and re-
usability. Try it for yourself.

Get the latest version here

0000-1.gif

035sm.jpg

Project Homepage

Key features

Tile-free design

Put together some images, assign them some properties and let them loose in your world.

Object-oriented design

Point & clicks system makes it simple to tweak settings and get fast results.

Cross-platform solution

Allows you to develop games that can be deployed on both Windows and Linux machines.

No programming is required

Games can be created with no programming. Simply use your mouse. Click. Click. Click.

Support powerful scripting

Advanced users can take advantage of LGCK's event driven model and script engine to customize every aspect of the game.

Get the latest version here
Youtube videos



Demo Level
Demo Level


What's new in 0.5.0.4

- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.

What's new in version 0.5.0.1?

- parallax scrolling support
- inventory system
- scripting event model
- customizable overlay displays (scores, time left, lives etc.)


TODO/WISHLIST

Add your own comments, suggestions and feedback.

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Introduction

LGCK Builder provides a unique development environment that can be easily used by novice and seasoned game creators to get the best results quickly. Our approach is different because the philosophy is geared toward simplicity and re-
usability. Try it for yourself.

Get the latest version here

0000-1.gif

035sm.jpg

Project Homepage

Key features

Tile-free design

Put together some images, assign them some properties and let them loose in your world.

Object-oriented design

Point & clicks system makes it simple to tweak settings and get fast results.

Cross-platform solution

Allows you to develop games that can be deployed on both Windows and Linux machines.

No programming is required

Games can be created with no programming. Simply use your mouse. Click. Click. Click.

Support powerful scripting

Advanced users can take advantage of LGCK's event driven model and script engine to customize every aspect of the game.

Get the latest version here

What's new in 0.5.0.4a

- GUI: new icons courtesy of Ronnie Edwards
- BUG FIX: player hurt animation not running
- BUG FIX: animation doesn't switch to UP while default animation running (loop)
- BUG FIX: skill level not initialized properly through gui (editor)
- BUG FIX: layer UI not updated correctly in editor
- BUG FIX: class_immediatly_deadly not working
- BUG FIX: player can be hurt after being killed
- BUG FIX: player leaves the viewport
- BUG FIX: fixed the bug reported by model76 (windows only)
- LUA: Inventory Class
- LUA: addToInventory(), removeFromInventory(), hasItem() and resetInventory()
- LUA: getSkill() (alias for SKILL)
- ENGINE: fallSpeed now an object property
- CODE: reorganized some files to speed up compilation time


What's new in 0.5.0.4

- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.

What's new in version 0.5.0.1?

- parallax scrolling support
- inventory system
- scripting event model
- customizable overlay displays (scores, time left, lives etc.)

Share this post


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What's new in 0.5.0.4a

- GUI: new icons curtosy of Ronnie Edwards
- BUG FIX: player hurt animation not running
- BUG FIX: animation doesn't switch to UP while default animation running (loop)
- BUG FIX: skill level not initialized properly through gui (editor)
- BUG FIX: layer UI not updated correctly in editor
- BUG FIX: class_immediatly_deadly not working
- BUG FIX: player can be hurt after being killed
- BUG FIX: player leaves the viewport
- BUF FIX: mysterious crash condition reported by model76 (windows only)
- LUA: Inventory Class
- LUA: addToInventory(), removeFromInventory(), hasItem() and resetInventory()
- LUA: getSkill() (alias for SKILL)
- ENGINE: fallSpeed now an object property
- CODE: reorganized some files to speed up compilation time


Visit the official forum for additional samples from the upcoming demo game.



044.jpg

In the screen above, the clouds reside on three separate layers allowing for them to be scrolled at different speeds.

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What`s new for LGCK Builder? A whole bunch of goodies. More importantly. We fixed the issue reported by two Windows 7 users. If you have already tried and had problem getting it to work under Windows 7, here's your chance to try it again.

Visit the Project Homepage

Download the latest version




048sm.jpg


*** 0.5.0.8

- ENGINE: added CMusic class to handle streaming music (ogg)
- ENGINE: more reorganization of the code
- ENGINE: added closureTime, closureEvent
- ENGINE: added Level property : music
- BUG FIX: windows-setup now uses static build (ati issue on win7)



046sm.jpg


*** 0.5.0.7

- ENGINE: Created CActor which replaces CLevelEntry at runtime.
- ENGINE: reorganized the code to be more OO-like
- ENGINE: added NO_SPLAT flag to prevent player from crushing monsters
- ENGINE: added properties `max active bullets`, `fire rate`
- ENGINE: improved the collision detection code
- ENGINE: maxFall property now applies to monster
- ENGINE: bullet to monster attack now do damage
- LUA: added isHidden(), isDead(), land(), triggerHitState()
- LUA: added isMonster(), getPlayerC(), getPlayer()
- LUA: added tryPath(), stopAnimation(), callObjEvent(), killSprite(), spawn()
- EDITOR: added menu items: view source, edit object
- EDITOR: new shortcuts F9 and SHIFT-F9 (edit local, edit object)
045sm.jpg




*** 0.5.0.6

- GUI: added status text to all implemented menu items
- LUA: added setImage(), getImage(), Sprite:SetImage()
- LUA: added setState(), findSprite(), alert()
- LUA: added getExtra(), getExtraC(), getExtraUID()
- LUA: added triggerPlayerHitState()
- LUA: added hitTest(), hitTestC()
- LUA: added Extra class to provide access to sprites runtime data (readonly)
- ENGINE: onZKEY event called for player object when Z-KEY is pressed
- ENGINE: ZKeyTrigger class no longer changes the image of the source object
- ENGINE: noChangeAtDeath flag to preserve sprite corpses
- ENGINE: three jump modes available (VLA3, GIANA and MIXED)
- BUG FIX: hitTest logic not working in some cases

VLA3: is the engine default; you need to press JUMP + AIM
GIANA: press UP to jump and move LEFT/RIGHT
MIXED: press JUMP and move LEFT/RIGHT

The biggest difference between GIANA and MIXED is that the later also lets you
climb ladders.


055sm.jpg


*** 0.5.0.5

- GUI: added pause/restart/debug menu items.
- GUI: added splash screen
- BUG FIX: exiting the game from the menu corrupts the imageSets
- BUG FIX: UI for animation (add, duplicate and delete) showing wrong tooltips
- BUG FIX: a monster repeating animation prevents 'death sequence'
- BUG FIX: player sprite disapears from view when killed (animSeq bug)
- ENGINE: maxFall now an object property (player only atm)
- ENGINE: added game.prepareLevel() event
- ENGINE: added object.mouseClickLeft and object.mouseClickRight events
- DEMOS: updated the demos





Download the latest version

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What's new for LGCK Builder 0.5.0.9

- GUI: added a new toolbox to drag&drop sprites on the level
- GUI: added popup menu to spriteBox
- GUI: added popup menu to LevelView
- GUI: added checkmarks to sprite event combo
- BUG FIX: png transparency bug in obl5t
- BUG FIX: unMap bug w/ random attacker
- ENGINE: OBL5 format moved to version 0x501
- TOOLS: obl5t merged now uses the shared libraries

You can download it here
http://www.sassociations.net/cfrankb/lgck

Brand-new toolbox to drag & drop sprites directly onto the level

0060f.png

Uploaded with ImageShack.us

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What's new for LGCK Builder 0.6.0.1

- ENGINE: fixed CPath array so it can grow
- ENGINE: added seed uid for all sprites
- ENGINE: added Game:OnCompleteLevel
- EDITOR: implemented continuity (test game)
- BUG FIX: fixed a few mapping bugs introduced in 0.5.0.7
- BUG FIX: icon incorrect modified in SpriteList
- EDITOR: SpriteWizard updated with many new pages
- ENGINE: added antigravity flag for all fwClass objects
- ENGINE: added automatic goal flag
- BUG FIX: misaligned sprites on grid
- ENGINE: nosplat flag extended to objects
- ENGINE: implemented monster/object rebirth
- BUG FIX: deleting the last and only level resulted in a crash (fixed)

What's new for LGCK Builder 0.6.0.0

- LUA: MIN(), MAX(), testKey(), setKey()
- LUA: getLastKey(), clearKeys()
- ENGINE: new Event: level.onKeyPressed
- ENGINE: new Event: level.onKeyUp
- ENGINE: improved qt keyReflector
- EDITOR: source editor w/ word completion and colored syntax
- EDITOR: sprite event dialog replaced with inline editor
- BUG FIX: fixed an error in obl5t (frameSet.cpp)

You can download it here
http://www.sassociations.net/cfrankb/lgck
Event Editor with Colored Syntax

0061t.png

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