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Kelsys

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About Kelsys

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  1. Okay, a few things to sort out. I am talking about a game called MapleStory, and an attacking skill in that game called Spectral Light. I was wondering how the game handles the skill named Spectral light. It just boggles my mind at every turn, it seems like it'd be impossible to make. This is the skill in question: [img]http://orangemushroom.files.wordpress.com/2012/06/spectral-light-effect.gif[/img] The skill works as follows: depending on the arrow key pressed, you can swivel the laser in nearly a 180 degree range about the player (who acts as the axis). The laser (and its corresponding hitbox) can then hit different monsters depending on its current position. This is a video of how it works: [media]http://www.youtube.com/watch?v=5x7eGzIQ0IY[/media] What I am curious about is how the hitboxes, rotation and animation loop code work. For a better illustration of what I am referring to, here is a graphical representation of what I mean by 'points' at which the laser can be fired from. I will be defining this 'points' term within the context of this topic for easier discussion purposes. [img]http://i1124.photobucket.com/albums/l573/Vernancular/pts_zps802620e2.png[/img] The animation in question is rather smooth and as such I suspect a large number of points (perhaps around 15-20). 1) Hitboxes (obviously a normal rectangle isn't going to work for the various angles; is it more efficient for gameplay for the coder to plot a new polygonal hitbox that is associated with every 'point' of rotation, or are there other methods? If there are, what are they and how do they work? 2) Rotation- The actual 'loop' of the laser is 12 frames long. Is it possible that there are 12 individual pictures in the data for every single 'point' from which Spectral Light can be fired? If this were true, there would be a staggering number of images within the data just for this one skill. Won't the method simply refuse to run/crash/suck up immense amounts of memory and then cause a crash? Does anyone have information how this could be done in an efficient manner (fast loading, no memory leak, no crashing the program)? 3) Animation loop code- I understand that in Flash you can have an animated image that can be rotated while it loops its animation- however MapleStory is made in C++ and not Flash, so I was wondering how they accomplished this. Say frame 1 plays at point x, when you swivel to point y, how did the coder do it such that the game knows it must play frame 2 of point y and must not start again from frame 1 of point y? From the videos I've watched, the frames are looping as they should as you swivel the laser, and the laser's animation does not re-start from frame 1 when it is swiveled to a new 'point' of firing. How could this have been accomplished? I find this entire skill very puzzling. I've been trying to figure out how they did this.
  2. Pre-built Game Engines

    Hi, I am relatively new to game development. I am currently developing my own game (or at least, in the process of it) but it's slow going because I do not have sufficient programming knowledge. I intend on running my game on PC. I am able to handle the animation and drawing aspects on my own, and have already produced ingame art (as such, this topic does not concern that aspect at all), but having only started learning C++ last year I find it extremely slow sailing. My biggest problem right now is acquiring a working game engine. I understand the basic game loop, but I've found I've had to refer repeatedly to many previous examples and spend hours in order to construct one entirely from scratch. Furthermore, the end result turns out looking extremely newbish, buggy and hardly anywhere near what I want to do. I was wondering about pre-built game engines; I was thinking of using what they offer for the basics, and then building upon those aspects and then adding on to it extensively to tailor to my game. Also, I'd be able to see first-hand examples of how a real, practical game loop looks and learn from it. How many are there available? What degree of freedom that they allow? How many 'good' ones are there available (preferably C++)? Do game engines manage sprite and sound libraries? If you know of any 'good' engines, what are some reasons that you would consider those 'good'? I am constructing a 2d side-scrolling game but hope to incorporate my own gameplay elements and customize the GUI on my own, so which game engines would allow me to add these functions? Are there any open source 2d game pre-built game engines? How does open-source apply to game engines? If I use an engine, do I lose some of my rights to my game? What are the legal effects (ownership, rights, etc) of using a game engine? I am not sure which forum I should put this topic in as I am uncertain about the technical and business aspects of using a pre-built game engine and am worried that doing so may constrict my ability to expand upon my game in the future, or cause me to lose ownership over my game. When would a pre-built game engine be considered favourable over coding one from scratch? When would the reverse be true? Sorry if there was a lot in this post, but I have a lot of questions with regards to this matter. :\
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