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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Quick2D

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  1. Thanks Mr. Moderator [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] (I created my thread in a wrong place apperantely)
  2. Developing 2D games ? Then you'll [b]Surely[/b] need this ![list] [*]Easily convert Strip Animation to its Frames in row and column [*]Easily convert Frames into one single Strip Animation [/list] [img]http://www.fe-online.co.uk/gallery/albums/userpics/10430/lucy_new_sprite_sheet_2.PNG[/img] Strip Converter allows you to make a strip animation ([i]spritesheet[/i]) out of many frames, but not just for animations. for anything, even random sprites. or you can put 2D/3D softwares output in Strip Converter as frames and have a working animation without messing with a bunch of frames, just a single sprite. Some game engines have this ability built-in but seriously, will you buy a game engine just for a tool like that ? of course not ! We made it for you for free. download and enjoy making games. [url="https://stripconverter.codeplex.com/"]Open Source Project - Download From Here[/url]
  3. [b]Version 1.1.0 is out now ![/b] [url="http://quick2d.wordpress.com/2012/10/01/version-1-1-0-is-out/"]Download it from here[/url] In this version you see a flexible [b]Editor[/b]. also we made lots of changes in the core and many bugs fixed. You can make different objects, set your project settings visually and run your games by simply click a button. some code snippets and easy to use event buttons, Audio engine and new algorithm to animate strip images. There is a sample project in the rar file. open Quick2D and hit the Folder button to open the project. Functions and Parameters Added to this release: [source lang="jscript"]ray_hit draw_background load_sound play_sound stop_sound[/source] [img]http://quick2d.files.wordpress.com/2012/10/quick2d_.jpg?w=490[/img] [img]http://quick2d.files.wordpress.com/2012/10/quick2d_s.jpg?w=490[/img]
  4. Finally rev 1.0.3 is ready ! *=*=*=*=*=*=*=*=*=*=*=*=* [url="http://quick2d.wordpress.com/2012/09/29/rev-1-0-3/"]Download rev 1.0.3 (1.25Mb)[/url] A mini game with source is included. not all functions are used in it though. [b]Functions and Parameters Added in this version:[/b] [source lang="jscript"]LeftButton RightButton MiddleButton rotate (id, angle) double = xval_to_point (id, targetX, targetY, speed) double = yval_to_point (id, targetX, targetY, speed) double = xval_to_direction (id, angle, speed) double = yval_to_direction (id, angle, speed) angle = lookAt (id, targetX, targetY) double = distance_to_point (id, targetX, targetY) wait (milliseconds) double = mouse_hit (id, mouseX, mouseY)[/source] Screenshots of the sample project: [img]http://quick2d.files.wordpress.com/2012/09/bubbkepoker_1.jpg?w=440[/img] [img]http://quick2d.files.wordpress.com/2012/09/bubblepoker_2.jpg?w=440[/img]
  5. Upcoming update: http://quick2d.wordpress.com/2012/09/28/some-features-of-rev-1-0-3/
  6. [b]Tutorial:: How to make character animation[/b] - first, make a file named "character_animation.js" and put the tamplate in it: [source lang="jscript"]function Project_Settings(id) { } function Start(id) { } function Main(id) { }[/source] - Go to the Sprites folder and put character folder in it. (files are attached) [attachment=11506:character.rar] - define these variables: [source lang="jscript"]var speed, is_down, f, x, y, timer; var frames=new Array();[/source] - in Project_Settings : [source lang="jscript"]set_title("Character Animation"); window_mode(0); set_screen(800,600);[/source] in the first line, we set the window title, next we set it to windowed and finally set the resolution to 800x600 pixels. - in Start event, lets initialize our variables: [source lang="jscript"]speed=0; f=0; timer=0; x=100; y=250; is_down=false;[/source] - after that, we need to fill our array with frames. so: [source lang="jscript"] for (var i=0; i < 8; i+=1) { frames[i]=load_texture("character\\"+(i+1)+".png"); }[/source] now we're set to go. - in Main event, draw the character using draw_sprite function : [source lang="jscript"]draw_sprite(frames[f],x,y);[/source] - now we need to make a timer for frame animation : [source lang="jscript"]if (is_down) { if (timer < 4) { timer+=1; }else{ timer=0; f+=1; if (f > 7) { f=0; } } }[/source] you can play with timer values to change the speed of the animation. now its time to move our character using keyboard. I'll do it for one direction, you do the rest ;) - make a keyboard keypress event : [source lang="jscript"]function onKeyPressed(e) { }[/source] - add following lines in it : [source lang="jscript"]if (e=="Right") { is_down=true; }[/source] it says if you press the Right arrow on your keyboard, it'll start moving. now lets stop it on releasing the key ! [source lang="jscript"]function onKeyReleased(e) { if (e=="Right") { is_down=false; f=0; } }[/source] Time to move ! - get back to Main event and add this line after [i]if (is_down){[/i] [source lang="jscript"]x+=2;[/source] Save your script and run your game by dragging character_animation.js onto <Quick2D.exe> Feel free to ask your questions. [attachment=11505:tutorial_character_animation.jpg]
  7. yes of course. I wouldn't blame you. besides, my engine is mostly the core. as I said, it has no editor yet. the name of my studio is Bluebulk and you can visit the website at www.bluebulk.info and the mini games we've made. its based in Mölln, Germany. Edit: Also if you or anyone else are afraid of keyloggers or trojans or anything like that, you can easily set your firewall to interactive mode and if my engine wanted to connect to internet, block it !
  8. Hello, I'm new here, pardon me if I made this topic in a wrong place. I have a small game making studio and we make indie games. recently I've decided to have an independent game engine for my studio. This engine's called [b]Quick2D[/b]. its a free engine for making 2D games and still in developing process. [url="http://quick2d.wordpress.com/"]Download Here[/url] [b]old descriptions here, follow the last post for the last news[/b] For now, it has no editor, you can use any editor of your choise, like Notepad++ . In this package, there's a main.js file which includes some base codes and not used variables just to show you how things look and are gonna work. Once you're script is done, simply run it by Dragging it on the core <Quick2D.exe>. there is no independent exe version of your game yet but it'll be added as soon as the main developing process of the engine is over. You can have your own script like myname.js or anything else, also additional script files can easily be attached. [b]Functions and Parameters available in this version:[/b] [source lang="jscript"]double = load_texture (string); draw_sprite (id, x, y); draw_text (text, size, x, y); set_origin (id, x, y); set_cursor ("visible" or "invisible"); set_title (title); set_screen (width, height); get_width (id); get_height (id); double = screen_width; double = screen_height; exec ("script.js"); alert (message); double = random (max); window_mode (0 or 1); quit (); double = Length (string); double = check_collision (id1, id2);[/source] [b]Events available in this version:[/b] [source lang="jscript"]onMouseButtonPressed (e) onMouseButtonReleased (e) onMouseMove (e) onMouseWheelMoved (e) onKeyPressed (e) onKeyReleased (e)[/source] There are 3 main Events/Functions that you should never attempt to delete them, Project_Settings, Start and Update. [b]Project_Settings[/b] will be called at the beginning of your game once and for all. in this event you can set your project settings like Windowed or Fullscreen, window size, window title, etc... [b]Start[/b] will be called once after Project_Settings. its the best place to initialize your variables. [b]Update[/b] is the main loop of the game. nothing fancy. In Mouse Button events, e contains Button, X, Y [i](small and capital letters are important)[/i] [source lang="jscript"]if (e.Button+""=="Left") { // Your code }[/source] You have to convert Button to string. it'll be fixed in the next version. The function exec is for calling scripts from outside of the main script. simply put it at the beginning of Start event. get_width and get_height are usable to get sprites sizes by giving them the sprite id. And remember, never use load_texture in Update event. Empty template for main.js: [source lang="jscript"]function Project_Settings(id) { } function Start(id) { } function Main(id) { }[/source] [size=4][b]Tutorials[/b][/size] - [url="http://www.gamedev.net/topic/631965-quick2d-free-game-enginee/page__view__findpost__p__4984736"]Character Animation Tutorial[/url] Feel free to ask any question here [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I'll be responser. Regards More downloads and tutorials on [url="http://quick2d.wordpress.com/"]http://quick2d.wordpress.com/[/url]