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cfrankb

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  1. cfrankb

    LGCK Builder

    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.
  2. cfrankb

    LGCK builder

    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. The out of the box solution to create any kind of 2D games. LGCK builder lets your imagination run wild. You can easily create your own objects and place them in any way you like. Watch the come "alive". Multiple layers : Create them through the GUI. Let the engine handle the details. Animation sequences management : Animation can easily defined for every situations and are taken care off internally. Crossplatform : The source can be compiled on either Windows and Linux. Making this the ideal way to distribute your creations. Fully customizable : LGCK sports an event model that make it easy to extend or even redesign the default behaviour of the engine through scripting. Project homepage: http://cfrankb.com/lgck/
  3. Hi All I'm looking for a tester to help with my 2D Game Construction kit project. No experience required. Basically you just try the newest builds,, find bugs, and provide feedback. Project homepage: https://cfrankb.com/lgck
  4. cfrankb

    Looking For Programmer [COLLAB]

    Can you do sprites?
  5. I have prepared a video tutorial that explains how you can make a game in 5 minutes with LGCK builder. This small video is a quick introduction to use this amazing tool that can be used to make any kind of 2D games. https://www.youtube.com/watch?v=lN3gkZWr-PM&t=2s Okay, You have watched the video and still have questions. Maybe you want to create a top down 2D map. There is an option to disable gravity on each given level. You simply right-click your level in the Toolbox and select Edit Level. On the Advanced tab, there is a no gravity checkbox. There are two main requirements for a given level to work. First, you must include a Player Sprite. This is easily solved by creating it with the Sprite Wizard and drag & dropping your player into your newly created level. Second, you need at least one goal. The easiest way to solve that problem is use the Sprite Wizard and select Object as the sprite type. There is a checkbox called Automatic goal that you can check and this will mark any instance of this sprite as an objective going toward the completion of the level. Objects die when they are touched by the player and you can set several options including points, health rewards and sound to play by right clicking your object and selecting Edit Sprite. If you didn't check automatic goal, you can always right click on any of those Sprites on your level and select Customize in the context menu. Once you are in the property box just check the attribute Goal. If you don't have sprites of your own, LGCK builder comes with some sprites in the tutorial folder. It also comes with a sample demo game that highlight some of the engine capabilities and how to use the event model to do some neat tricks (like breakable bridges, animated lava, or squares that change colors when you step on them etc.). You can find more sprites and sounds here: https://sourceforge.net/projects/lgck/files/Resources/ Please note that many of the sprites you can find on the web come in the form of sprite sheets. LGCK builder can import most of them with minimal intervention. Go to File, Import, Import Images. Click the + button to add a new png file. Once the sprite sheet is in the box, right click on it and select Split image from the context menu. You'll be given the choice of picking the right tile size (16x16, 24x24, 32x32 etc.). If you need to edit this image set further, LGCK builder IDE comes with it's own Sprite Editor. You can download LGCK builder from freewarefiles: https://www.freewarefiles.com/Lgck-Builder-Game-Construction-Kit-_program_112323.html You can find more information at the official site: https://cfrankb.com/lgck
  6. I have prepared a video tutorial that explains how you can make a game in 5 minutes with LGCK builder. This small video is a quick introduction to use this amazing tool that can be used to make any kind of 2D games. https://www.youtube.com/watch?v=lN3gkZWr-PM&t=2s Okay, You have watched the video and still have questions. Maybe you want to create a top down 2D map. There is an option to disable gravity on each given level. You simply right-click your level in the Toolbox and select Edit Level. On the Advanced tab, there is a no gravity checkbox. There are two main requirements for a given level to work. First, you must include a Player Sprite. This is easily solved by creating it with the Sprite Wizard and drag & dropping your player into your newly created level. Second, you need at least one goal. The easiest way to solve that problem is use the Sprite Wizard and select Object as the sprite type. There is a checkbox called Automatic goal that you can check and this will mark any instance of this sprite as an objective going toward the completion of the level. Objects die when they are touched by the player and you can set several options including points, health rewards and sound to play by right clicking your object and selecting Edit Sprite. If you didn't check automatic goal, you can always right click on any of those Sprites on your level and select Customize in the context menu. Once you are in the property box just check the attribute Goal. If you don't have sprites of your own, LGCK builder comes with some sprites in the tutorial folder. It also comes with a sample demo game that highlight some of the engine capabilities and how to use the event model to do some neat tricks (like breakable bridges, animated lava, or squares that change colors when you step on them etc.). You can find more sprites and sounds here: https://sourceforge.net/projects/lgck/files/Resources/ Please note that many of the sprites you can find on the web come in the form of sprite sheets. LGCK builder can import most of them with minimal intervention. Go to File, Import, Import Images. Click the + button to add a new png file. Once the sprite sheet is in the box, right click on it and select Split image from the context menu. You'll be given the choice of picking the right tile size (16x16, 24x24, 32x32 etc.). If you need to edit this image set further, LGCK builder IDE comes with it's own Sprite Editor. You can download LGCK builder from freewarefiles: https://www.freewarefiles.com/Lgck-Builder-Game-Construction-Kit-_program_112323.html You can find more information at the official site: https://cfrankb.com/lgck View full story
  7. Hi Akmusic     We're looking for some sort of retro gaming style scores (but without the limitation).    Regards, Frank B.
  8. LGCK Builder   A free all-in-one game construction kit targeted to be both powerful yet simple to use.  Provide an easy way to allow users to create just about any kind of games. We have selected a scripting language to expose engine functionality and allow users to extend the construction kit as needed. LGCK strives to be a compromise between fast execution and ease of use.  
  9. Project   LGCK Builder     Brief Description   A free all-in-one game construction kit targeted to be both powerful yet simple to use.  Provide an easy way to allow users to create just about any kind of games. We have selected a scripting language to expose engine functionality and allow users to extend the construction kit as needed. LGCK strives to be a compromise between fast execution and ease of use.     Target Aim   We're looking for people who want to help us create a demo game to promote the construction kit. We need 2D artists for background, art and sprites. Pixel is our first choice but 3D to 2D modelers are welcome too. If you can help us with branding (logos, icons, look & feel) that would be a good addition as well.     Compensation   To be discussed.     Technology     Target Platforms:       - Windows (XP, Vista, 7, 8 & 10)     - Linux (tested on Ubuntu)     - Mac (tba)   Programming:       - C++ for the engine     - lua for in-game scripting   Talent needed     - artists (graphics, animation) URGENT !!!! - testers (URGENTLY) - additional C++ coders for the engine - script writers for enhanced game functionality - sound/music - level designers - documentation writers   There is a little for everyone even beginners. No prior experience required.   Although, above all, what this project needs the most is feedback.     Team Structure   As lead programmer, I have already written more than 20 000 lines of C++ code for this project. The code is modular and can be easily divided up. Any additional people will be assigned tasks.  Team will get to make suggestions and provide direction for future developments.   Contacts fb2000x AT yahoo DOT ca   Previous Work   My programming experience goes back more than twenty years. Early work include games for the commodore 64. http://cfrankb.com/c64   More details can be found inside my portfolio. Website http://cfrankb.com/lgck   Youtube videos   Feedback   Comments, suggestions and constructive feedback are welcomed and encouraged. :D
  10. 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   *** 0.6.0.5 - ENGINE: customs strings for each sprite instance - EDITOR: migrated to qt5 - EDITOR: GUI to change default frame per sprite - EDITOR: toolbox playSound() menu item - EDITOR: customizable shortcuts for the LGCK Builder - EDITOR: GUI for toolbars (main, level, layer) - EDITOR: GUI for path creation - ENGINE: custom paths for each sprite - ENGINE: up to four fwClass sprites can share the same map location - ENGINE: hidden inventory item flag - ENGINE: reimplemented the collision map w/ std::unordered_map - ENGINE: interfaces w/ implementers: Graphic, Sound and Music - ENGINE: replaced SFML::Graphics w/ OpenGL - ENGINE: replaced SFML::Music w/ SDL::Music - ENGINE: replaced SFML::Sound w/ SDL - ENGINE: added Counters (that can be accessed via scripting) - ENGINE: significantly improved level load time - ENGINE: added events: Game:onGoalKilled and Level:onGoalKilled - ENGINE: added Level UUID - ENGINE: improved center on screen during action - LUA: sprite:frameCount(), frameSet_getSize - LUA: Sprite:getString(), Sprite:isFrozen(), Sprite:isGoal() - LUA: Counters:get(), Counters:set() - BUG FIX: layer element count is wrong for FW/BK layers - BUG FIX: on wrap arround screens, viewport moves unexpectely - BUG FIX: clearALL button now behaves as expected - BUG FIX: keyDown msg continued infitely when focus was lost *** 0.6.0.4 - ENGINE: layers can be moved by position - EDITOR: importImage can now splice images - EDITOR: importImageWiz added - EDITOR: added gamewiz first version - EDITOR: added copy, cut, paste and delete to levelView - EDITOR: spritewiz added playerbullet template - LUA: added Sprite:width(), Sprite:height() - LUA: added Sprite:childCount(), Sprite:setOwner() - ENGINE: player.onHandler called in managePlayer() - ENGINE: added sprite activation policy (auto, userdef) - BUG FIX: spritewiz now properly displays image size (mask: 9999x9999) - TOOLS: included is the new OBL5EDIT sprite editor to replace OBL4EDIT - TOOLS: OBL5t updated to support new OBL5 format *** 0.6.0.3 - EDITOR: edit pan can be resized - BUG FIX: animations weren't cleared when sprite was deleted *** 0.6.0.2 - ENGINE: antigravity flag extends to monsters - ENGINE: added solidity concept (overide) - EDITOR: added `sound tab` to SpriteWizard - ENGINE: added multiselection - BUG FIX: Spelling error, "Brint to front" (reported by Tim) - BUG FIX: Menu not updated when sprite dragged (reported by Tim) - BUG FIX: WINXP crash when sprite was dropped on empty pane (reported by Tim) - BUG FIX: next button greyed out in SpriteWiz *** 0.6.0.1a - BUG FIX: crash cause by bad sprite mapping - BUG FIX: crash when no player object was present *** 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) *** 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) *** 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 *** 0.5.0.8a - LUA: added clearSprite(), openStream(), playStream(), stopStream() - BUG FIX: gui menu item next/prev level not enabled/disabled correctly - EDITOR: during import now asks about transparency when the image has none set - EDITOR: changing imagetSet for an object remove all animation sequences - EDITOR: create imageSet button added to objectProp sheet - CODE: began early work on KDE conversion phase - TOOLS: easyDoc got a facelift today. Most dialogs now resize correctly *** 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) *** 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) *** 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. *** 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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