Projects Using HGE http://relishgames.com/forum/index.php?p=/categories/projects-using-hge/feed.rss Tue, 21 May 13 16:44:13 -0400 Projects Using HGE en-CA Mercior's Animator http://relishgames.com/forum/index.php?p=/discussion/4407/merciors-animator Mon, 22 Dec 2008 10:03:44 -0500 mercior 4407@/forum/index.php?p=/discussions
Using this method of animation can save a lot of memory over traditional 1-sprite-per-frame type animation, especially when you want to animate a large object.

I am releasing the editor in this post, and included in the download link is source code (a single .h file) with a class to play back the files that the animation editor saves.

I don't have any documentation written for the editor but the buttons are pretty self explanitory and I've detailed keyboard shortcuts below, so let me know what you think!

Latest Version:
http://www.mercior.com/files/AnimatorSDK.zip

http://uk.youtube.com/watch?v=1QUjh3BQjGY (a little outdated)

Some keyboard shortcuts:
[list]
+ Ctrl+Z = Undo
+ Spacebar = Play / Stop
+ Q, E = Next / Last Frame
+ Shift+Click = Add to selection
+ PGUP/PGDN = Increase/Decrease soft selection radius
+ WASD = Move nodes
+ Shift+W/S = Scale Nodes
+ Shift+A/D = Rotate Nodes
[/list:u]


image]]>
New : Focus demonstration !!!! http://relishgames.com/forum/index.php?p=/discussion/6391/new-focus-demonstration- Thu, 15 Nov 2012 09:01:21 -0500 SantalLican 6391@/forum/index.php?p=/discussions http://www.fileden.com/files/2012/4/13/3291462/FocusEx.rar
(Instant download !!!)
I used focusing 40-character per loop.
Created by : FontEffManager

What do you think?]]>
2D dynamic shadows demo (+source code included!) http://relishgames.com/forum/index.php?p=/discussion/5256/2d-dynamic-shadows-demo-source-code-included Tue, 01 Dec 2009 16:28:34 -0500 kijanek6 5256@/forum/index.php?p=/discussions
I've made a demo which uses 2D dynamic lightning using HGE. The code is pretty small (~260 lines) and roboust (gets ~700 FPS on C2D T7500 and GF8600GT with ~30 shadow casters). Unfortunately source is commented in Polish, but I hope you'll handle that ;)

Here you can watch this in action: click!

Here you can download it: click! (238 kB, binary + source + C::B project)

Here you've got also two screens:
image image

Source shared under image

Edit:
New version available:
http://blog.kijedi.tk/2010/09/2d-dynamic-shadows-part-iv/]]>
Unicode loading charsets : Click here !!!! http://relishgames.com/forum/index.php?p=/discussion/6378/unicode-loading-charsets-click-here- Wed, 31 Oct 2012 10:56:00 -0400 SantalLican 6378@/forum/index.php?p=/discussions No problem. The solutions are here !
Is your charset missing or not in the list ? Report here !
Thanks all friends who helped me find out the Unicode charsets !
Enter, input unicode characters from virtual keys (on the screen), click here !!!

New version of FontEffManager is here !!

Screenshots : See here !

Only set your own language ? Or multiple languages ? All in one ! Look down !


Now, let's start !
First, you should remember : The difference between FontLoader::GetTexture and FontLoader::GetTexture2
FontLoader::GetTexture : Loads regular ANSI charset.
FontLoader::GetTexture2 : Loads UNICODE charset.
Powerful loader : (FontLoader).

To get any Unicode charset : Use FontLoader::GetTexture2 to get Unicode font charset then use TextEx::SetTexture.
Note : FontEffManager supports edits, copies (Ex : Ctrl + C), and pastes text on the screen.
Simple ! Just 3 lines :

//TextEx *Txt;
wChar nStart = /*Start charset point*/,nEnd = /*End charset point*/;
FontLoader *fntLoader = new FontLoader(/*Your Unicode Font Name*/);
HTEXTURE tex = fntLoader->GetTexture2(0,0, nStart, nEnd);
Txt->Font_SetTexture(tex , nStart, nEnd,fntLoader->vChars);

Voila ! Very clear !
Hmm... Each part can only hold up 8192 characters. Otherwise, it will crash.

Unicode charsets here !!!

////Korean (Most popular request) - 3 Parts (About 12000 characters) :
//Part 1 : 44032 - 50000
//Part 2 : 50001 - 55203
//Part 3 : 12593 - 12686 //Syllables
////Russian
//Range : 1025 - 1119
////Japanese
//Range : 12288 - 12534
////Chinese (Many of unknown character symbols - jumble ( [] -> this !)) (About 20000 characters !?!?!!!) :
//Part 1 : 19968 - 27000
//Part 2 : 27001 - 35000
//Part 3 : 35001 - 40864
//Syllables (The hard ANSI problem) : 65280 - 65439 //If necessary



Example : Loading Russian characters !!!

//TextEx *Txt;
wChar nStart = 1025, nEnd = 1119; //Choosed Russian charset.
FontLoader *fntLoader = new FontLoader("Arial" /*Or any Russian font*/);
HTEXTURE tex = fntLoader->GetTexture2(0,0, nStart, nEnd);
Txt->Font_SetTexture(tex , nStart, nEnd,fntLoader->vChars);

-> Now your Russian font is ready for rendering ! So great !!!
...
FontEffManager can hold up above 100 types of different charsets !!!
Tip : To input Unicode characters (basic input), just hold Alt and enter character code (Numpad).
Try the hgeNotepad ! (The best method to find missing languages ! Let's hunt '???' characters from your Unicode text ! And post them here !:)
Or are you afraid of posting here ? Find my mail, perhaps my mail is posted at somewhere on the fourm, maybe it's in hgeNotepad discussion.

Enjoy !!!]]>
Reincarnations - Awakening http://relishgames.com/forum/index.php?p=/discussion/5039/reincarnations-awakening Mon, 12 Oct 2009 21:23:59 -0400 kvakvs 5039@/forum/index.php?p=/discussions It is #3 in http://www.bigfishgames.com/ Top10 and we expect it to go higher.

Game page:
http://www.bigfishgames.com/download-games/6408/reincarnations-the-awakening/index.html

People's opinions and discussions of the game:
http://forums.bigfishgames.com/forums/show/1427.page]]>
hgeNotepad !!! http://relishgames.com/forum/index.php?p=/discussion/6351/hgenotepad- Thu, 04 Oct 2012 07:49:59 -0400 SantalLican 6351@/forum/index.php?p=/discussions
I've spent two days to make a notepad program. I only use one FontEffManager object to make it.
General features :
It is designed for the best performance.
Print directly unicode characters on the screen.
Full-functional (Over 50 functions)
And much more...

About hgeNotepad : My FontEffManager is still beta version. You need to download it once, try all features, help me detect and fix bugs, and show me your improvement suggestions. This is "static edit" mode, and if you wanna "animated edit" mode, please move your eyes to :
http://relishgames.com/forum/index.php?p=/discussion/6346/my-first-effect-idea-

I don't limit FPS rate, but I use WaitMessage function which can freeze program when no messages are received.

And how to use ? Simply :
Get it out here :
http://www.fileden.com/files/2012/4/13/3291462/NotepadBeta.rar

How to test : Just try all features (Press F1 for help). Do everything that my program can support : Open file, copy, paste, edit, insert, cut, shift selected text, change size or color, align text, explore setting files, etc... to find missing languages, bugs and easily express your comments or ideas.


And this is my screenshots : (kvakvs's suggestions)

Languages Reader :
https://lh6.googleusercontent.com/-i315IWXfriE/UGL9UZ3ObMI/AAAAAAAAAFk/9SVS7PxuBWA/s550/MyProgram0.JPG


Text & Gallery
https://lh6.googleusercontent.com/-z5PWpSo2mr8/UGL9U79U3eI/AAAAAAAAAFs/ZsDQr3Ofq2Y/s550/MyProgram1.JPG
https://lh5.googleusercontent.com/-HMKohqWk6ZQ/UGL9PzKzvhI/AAAAAAAAAFc/JZaUNVuBdFU/s550/MyProgarn2.jpg

Background :
https://lh3.googleusercontent.com/-hc4XMDHMgx8/UGL9Vw2d42I/AAAAAAAAAF0/luwOV0eNy_g/s550/MyProgram3.JPG

Download the text file example :
http://www.fileden.com/files/2012/4/13/3291462/Text.zip]]>
FontEffManager (Pre-beta) released ! http://relishgames.com/forum/index.php?p=/discussion/6358/fonteffmanager-pre-beta-released- Fri, 19 Oct 2012 09:14:46 -0400 SantalLican 6358@/forum/index.php?p=/discussions
So, what's new in 1.1 pre-beta (Short) :

- Added FontEffLoader class. (In progress)
- Fixed some minor problems.
- Optimized some of data structures.
- Hyperlinks supports (new !)
About FontEffLoader : Previous topic : http://relishgames.com/forum/index.php?p=/discussion/6333/fonteffmanager-v-1.0

Check out guys, get it out here :
http://www.fileden.com/files/2012/4/13/3291462/FEM_prebeta.rar

Check new documentation, samples, or tutorials here :
http://relishgames.com/forum/index.php?p=/categories/general

Unicode charsets (If necessary) :
http://relishgames.com/forum/index.php?p=/discussion/6378/unicode-loading-charsets-click-here-
]]>
Changed Logo Splash (#01 include all source) http://relishgames.com/forum/index.php?p=/discussion/6352/changed-logo-splash-01-include-all-source Fri, 05 Oct 2012 23:46:39 -0400 laguz 6352@/forum/index.php?p=/discussions Changed Logo Splash (#01 include all source) for Beginner
Feel thankful to all people reading this doc.
hey guys.
previously i saw the Logo Splash in relishgames_forum.
but there was hge->System_SetState(HGE_SHOWSPLASH, false);
/// "(HGE_SHOWSPLASH" This is ordinary offering Logo Splash in hge engine.
/// but it is no changed ur LogoSplash.
/// There is a way, but be complicated.
/// In fact.. i don't know changed ordinary offering "hge engine logo splash" . XDXD
so i make the Logo Splash and shared XDXD.
u can using logosplash in hge with this source!

The Link :
http://www.fileden.com/files/2012/10/5/3354227/HGE_LogoSplash.rar
/// if u can't find the link, u send mail to me.
/// using VS 2008.

This program has been once little help to you.
and if u have some times, please read a ReadMe.txt in /Debug.
Thank u. and Good days.
]]>
My first Effect ! (Idea !) http://relishgames.com/forum/index.php?p=/discussion/6346/my-first-effect-idea- Tue, 02 Oct 2012 03:29:20 -0400 SantalLican 6346@/forum/index.php?p=/discussions http://www.fileden.com/files/2012/4/13/3291462/Release.rar
]]>
Tile Map Editor - UPDATED 13th Feb 08 - example code http://relishgames.com/forum/index.php?p=/discussion/2867/tile-map-editor-updated-13th-feb-08-example-code Mon, 22 Oct 2007 20:40:43 -0400 mercior 2867@/forum/index.php?p=/discussions
It supports 3 texture layers, and a layer of 'entity' tiles, which will enable the level designer to place logical parts of the map, eg player triggers, monster spawners, that kind of thing.

=============UPDATE NOV 28th=============

Editor Released.

The other buttons on the editor are fairly self-explanitory. The editor loads textures from the gfx/textures/ folder. It puts any subfolders of gfx/textures/ into the drop down texture list, then loads sprites from that folder and places them in the texture list. It will load individual images and tileset images seamlessly.

Entitys and their properties are defined in entitys.ini.

=============UPDATE FEB 03=============

I have provided a new download link below to a newer version of the editor, and example source code of how to load & render maps created with the editor. The source also shows how to do basic point collision detection on the map (the cursor changes color when you move it over grass).

The HGETileMap class included in this example is modified from a game I am working on, so it contains more advanced functions that I have shown in the turorial. You may want to explore these yourself, or post on this thread for advice on using them. Also please be aware that this is a work in progress and so the code is not perfect!

You may edit any of the included code as you see fit. I wouldn't mind a mention in the credits of your program if you do use my code 8)

=============UPDATE FEB 06=============

New features:

+ Zoom Control! HOLD SHIFT + SCROLL MOUSE WHEEL to zoom in/out.
+ "Load Map" dialog now uses a combo box to select from existing maps
+ CTRL+S 'Save Map' shortcut.
+ Improved dragging & WASD Scrolling.
+ Fixed a huge bug in the saving of maps, where it was saving the same tile multiple times. I would advise re-making any maps made in older versions, although its not too serious.

=============UPDATE FEB 07=============

New features:

+ Selection Control! HOLD SHIFT + Drag to select a rectangle of tiles.
+ You can drag the selected tiles around with the left mouse button
+ LEFT CLICKING off the selection will move the selected tiles to the new location.
+ RIGHT CLICKING off the selection will cancel the selection & do no action.
+ CTRL + LEFT CLICKING off the selection will clone the selected tiles at the new location.
+ SPACE BAR will fill the selected region with the selected texture.


=============UPDATE FEB 13=============

New features:

+ Combo Box updated to handle multiple columns
+ Editor Resolution is defined in config.ini
+ 2 Missing Collision types added
+ Missing font for rendering entity names is now included
+ Various bugfixes

+ XML Output - located on the 'maps' tab (for caro, Boder, and others)

-----------------------------------------------------------------------------------------------------

Download Link (Latest Editor + Example Source Code): http://www.mercior.com/files/hge_map_tut.zip

-----------------------------------------------------------------------------------------------------

Controls:
Left click places a tile
Right click removes a tile
Shift + Left click drags a selection rectangle. While you have a region selected, you can:

LEFT CLICK & DRAG to move the selected region around
LEFT CLICK off the selection to move the selected tiles to the new location
RIGHT CLICK off the selection to cancel the selection & do no action
CTRL + LEFT CLICK off the selection to clone the selected tiles at the new location.
SPACE BAR to fill the selected region with the selected texture.

Hold Middle Mouse can be used to scroll around the map
WASD can also be used to scroll around the map
Arrow Keys & Q,E,R,F change texture list selection
Shift + Mouse Wheel to zoom in/out
Ctrl + S to save map


In the precompiled EXE for the example, controls are:
Arrow Keys - move camera around
Mouse - move cursor around. Cursor changes color when it touches grass.


Screenshot
image[/b]]]>
One Game (china) http://relishgames.com/forum/index.php?p=/discussion/1422/one-game-china Mon, 06 Mar 2006 10:21:01 -0500 m9551 1422@/forum/index.php?p=/discussions
看看有多少中国人在这里。
下面放一个图片纯属骗骗老外不懂中文,不要把我们的帖子删了~~
image
image

---------------------------------------
MY WEB
http://www.dingge.com/forum/]]>
Need Help : HGE Lightning bolt particle system ! http://relishgames.com/forum/index.php?p=/discussion/6323/need-help-hge-lightning-bolt-particle-system- Tue, 17 Apr 2012 01:40:48 -0400 SantalLican 6323@/forum/index.php?p=/discussions I don't know hơw to make a lightning bolt system by HGE Particle Systems Editor,and how to add it properly.
Does anyone know how to do that ? Help me !
]]>
Line rendering http://relishgames.com/forum/index.php?p=/discussion/6321/line-rendering Tue, 10 Apr 2012 06:42:23 -0400 SantalLican 6321@/forum/index.php?p=/discussions I'm got trouble with Gfx_RenderLine(). I can render but the line isn't smooth.
There is my code :

//Screen Width is 1024,Screen Height is 768
bool RenderFunc()
{hge->Gfx_BeginScene();
hge->Gfx_Clear(0);
////Look !
hge->Gfx_RenderLine(122,533,833,115);
////////////////////////////////////////
hge->Gfx_EndScene();
return false;
}

Help me : How to render smooth lines with HGE ? ]]>
Line rendering 2 http://relishgames.com/forum/index.php?p=/discussion/6322/line-rendering-2 Thu, 12 Apr 2012 09:50:29 -0400 SantalLican 6322@/forum/index.php?p=/discussions Direct download link :
http://www.fileden.com/files/2012/4/13/3291462/hgelines.zip
Use 1-2-3 buttons to change styles of (eight-shaped line,ellipse line or spiral line).
Use Up-Down buttons to increase-decrease speed.
Use N button to show up some other lines which are attached to the line parent,M button to change line parent such as ellipse or eight-shaped line.
Use C button to change color of the lines.
Use Z for a different looking.]]>
Zombies Nibble, Bombs Be Quick http://relishgames.com/forum/index.php?p=/discussion/6320/zombies-nibble-bombs-be-quick Sun, 01 Apr 2012 23:50:44 -0400 McDogmeat 6320@/forum/index.php?p=/discussions
I recently released a playable preview of the game I've been working on. It had a really boring code name so for now I've settled on calling it Zombies Nibble, Bombs Be Quick. It's been fun to work on so far and I look forward to doing more.

http://4leafcoder.com/zombies.html

In summary, it's a turn-based game played with cards, where you have only a short amount of time to get your character safely outside his or her zombie-infected town before a bomb drops down and wipes the whole thing out. Each turn the player draws cards from his or her deck, which can then be used to control the hero's movements and actions.

I've received a little bit of feedback on it so far but I'd love to get more! Any kind would be greatly appreciated. So far, the big thing I'm told is that the game is very challenging, so I'm thinking about creating easier difficulty levels.

Thanks all!!

image]]>
I have an image to be clickable. The idea is like BOOKWORM. http://relishgames.com/forum/index.php?p=/discussion/6311/i-have-an-image-to-be-clickable.-the-idea-is-like-bookworm. Thu, 01 Mar 2012 00:22:19 -0500 sgfrd07 6311@/forum/index.php?p=/discussions http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/419920_3092495085017_1643236214_2566147_1919777686_n.jpg

I don't know how to make the image as an individual tile it has 70x70 each tile.
please help with my rendezvous.]]>
hge Processor Loads http://relishgames.com/forum/index.php?p=/discussion/6302/hge-processor-loads Mon, 13 Feb 2012 19:28:17 -0500 Xack 6302@/forum/index.php?p=/discussions HGE overloads the CPU.

http://www.valar.ru/gallery/0212/bug.jpg
http://imagepost.ru/images/h/ge/hgebug_1.jpg

Please help me. This is not only me, but I and my friends.
hge - 1.8.1
CPU - AMD Phenom II X4 965
GPU - ATI Radeon HD 5770

Why is the CPU load, and how to fix it?


/*
** Haaf's Game Engine 1.8
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** hge_tut01 - Minimal HGE application
*/


#include "..\..\include\hge.h"

HGE *hge = 0;

// This function will be called by HGE once per frame.
// Put your game loop code here. In this example we
// just check whether ESC key has been pressed.
bool FrameFunc()
{
// By returning "true" we tell HGE
// to stop running the application.
if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;

// Continue execution
return false;
}

int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
// Here we use global pointer to HGE interface.
// Instead you may use hgeCreate() every
// time you need access to HGE. Just be sure to
// have a corresponding hge->Release()
// for each call to hgeCreate()
hge = hgeCreate(HGE_VERSION);

// Set our frame function
hge->System_SetState(HGE_FRAMEFUNC, FrameFunc);

// Set the window title
hge->System_SetState(HGE_TITLE, "HGE Tutorial 01 - Minimal HGE application");

hge->System_SetState(HGE_FPS, HGEFPS_VSYNC);

// Run in windowed mode
// Default window size is 800x600
hge->System_SetState(HGE_WINDOWED, true);

// Don't use BASS for sound
hge->System_SetState(HGE_USESOUND, false);

// Tries to initiate HGE with the states set.
// If something goes wrong, "false" is returned
// and more specific description of what have
// happened can be read with System_GetErrorMessage().
if(hge->System_Initiate())
{
// Starts running FrameFunc().
// Note that the execution "stops" here
// until "true" is returned from FrameFunc().
hge->System_Start();
}
else
{
// If HGE initialization failed show error message
MessageBox(NULL, hge->System_GetErrorMessage(), "Error", MB_OK | MB_ICONERROR | MB_APPLMODAL);
}

// Now ESC has been pressed or the user
// has closed the window by other means.

// Restore video mode and free
// all allocated resources
hge->System_Shutdown();

// Release the HGE interface.
// If there are no more references,
// the HGE object will be deleted.
hge->Release();

return 0;
}
]]>
WYSI-Deception-Wars http://relishgames.com/forum/index.php?p=/discussion/6095/wysi-deception-wars Fri, 06 May 2011 02:00:12 -0400 DrUiD 6095@/forum/index.php?p=/discussions
WYSI-Deception-Wars

Extended version of the game that was created during polish edition of Global Game Jam 2010 (We won it!).
For now it's only a simple space shooter :-)

Short Description
Everything revolves around E115 - the energy source needed for the development of human civilization
centered around the United Federation of Planets. E115 exists on only one star system in the entire
universe. Unfortunately Tandigrades need it also.
Star War between the Federation and the Tandigrades started.

Deception-Wars will be divided into several single player campaigns, but will also offer multiplayer modes
in the future: Death Match, Warfare.

Downloads
Latest version 2.0 is available on:
http://www.indiedb.com/games/wysi-deception-wars/downloads/wysi-deception-wars-v20-05052011
or
http://wysi.xortek.net


Useful Links
http://hacra.eu - HaCra Team Website
http://bt.bubu.dimi.pl - HaCra Team Bugtracker
email: contact[at]hacra.eu
paypal: druid19[at]poczta.onet.pl


I'm waiting for your opinions and suggestions..
Have fun! :-)]]>
Space Chunks II BETA http://relishgames.com/forum/index.php?p=/discussion/5831/space-chunks-ii-beta Wed, 22 Sep 2010 14:07:12 -0400 EggRogue 5831@/forum/index.php?p=/discussions
Space Chunks II !!!

http://www.crunchyfrog.com.au/spacechunks2

Engage in awesome space battles in this fast paced action arcade game.

Would appreciate feedback :)

Screenshots:

image]]>
Herofy match 3 http://relishgames.com/forum/index.php?p=/discussion/5948/herofy-match-3 Thu, 06 Jan 2011 00:30:43 -0500 anpd 5948@/forum/index.php?p=/discussions http://www.apgames.se/herofy

image

image[/url]]]>
mUI: An Game UI Framework http://relishgames.com/forum/index.php?p=/discussion/6148/mui-an-game-ui-framework Fri, 24 Jun 2011 04:20:55 -0400 patz 6148@/forum/index.php?p=/discussions Updates:
Moved to GitHub: https://github.com/xinhuang/mUI 2011-12-18
Add demo MineSweeper. 2011-06-26

Hello guys! I've made a game UI framework which is of the same "smell" of WinForm .NET. Now I made 2 demos demonstrating the use of it.

It now implemented a subset of those namespace in .NET:
System
System::Threading
System::Forms
System::Drawing


You can get the source code from here:
https://github.com/xinhuang/mUI

Any suggestion about this framework is appreciate! THANKS!

PS. I've modified the source code of HGE, so you may need DX8 SDK to compile it. Or use the compiled binary I've provided in the project page.

PPS. coz this is still far from a formal release, you're welcome if want to get involved.

Some of the code of one demo is like below:

-------------------------- main.cpp ----------------------------
#include "MainFrame.h"

int APIENTRY wWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );

mUI::System::Forms::Application::Run(new MainFrame());

return ERROR_SUCCESS;
}


------------------------ mainframe.h --------------------------
#pragma once

#include
using namespace mUI::System;
using namespace mUI::System::Forms;
using namespace mUI::System::Drawing;

class MovingForm;
class InfoForm;

class MainFrame : public Frame
{
public:
MainFrame();

virtual int get_Fps() const;
virtual bool Initialize();
virtual bool LogicTick(float delta);

private:
void MainFrame_OnKeyPress( void* sender, KeyPressEventArgs* e );

void AddForm();
void RemoveForm();
private:
vector forms_;
InfoForm* infoform_;
};


------------------------- part of the mainframe.cpp ---------------------------
#include "MainFrame.h"

#include "PHGE.h"
#include "MovingForm.h"
#include "InfoForm.h"

MainFrame::MainFrame()
{
set_Text("mUI Example - Moving Window");
}

int MainFrame::get_Fps() const
{
return HGEFPS_UNLIMITED;
}

bool MainFrame::Initialize()
{
KeyPress += KeyPressEventHandler(this, &MainFrame::MainFrame_OnKeyPress);

infoform_ = new InfoForm();
infoform_->set_Location(Point(0, 0));
infoform_->Show();

return true;
}

void MainFrame::MainFrame_OnKeyPress( void* sender, KeyPressEventArgs* e )
{
switch (e->KeyChar)
{
case 'a':
{
e->Handled = true;
AddForm();
}
break;

case 'b':
{
e->Handled = true;
RemoveForm();
}
break;
}
}

bool MainFrame::LogicTick( float delta )
{
PHGE hge;
int sw = hge->System_GetState(HGE_SCREENWIDTH);
int sh = hge->System_GetState(HGE_SCREENHEIGHT);
for (size_t i = 0; i < forms_.size(); ++i)
{
MovingForm& form = *forms_[i];
form.Move();
if (form.get_Location().X < 0
|| form.get_Location().X + form.get_Size().Width > sw)
{
form.FlipHori();
}
if (form.get_Location().Y < 0
|| form.get_Location().Y + form.get_Size().Height > sh)
{
form.FlipVert();
}
}
return false;
}
]]>
Mikobusters http://relishgames.com/forum/index.php?p=/discussion/6137/mikobusters Sat, 11 Jun 2011 18:04:49 -0400 AzureBlaze 6137@/forum/index.php?p=/discussions
http://en-gaea.blogspot.com/

There's also a Chinese(Traditional) Version if you're interested.
http://th-gaea.blogspot.com/

Mikobusters is a fan made game of Touhou Project, featuring Mega Man style gameplay.

Control Okuu and destroy all obstructions to achive world dominance!

The game seems to have performance problems on older hardware. But I anticipate them to all die out when I finally finished it(might took years).

The game supports joystick using OIS, but I haven't tested it on other hardware.

Any suggestions are welcomed.]]>
[noob] Help understanding a tilemap and collision detection http://relishgames.com/forum/index.php?p=/discussion/6085/noob-help-understanding-a-tilemap-and-collision-detection Thu, 28 Apr 2011 05:28:07 -0400 rvevea 6085@/forum/index.php?p=/discussions

So what I'm trying to do:
[list]Create a simple tile based " map " that allows for a few different textures to be displayed. [/list:u]
[list]Have a "playable" object that reacts to the different textures (collision detection?)[/list:u]
[list]Just understand a tilemap and CD better in general[/list:u]

What I have:

[list]

bool FrameFunc() {
float dt=hge->Timer_GetDelta();

//fill an array with coords
int array[15];
array[0] = 0;
for (int i = 1;i<16>Input_GetKeyState(HGEK_LEFT)) rx=rx-1;
if (hge->Input_GetKeyState(HGEK_RIGHT))rx=rx+1;
if (hge->Input_GetKeyState(HGEK_UP))ry=ry-1;
if (hge->Input_GetKeyState(HGEK_DOWN)) ry=ry+1;
if (hge->Input_GetKeyState(HGEK_SPACE)) ry=ry-0.7;

if (ry != 482) ry=ry+.5;
if (rx<0>477) rx=477;
if (ry>482) ry=482;
if (ry<0>Gfx_BeginScene();
hge->Gfx_Clear(0);

//render background textures
for (int i = 0;i<16>Render(array[i],array[i]);
bgtile->Render(array[0],array[i]);
bgtile->Render(array[1],array[i]);
bgtile->Render(array[2],array[i]);
bgtile->Render(array[3],array[i]);
bgtile->Render(array[4],array[i]);
bgtile->Render(array[5],array[i]);
bgtile->Render(array[6],array[i]);
bgtile->Render(array[7],array[i]);
bgtile->Render(array[8],array[i]);
bgtile->Render(array[9],array[i]);
bgtile->Render(array[10],array[i]);
bgtile->Render(array[11],array[i]);
bgtile->Render(array[12],array[i]);
bgtile->Render(array[13],array[i]);
bgtile->Render(array[14],array[i]);
bgtile->Render(array[15],array[i]);
}


//trunk
trunk->Render(array[7],array[15]);
trunk->Render(array[7],array[14]);
trunk->Render(array[7],array[13]);
//leaves
leaves->Render(array[7],array[12]);
leaves->Render(array[7],array[11]);
leaves->Render(array[7],array[10]);
leaves->Render(array[6],array[12]);
leaves->Render(array[6],array[11]);
leaves->Render(array[6],array[10]);
leaves->Render(array[8],array[12]);
leaves->Render(array[8],array[11]);
leaves->Render(array[8],array[10]);
//ninja
rninja->Render(rx,ry);

hge->Gfx_EndScene();
return done;
}


This seems to sort of work, but I really feel like I'm just missing something.
[/list:u]


Any ideas, criticism, or advice very appreciated.]]>
Raaagh (oldschool arcade game) http://relishgames.com/forum/index.php?p=/discussion/6128/raaagh-oldschool-arcade-game Thu, 02 Jun 2011 18:22:27 -0400 Handshakes 6128@/forum/index.php?p=/discussions
I've recently made a small game with HGE. It was pretty much just an experiment to see how long it would take me to make a game from start to finish. The result is RAAAGH. Raaagh is a kind of oldschool arcade action game where you play for a higher score until you lose.

The goal of the game is simple: Capture the enemy (blue) flag, and defend your (red) flag, and also avoid catching a bullet in the face yourself all the while. Attacking your flag is an army of blue soldiers. Luckily, at the beginning of every round you can strategically place your own soldiers to help you in the fight. Every round gets faster and has more enemies. To keep things fair, you also get an extra soldier to place every two rounds.

You can find some screenshots of the game here at my blog. The link to the game download is here at gamefront.

NOTE: The game requires OpenAL(http://connect.creativelabs.com/openal/default.aspx). I've included the redistributable OpenAL installer with my game, so just run that after the game installs if you don't have OpenAL already (or don't know if you have OpenAL - running it again won't hurt anything).

Thanks!]]>
MapleStory Game Client Emulator (Delphi source code) http://relishgames.com/forum/index.php?p=/discussion/6105/maplestory-game-client-emulator-delphi-source-code Mon, 16 May 2011 02:11:22 -0400 Elem 6105@/forum/index.php?p=/discussions Also, you can use it in old version.
Official site:
http://maplestory.nexon.net/Support/Downloads.aspx

Download Client Emulator(EXE +source):
http://www.mediafire.com/?vt10q3hu3f7c5vt

image

image

image

image

image

image

image

image

image

image]]>
Piotrkow 1939 strategy turn based hex game http://relishgames.com/forum/index.php?p=/discussion/6099/piotrkow-1939-strategy-turn-based-hex-game Sat, 07 May 2011 19:27:51 -0400 rajkonkret 6099@/forum/index.php?p=/discussions Piotrkow 1939 strategy turn based hex game

Little project of strategy game.
Only in hex and turn.
Somthing for hardcore players.
Project is in starting phase.

c++ and hge and a lot of time.....

http://strony.toya.net.pl/rajan/grax.html

video:


download: (to start game hge_tut06.exe)
http://pliki.wp.pl/fc,-1834625307,fid,270165839,plik,graxhgetut06rar,pobierz.html
screen:
image
image
image
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Opal Game Framework - Level Editor and C++ Library for HGE http://relishgames.com/forum/index.php?p=/discussion/4850/opal-game-framework-level-editor-and-c-library-for-hge Wed, 29 Apr 2009 17:54:25 -0400 mercior 4850@/forum/index.php?p=/discussions Opal is the Open Polygon Abstraction Layer, a solution for rapidly developing games
using HGE. It operates as a helper library much like hgelib.lib, providing a series
of classes to simplify loading game levels & performing a range of common game tasks
such as object management, rendering, optimization, collision detection & collision
response physics.

A polygon-based level editor tool that is aimed at general 2D game development is
included in the package. The editor can be customized for use alongside your game by a
configuartion file allowing you to define custom entitys that make up your game. The
C++ SDK is designed to work alongside this editor.

Opal is free to use for non-commercial applications.

Version 1.0 can be downloaded here:
http://www.mercior.com/opal/Opal_1_0.zip

The release includes:

+ Level Editor
+ Example Game + Code
+ Documentation
+ Include Headers
+ Debug & Release .lib Files
+ SDK Source Code

Online documentation is available here:
http://mercior.com/opal/docs/

image
image[/b]]]>
Objectmanipulation and some other Quesions http://relishgames.com/forum/index.php?p=/discussion/5965/objectmanipulation-and-some-other-quesions Mon, 17 Jan 2011 15:36:51 -0500 Boogieman 5965@/forum/index.php?p=/discussions
Iґm just new to HGE und planning to develop a game. Just played arround a little bit with HGE, but some basic design questions came up.

I want to create a game like that:

Ballerburg

So, what is the best way to "delete" (e.g. destroy) the part of the wall where the cannonball strikes? That would be a manipulation of the .jpg, .png pixels I load into HGE, or is there a better way to do it?

Please excuse my english, I just jumped in from Germany ;)

Thanks in advance,

Boogieman]]>
WapMap http://relishgames.com/forum/index.php?p=/discussion/6065/wapmap Wed, 13 Apr 2011 21:25:51 -0400 kijanek6 6065@/forum/index.php?p=/discussions :arrow: Claw
:arrow: Gruntz
:arrow: Get Medieval

Project website:
http://wapmap.kijedi.tk

Videos:



Screens:
image image image image image image imageimage image image image]]>
Python hge http://relishgames.com/forum/index.php?p=/discussion/4992/python-hge Fri, 21 Aug 2009 10:04:56 -0400 victorlin 4992@/forum/index.php?p=/discussions
I am always wondering, if I can use hge with Python, that would be really wonderful. So I want to write a python binding for hge. I notice there is already a project that provide python binding for hge, but it is under EVIL GNU license, well.... that's useless, who want to write a game that's under the evil gnu license? At last, I don't think so. So I find some time to write it.

I use boost.python to port HGE to python, and its license is MIT, it is still under development, you can download the demo to see how can it do now:

http://python-hge.googlecode.com/files/t2.zip

If you are interesting in that project, welcome :P]]>