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Article #1939

Re: Where is a good Action Game FAQ?

#1939
From: Victor Putz
Date: Tue, 12 Jan 1993 00:54
29 lines
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Yer best bet would be to look at either yakIcons or WGT.  Both are fine
arcade implementation toolkits; I believe WGT is currently structured more
for arcade games, though next release of yakIcons will include a platform
game (running/jumping or "fly through caves" style) package.  If OOP is
your main focus I would strongly consider yakIcons; its structure is
organized entirely around C++ object classes; for example, class
platformBeast is the generic term for anything put on the playfield, (the
player, missiles, beasties, whatever).  If a platformBeast runs out of hit
points (each 'beast keeps track of its own), it removes itself from the
board, reletes itself from memory, and puts an appropriate "explosion"
event.  "Bad" platformBeasts automatically check to see if the player hit
them or if they hit the player.  PlatformBeasts operate on class movement
code; ie the "crawler" class paces back and forth on a ledge, turning when
it hits an edge.

The real beauty of the system is that there is no real "manager" of
'beasts; once put on the map, a call to draw the map automatically updates
everything, moves the player's shots, deletes "dead" beasts, etc.

Also supports parallax scrolling (as many layers as you have time for) and
animated terrain.

-->Vputz

note: the partial update (windows classes and partial platform game
package) should be up in a few weeks when I get real internet access
again.  Sorry for the delay; I've been busy lately.
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Newsgroups: rec.games.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!mnemosyne.cs.du.edu!nyx!vputz
From: vputz@nyx.cs.du.edu (Victor Putz)
Subject: Re: Where is a good Action Game FAQ?
Message-ID: <1993Jan12.005434.283@mnemosyne.cs.du.edu>
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Organization: University of Denver, Dept. of Math & Comp. Sci.
References: <1993Jan11.221524.1863@jupiter.sun.csd.unb.ca>
Distribution: rec.games.programmer
Date: Tue, 12 Jan 93 00:54:34 GMT
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