Feb 20, 2015 at 3:38 AM
Join Date: Aug 11, 2014
Location:
Posts: 57
Hey guys, so I posted a feedback request for this engine a while back and I had some people asking me if it would be released for public use. Well the answer is yes. When will it be released? There are two answers: right now and very very soon. I'm doing an initial release now where the scripting system is open for use. I shouldn't say "just script" because you could probably write a complete game from the ground up with just that. The second release will be the raw C++ code and project files associated with it.
The engine is free for personal use and will be free for commercial use soon (I'm working on an alternative to FMOD).
EDIT: I should have posted the system reqs first. Right now, the graphics engine is directx 10 (chosen for architecture reasons), but I'm working on a dx9 port and eventually openGL. Port work is going easy enough but it will take a bit. For now, you'll need windows 7, 8, 8.1 or (shiver) vista.
EDIT #2: Just to be clear, this engine is coded in C++, but its not necessary to write in it to write a game. The "game code" is in Lua, which is a far easier language.
EDIT #3: The download i'm giving out now doesn't include the ide because it's so ginormous. That can be given separately for people who want to get started into serious scripting.
With the help of a friend, I've been putting together a wiki to give some info, tutorials and reference for using the engine. Here's a link to that:
https://sites.google.com/site/subatomicwiki/learning-tutorials/tutorials
A short list of features you might be interested in:
I made a small demo project using cave story HD sprites (which brings up an issue I'll address in a second). It's in montage format so its not so gruelingly long:
https://www.youtube.com/watch?v=AZRA7whuxLk
I'm working quite hard to get the C++ code ready for distribution (its taking a while because of the raw size), but the lua code and demo project is all ready to go for anyone that wants it. Send me a pm so we can get in communication. I'm thinking of starting a forum if there's enough interest so people have an easy way to discuss programming methods and ask questions to each-other.
So far this is looking like the plan:
1) Release the binary executable with an open lua script system right now (you can do more or less anything you need to in script).
2) Upload the C++ source to an SVN repo (or git... whichever) so people can get updates and bug fixes
This brings up a bit of an issue however. I know realistically that everybody here has easy access to CS+ sprites, but I also know its not legal for me to offer them in a download publicly. I'll be working to replace them with the original freeware sprites, but until then I'm not comfortable putting a giant download link on the wiki. This is why instead of offering a download link, I'd like people to just contact me for now and I'll respond promptly with a link and setup instructions.
Another reason I'd like to keep in contact with the group that has the engine is that I'm considering this somewhere between alpha and beta. There's a lot that can go wrong in a project this size, so if people run into issues, I'd like to keep a tight feedback loop so I can fix the problems ASAP.
tl;dr: if you'd like to use the first lua release (or just run the game because why not) just pm me please.
The last thing to understand is that this is not an engine solely dedicated to running CS fangames. It's very open-ended and flexible. It simply has a bias towards CS style games. See something you don't like in the video? You can almost certainty change it with a little scripting.
Also, I'd like to say that I've spent most of my time for the past few years constructing this, but I no longer have such free time anymore. I would love to develop a full scale game with this but I would need help. I'm not much of a game or level designer to myself so I'm very open to ideas. While writing this engine I was aiming for it to power a metroidvania style survival horror. I think the lighting system would work well for providing cover of darkness and tension in the right spots.
I'd love to hear any feedback you guys have, or any projects you'd be interested in undertaking. If someone could help me with the port to using SD graphics, I'd be extremely grateful. We can use some scripting tools so it doesn't take too long. I mostly just need some tools like photoshop that I don't have.
Let me know what you think guys, thanks.
The engine is free for personal use and will be free for commercial use soon (I'm working on an alternative to FMOD).
EDIT: I should have posted the system reqs first. Right now, the graphics engine is directx 10 (chosen for architecture reasons), but I'm working on a dx9 port and eventually openGL. Port work is going easy enough but it will take a bit. For now, you'll need windows 7, 8, 8.1 or (shiver) vista.
EDIT #2: Just to be clear, this engine is coded in C++, but its not necessary to write in it to write a game. The "game code" is in Lua, which is a far easier language.
EDIT #3: The download i'm giving out now doesn't include the ide because it's so ginormous. That can be given separately for people who want to get started into serious scripting.
With the help of a friend, I've been putting together a wiki to give some info, tutorials and reference for using the engine. Here's a link to that:
https://sites.google.com/site/subatomicwiki/learning-tutorials/tutorials
A short list of features you might be interested in:
- Live world editing (aka, in game world editing)
- Full script system in Lua (class creation, level scripting, inheritance from C++ classes)
- Script can be recompiled while the game is running to enable rapid prototyping and parameter testing
- Overwrite protection for files (engine backs up any file it recycles)
- Performance diagnostics tools
- Full Lua IDE with autocomplete enabled
- Runtime lua debugging tools
- NavGraphs for NPC AI
- Object Oriented lua programming
- Physics engine powered by Chipmunk2D
- Subsystems such as physics and lighting take advantage of multicore systems
- UPD and TCP networking are functional (but still in the works)
I made a small demo project using cave story HD sprites (which brings up an issue I'll address in a second). It's in montage format so its not so gruelingly long:
https://www.youtube.com/watch?v=AZRA7whuxLk
I'm working quite hard to get the C++ code ready for distribution (its taking a while because of the raw size), but the lua code and demo project is all ready to go for anyone that wants it. Send me a pm so we can get in communication. I'm thinking of starting a forum if there's enough interest so people have an easy way to discuss programming methods and ask questions to each-other.
So far this is looking like the plan:
1) Release the binary executable with an open lua script system right now (you can do more or less anything you need to in script).
2) Upload the C++ source to an SVN repo (or git... whichever) so people can get updates and bug fixes
This brings up a bit of an issue however. I know realistically that everybody here has easy access to CS+ sprites, but I also know its not legal for me to offer them in a download publicly. I'll be working to replace them with the original freeware sprites, but until then I'm not comfortable putting a giant download link on the wiki. This is why instead of offering a download link, I'd like people to just contact me for now and I'll respond promptly with a link and setup instructions.
Another reason I'd like to keep in contact with the group that has the engine is that I'm considering this somewhere between alpha and beta. There's a lot that can go wrong in a project this size, so if people run into issues, I'd like to keep a tight feedback loop so I can fix the problems ASAP.
tl;dr: if you'd like to use the first lua release (or just run the game because why not) just pm me please.
The last thing to understand is that this is not an engine solely dedicated to running CS fangames. It's very open-ended and flexible. It simply has a bias towards CS style games. See something you don't like in the video? You can almost certainty change it with a little scripting.
Also, I'd like to say that I've spent most of my time for the past few years constructing this, but I no longer have such free time anymore. I would love to develop a full scale game with this but I would need help. I'm not much of a game or level designer to myself so I'm very open to ideas. While writing this engine I was aiming for it to power a metroidvania style survival horror. I think the lighting system would work well for providing cover of darkness and tension in the right spots.
I'd love to hear any feedback you guys have, or any projects you'd be interested in undertaking. If someone could help me with the port to using SD graphics, I'd be extremely grateful. We can use some scripting tools so it doesn't take too long. I mostly just need some tools like photoshop that I don't have.
Let me know what you think guys, thanks.