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2D Game Construction Kit - updated to 0.6.0.7 (2016-12-24)

Brief Description

A free all-in-one game construction kit targeted to be both powerful yet simple to use.

splash_scaled33.png


Youtube videos
http://www.youtube.com/watch?v=t-xfLB05t54
http://www.youtube.com/watch?v=AEquZ0h1yHc

http://www.youtube.com/watch?v=lN3gkZWr-PM


Target Aim

Provide a standard framework that allows users to create just about any kind of games. Scripting bridge language will 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. Release version will implement a GUI that will encapsulate all customizable game elements.

Technology

Platforms:
- Windows (XP, Vista, 7)
- Linux (tested on KDE)
- Mac (tba)

Programming:
- C++ for the engine and support tools
- in-game scripting

Contacts

fb2000x AT yahoo DOT ca
https://cfrankb.com/lgck

Feedback

Comments, suggestions and constructive feedback are welcomed and encouraged. :D

Updates

Follow us on twitter
http://twitter.com/lgckbuilder

See the videos about LGCK Buidler
http://www.youtube.com/user/cfrankb2000

LGCK Builder: 2D Game Construction Kit
https://cfrankb.com/lgck
 
Hey, looks interesting. Is this geared towards platformers in general or other types of games? It's nice that it supports C++, a pretty useful/common language to know.
 
It was primarily geared toward platforms but I don't want it to be limited at that. In the latest release, gravity can be disable entirely making it suitable for 2D maze as well. There are endless possibilities. The next version will also support mouse events, so you could do stuff like "splat the bugs". Let me know what you have in mind and I'll tell you if it can be done.
 
035sm.jpg


Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm

What's new in 0.5.0.4

- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.

0.5.0.3

- FIXED: an application crash when an imageSet is added to a fresh database.
this bus was introduced in 0.5.0.2

0.5.0.2a

- ENGINE: LGCK now implements images caching and hardware acceleration

- BUG FIX: fixed a critical bug in vla3demo224.lgckdb

- TOOLS: added LGCK-TEST.EXE which lets you benchmark your machine

Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm
 
What's new in 0.5.0.4a

- GUI: new icons curtosy of Ronnie Edwards
- BUG FIX: player hurt animation not running
- BUG FIX: animation doesn't switch to UP while default animation running (loop)
- BUG FIX: skill level not initialized properly through gui (editor)
- BUG FIX: layer UI not updated correctly in editor
- BUG FIX: class_immediatly_deadly not working
- BUG FIX: player can be hurt after being killed
- BUG FIX: player leaves the viewport
- BUF FIX: mysterious crash condition reported by model76 (windows only)
- LUA: Inventory Class
- LUA: addToInventory(), removeFromInventory(), hasItem() and resetInventory()
- LUA: getSkill() (alias for SKILL)
- ENGINE: fallSpeed now an object property
- CODE: reorganized some files to speed up compilation time

044.jpg


The clouds in the image above reside on three separate layers which allows them to be scrolled at different speeds.

Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm

Join the official forum http://lgck.messageboard.nl
 
cool, seems like you're working on a steady pace.
what does the gui look like anyway?

and how 'smooth' is the jumping? (gravity)
 
Tomas":wefrauyu said:
cool, seems like you're working on a steady pace.
what does the gui look like anyway?

The gui for LGCK Builder (the editor)? The game itself doesn't have any gui beyond display overlays (score, health, messages). All of which can be customized through scripting.

Here are some screenshots from 0.5.0.4b

045sm.jpg

General property tab for an object

046sm.jpg

Animation sequence interface

048sm.jpg

Editor menu. Showing layer sub-menu

and how 'smooth' is the jumping? (gravity)

Objects move in increments of 8 pixels. Movement and animation speeds are measured in ticks (fractions of a second). This allows the entire system to scale evenly as the tick scale can be modified dynamically through scripting at runtime.

The jump path is defined as series of UP, DOWN, LEFT and RIGHT moves.
This may change in the future.

Fall speed is also measured in ticks which means that the larger the tick interval (speed), the longer it will take for an object to drop down.

Please feel free to ask for more details if necessary.
 
It's for 2d games. Gravity can be turned off for arcades like Pacman clones. There is no support for rpg at this time.

I'm not ruling out adding rpg extensions in the future preferably with the help of someone who has experience in playing rpg.
 
What`s new for LGCK Builder? A whole bunch of goodies. More importantly. We fixed the issue reported by many 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.

http://www.sassociations.net/cfrankb/lgck

*** 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
 
Yo this is pretty cool, thanks for the answers on my previous questions too.
I'm sorry to see this not get a lot of attention here, people who are interested in working with LUA should really check this out.
Maybe I can fix some more attention.
 
Tomas":2kcrq73l said:
I'm sorry to see this not get a lot of attention here, people who are interested in working with LUA should really check this out.

Thank you for your kind words.

And it's not just for those who like LUA. LGCK is a gui based game construction kit written in C++. You can create a game without even typing a single line of LUA. Although, that would limit your options as scripting support allows users to redefine just about any aspect of the game mechanic and do just stuff that would otherwise be impossible.

The general idea behind LGCK is that objects belong to a class and those classes dictate how it will behave. If you don't like the behavior you can change it/extend it. In one of the demo games, I just added a fall into the abyss features which makes the player die when he fall through anywhere on a level. It was just five lines of lua code added to an event handler.

This project needs feedback to improve. There are more than six months' worth of features on a backlog. I need to know where to put the priorities.
 
This looks quite neat. Would there be anything stopping someone from making a MetroidVania on it? (with a map system, save states, etc) Are joysticks supported?
 
flowerthief":1wyhtuxx said:
This looks quite neat. Would there be anything stopping someone from making a MetroidVania on it? (with a map system, save states, etc) Are joysticks supported?

No Josticks support at this time. (I'll add it to the TODO list)

I'm still looking for someone to help me to create a RPG subsystem for the engine. That would involves laying out the ground rules (map, stats, skill trees etc.)
 
What's new for LGCK Builder 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

You can download it here
http://www.sassociations.net/cfrankb/lgck

Brand-new toolbox to drag & drop sprites directly onto the level



Uploaded with ImageShack.us
 
What's new for LGCK Builder 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)

What's new for LGCK Builder 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)

You can download it here
http://www.sassociations.net/cfrankb/lgck

Script Editor now has fully colored syntax
0061t.png
 

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