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

Thanks ! We aim to make LGCK Builder the easiest Game Construction Kit ever. It's not fully functional yet but we'll get there eventually.

What's new in 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

Coming in the nest release.

You'll be able to resize the editor pane.
 
What's new in v. 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

What's new in v. 0.6.0.3

- EDITOR: edit pan can be resized
- BUG FIX: animations weren't cleared when sprite was deleted

You can download it here
http://www.sassociations.net/cfrankb/lgck
 
What's new in 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:eek:nGoalKilled and Level:eek:nGoalKilled
- 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

Download the game construction kit
https://sourceforge.net/projects/lgck/f ... k_Builder/
 
What's new in 0.6.0.6

- ENGINE: replaced scene list w/ ptr
- ENGINE: new events: Level.onHandler, Level.onGoalKilled
- ENGINE: added borderColor, introBkColor, introTextColor
- ENGINE: added experimental barebone runtimes (opengl, SDL, SFML)
- ENGINE: new game events: onPickup(), onSaveGame(), onLoadGame()
- ENGINE: new game events: onRestartLevel(), onNotifyClosure()
- ENGINE: new sprite event: EO_NOTIFYCLOSURE
- ENGINE: new level event: EL_NOTIFYCLOSURE
- ENGINE: custom scrolling layers (see layer_setOffset)
- ENGINE: tied EL_RESTART event with snapshot_reload
- ENGINE: replaced FTGL w/ lgck's own font rendering code
- ENGINE: added colorMod (primary light source)
- EDITOR: added scriptWizard
- EDITOR: autoupdater to check for new versions
- EDITOR: edit raw path (sprite)
- EDITOR: GUI to resize font size in the editor pane
- EDITOR: SpriteWiz waypoint added
- EDITOR: added Edit Images pop-menu item for sprites
- EDITOR: testLevel nows allows to play a full game
- LUA: updateJoyState()
- LUA: callGameEvent(), sprite_unmarkAsGoal()
- LUA: sprite:get(), sprite_set()
- LUA: sprite:get()/set() can access EXTRA_XXXX values directly
- LUA: sprite:hitTest()
- LUA: display_sizeText(), Display:sizeText()
- LUA: ss_drawText(), ss_paint(), ss_paintImage(), ss_clear()
- LUA: Counters:inc(), Counters:dec(), Counters:add()
- LUA: warpTo(), strv_get(), strv_set(), strv_del()
- LUA: snapshot_take(), snapshot_reload()
- LUA: layer_setOffsetX(), layer_setOffsetY()
- LUA: SHL(), SHR(), ss_notifyClosure()
- BUG FIX: When more than 10 Displays active, only the last one is displayed
- BUG FIX: random crash when sprite is added to main layer

You can download it here
https://cfrankb.com/lgck
 
What's new in 00.06.00.07

- EDITOR: builder can export sprites (obl, png)
- EDITOR: runtime integration with the IDE
- EDITOR: improved LGCK builder performance on low-end hardware
- ENGINE: new level event: OnIntroDraw
- ENGINE: snapshot_clear()
- LUA: System Call - ss_notifyAll()
- TOOLS: Updated the gui to run on qt5.7 (replaced qglwidget w/ qopenglwidget)
- TOOLS: easydocs - introducted the concept of alias and improve the ui
- BUG FIX: lua script not always regenerated after an event was modified
- BUG FIX: when a snapshot is taken and restored the next level may be replaced by the snapsnot
- BUG FIX: LGCK builder would crash when no opengl2.0 driver were present
- BUG FIX: lgckdb would become corrupt when core libraries were compiled against GCC 4.x+

This new build addresses issues on VM and low-end hardware that doesn't
have native drivers supporting Opengl 2.0+

And yes, people can now export games as standalone packages. The feature is still experimental however.

You can download it here
https://cfrankb.com/lgck
 
What's new in 0.6.0.8?

- EDITOR: added portable option to package bundle (windows)
- EDITOR: added export game UI dialog
- EDITOR: added manifests to satisfy windows app cert kit
- EDITOR: new warnings for no player and no goal
- EDITOR: lgck-builder and obl5edit can now be associated with files
- EDITOR: tighter integration between lgck builder and obl5edit
- EDITOR: overlay options exposed in UI
- ENGINE: SFML runtime completed
- TOOLS: migrated gui to qt 5.10.1
- BUG FIX: ScriptWiz displayed incorrectly in Windows
- BUG FIX: uninitialized font causing game to crash (critical) introduced in 0.6.0.6
- BUG FIX: export game wasn't including musics
- BUG FIX: testing empty level was causing a crash
- BUG FIX: background color displays incorrectly in editor
- BUG FIX: level shows completed before starting
- BUG FIX: toolbox disappearing on minimized

And yes, people can now export games as standalone packages. The feature is still experimental however.

You can download it here
https://cfrankb.com/lgck
 
Up & Coming New UI improved for LGCK Builder 0.6.0.9

This video show cases some of the new functionality that will be available when 0.6.0.9 is released. This include the Paint and Eraser tools which lets you draw sprite on the Level Pane as if you had a tile map. The new indicator lights show you what is missing in your project so you can fix issues

https://www.youtube.com/watch?v=wukMgkmvXAY
 

Thank you for viewing

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