Frank Engine Tile Sheet Test by KilledByAPixel

[raw]
made by KilledByAPixel for LD26 Warm-Up (-)
This is not really a game but an engine test using a single tile sheet for everything in the game!

I have been wanting to implement true tile sheet support in my engine for a while, this is the final culmination of my efforts. I sat down over the weekdend and worked out all the glitches so it looks awesome with my dynamic lighting engine. My idea is that having everything in one tile sheet will make it way faster to iterate and add art to when rapid prototyping. Afterwards it's easy to swap out everything for high res art.

This very rough example uses only a small fraction of a single 256x256 texture. Included in the zip are 4 textures for the diffuse, normals, specular, and emissive channels of the tile sheet. (They are also baked into the exe, but it will check for local overrides.) You can actually edit the textures and it will automatically update your changes in the game without restarting! There's also a level editor on F4, debug console on ~, and many other nice features.

There is a mini game area below the start which is also an engine load test. The goal is to stay in the mosh pit for as long as possible while being bombarded by explosive crates and enemy projectiles. Each of the colored floor panels in the mosh pit is a separate dynamic light.

This code is fully opensourced under the MIT license. You can get more info about the engine on my website...

http://frankforce.com/?page_id=1733

I also have a game that is now in beta that uses this game engine called Faster Blaster if you'd like to see a more polished example. This game does not use tile sheets since I have just added that though it could be converted over to use them...

http://fasterblaster.3d2k.com/

Feedback

dector
24. Apr 2013 · 12:50 UTC
Your engine is impressive.
🎤 KilledByAPixel
01. May 2013 · 21:54 UTC
@dector - Thanks!