Platforming with TGB
by Glen C · 10/29/2007 (10:12 am) · 6 comments
Howdy folks,
Don't really know what to say here, especially after keeping my head down so long. This is kinda a brief update, prompted by some comments I've noticed regarding TGB's platformer potential.
The following screenshots are from a personal proof of concept project. It's script only (1.5.1), based in the latest iteration of the generic framework I've been working on since back when TGB was was T2D EA. One of my strongest inspirations was Wonder Boy in Monster World, particularly with regard to the ability to enter locations and generally play with hidden/layered content.




(Outdoors, indoors, deeper indoors)
The classic platformer mechanics are present and working without glitch or hack, so far as I'm aware. One way platforms, avatar inertia/momentum, health & damage, environmental effects, per-powerup support for things like hover/free flight, etc.


(A one way platform)
There is also support for friendly and hostile NPCs, NPC AIs, RPG-like NPC and prop dialog support (with branching, condition checks & redirects, and so on), and powerup inventory with selection interface.




(Dialog & inventory)
The levels go together quickly and easily with a handful of appropriate behaviors. As a part of my framework, it also comes with the ability to switch to other supported game styles/genres with no effort. In the example below, the arcade machine triggers transition to some CRPG functionality I've been playing with.




(Cross-genre capability)
Fun and easy with TGB!
Cheers,
Glen C.
Don't really know what to say here, especially after keeping my head down so long. This is kinda a brief update, prompted by some comments I've noticed regarding TGB's platformer potential.
The following screenshots are from a personal proof of concept project. It's script only (1.5.1), based in the latest iteration of the generic framework I've been working on since back when TGB was was T2D EA. One of my strongest inspirations was Wonder Boy in Monster World, particularly with regard to the ability to enter locations and generally play with hidden/layered content.




(Outdoors, indoors, deeper indoors)
The classic platformer mechanics are present and working without glitch or hack, so far as I'm aware. One way platforms, avatar inertia/momentum, health & damage, environmental effects, per-powerup support for things like hover/free flight, etc.


(A one way platform)
There is also support for friendly and hostile NPCs, NPC AIs, RPG-like NPC and prop dialog support (with branching, condition checks & redirects, and so on), and powerup inventory with selection interface.




(Dialog & inventory)
The levels go together quickly and easily with a handful of appropriate behaviors. As a part of my framework, it also comes with the ability to switch to other supported game styles/genres with no effort. In the example below, the arcade machine triggers transition to some CRPG functionality I've been playing with.




(Cross-genre capability)
Fun and easy with TGB!
Cheers,
Glen C.
About the author
Recent Blogs
• Moving ever forward.• Sandboxes, Shmups & Tilemaps
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#2
And, your game looks good too ^^
10/29/2007 (4:07 pm)
Seems like a very good framework, it looks a lot like mine ^_^' (platformer, cross genre ability, dialogues poping on top of the head of the character, script only, etc., it's in the air it seems). Though yours seems more complete in some aspects.And, your game looks good too ^^
#3
Well done!
--clint
10/30/2007 (8:19 am)
Wow! Very nice platformer! I see ladders, dialogs, inventory, one-ways, and minigames. Top notch, excellent stuff! Well done!
--clint
#4
And are you going to publish one way or the other your frame work?
11/01/2007 (12:05 pm)
Wow very nice looking, do you have any compiled demos compiled for testing, or videos?And are you going to publish one way or the other your frame work?
#5
Sorry, no demos or videos at this stage, and no plans to publish the framework.
Cheers,
11/01/2007 (5:04 pm)
Hi Jon,Sorry, no demos or videos at this stage, and no plans to publish the framework.
Cheers,
#6
11/03/2007 (2:46 pm)
so.. thx for the report and good luck with your game... nice to know someone is using TGB for something.. 
Associate David Montgomery-Blake
David MontgomeryBlake