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Title: Dragon's Tutorials
Description: For the TGF Programmer!


Dragon - March 21, 2007 09:31 PM (GMT)
-=-=-=-=-=-=Dragon's Tutorials=-=-=-=-=-=-
--For the TGF Programmer--

Hello everyone, I am here to try and encourage more people to take
a good look at TGF and actually learn to use this program. There have
been many people in the past who say that creating a Metorid game
(or any good game in general) in TGF is impossible. It's completly
possible to create great games with this, you just need to skills to do so.

I'm trying to help people become interested in this program, and for
this I am going to create a series of tutorials to help anyone interested
get started. So far, my tutorials are not exactly for a person just now
learning TGF. In order to understand them and use them, you must atleast
know the basic functions such as alterable values, counters, and also have
knowlage of most of the events and what they do. I expect to release more
TGF tutorials as I go on. I need your help on what you might actually need
though (such as grapple beam, Morph Ball, Health tutorials ex.).


=-=-Tutorials-=-=

Name: Camera Engine (updated v1)
Descriptoin: Create multiple rooms and add transitions between them while
only needing one level. This engine allows you to add transsitions similar
to those of Castlevania or Metroid to your game.
Features: This engine includes:
*Smooth scrolling for both horizontle and verticle rooms
*Camera "Boundries" which allows you to customise how the camera will act in each room.
*Less game Space used (every room is not a seperate level)
Program: TGF/CNC/MMFE
File Size: 282kb
Screens:
Screen 1
Screen 2
Screen 3
Download: Dragon's Camera Engine- TGF

Name: Particle Engine
Description: Create simple particle effects to use in your game. This system
us easy yet powerfull, allowing you to make everything from Skree Entrails to
Electric discharges.
Features: This engine includes:
*Multiple examples of how particles can be used
*Easy to use and understand engine
*Basic Events room, describing how to use the engine.
Program: TGF/CNC/MMFE
File Size: 220kb
Screens:
Screen 1
Screen 2
Screen 3
Download: Dragon's Particle Engine- TGF


New tutorials are expected to be released later on. In with each tutorial is an EXE (for those of you who don't have TGF or use Game Maker) so everyone can test it out and leave comments and critique. Also with the engine is the open source engine, the .gam file. Open up that file if you wish to view the events of the tutorial. I used Edthedestroyer's post layout for setting up my tutorials, just incase anyone was wondering. If you use any of these examples in your games please remember to give Dragon credit!


Everyone is welcome to post questoins, comments, and critique. Please tell me what you think of my tutorials so far. :)

fungo - March 22, 2007 04:50 PM (GMT)
the game factory? i've never used that. hows it compare to gamemaker?

Emperor - March 22, 2007 11:15 PM (GMT)
I'd say that they're pretty equal, judging by the things I've seen Shrander and Dragon make..Although I haven't really tried it before, I've gotten too used to gamemaker...

Rewrite - March 23, 2007 08:49 PM (GMT)
They are equal. Everything used to make anything is equal to anything else used. :P

The only difference between TGF and GM, is that TGF uses Drag 'n' Drop interface. And Game Maker uses a program language, it's own, however.

You can still make great games with Tgf if you know what you're doing. I'd reccomend TGF for starters, and then GM for people who want to program. And then an actual programming language, for experienced.

Also, for people who are very experienced in GM, and want to move on, don't do C. C++ is better for making games. Reason? Objected Oriented Programming. ;)

SA.09.21 - March 24, 2007 05:04 PM (GMT)
I tried them and they have some pretty nice effects. Well done, Dragon. :)

fungo - March 25, 2007 12:14 AM (GMT)
which is better for platformer games? im not very good with those on gm. gm is good for making arcade, but if you're sprite changes a lot, the character can end up stuck in a wall.

Shrander - March 25, 2007 02:24 AM (GMT)
TGF has built in options for platfomr movement that requires no actual programming for the movement, but the build in movement is quite bad on its own, so sensors and lot of extra programmings is suggested or else wierd things can happen.
Examples of how it can be bad when it is close to by itself.
Example 1: In Metroid Prey, you can jump, then crouch, and when crouching you can "stick" to the ceiling and fly around. I even did that on the bottom of the ship.
Example 2: In the original Dread, there was a glitch where you could jump into the wall and you would stick to it and begin to float.
Example 3: In some of my old engines when trying stuff out, I just used the basic platform that was built in, and added nothing onto it to help fix it, and I found a way to infinitely wall jump off one wall, sticking to one place on it as long as I want, then jump up again.

So in other words, if you fix it up some, the built in platform movement can be useful and easy, but if you leave it how it is, then it can prove to be glitchful.

Dragon - March 25, 2007 04:42 AM (GMT)
TGf's built in platform movement is great for enemies. It gives them easy to program collisoins and gravity, which won't use up any of the objects alterable values. Anyways, thanks for the comments about my engines! :)

DarkSamus - March 27, 2007 01:14 AM (GMT)
Where can you download tgf and how big is it? Does it work on 98?

Rewrite - March 27, 2007 01:30 AM (GMT)
98 what? http://www.clickteam.com

Find it somewhere around there. Also, I recommend you download Multimedia Fusion; TGF only allows 50 loops per second and 262 objects at once... kinda sucks... so get Multimedia Fusion! :D

Dragon - March 27, 2007 02:18 AM (GMT)
QUOTE (Rewrite @ Mar 26 2007, 07:30 PM)
98 what? http://www.clickteam.com

Find it somewhere around there. Also, I recommend you download Multimedia Fusion; TGF only allows 50 loops per second and 262 objects at once... kinda sucks... so get Multimedia Fusion! :D

Yes, please learn MMF first. Because of how TGF is, I'm having trouble with Corruption because it can't handle many features I plan on adding to it... TGF2 should be able to do the job, but until I get 100 something cash Im out of luck for now.

Rewrite - March 27, 2007 02:37 AM (GMT)
:/... MMF is all I ever learned. TGF is different to me... very... different.

Hyperboi4evr - April 11, 2007 01:49 AM (GMT)
I checked those tutorials out at Metroid fan mission. They are awesome Dragon! you should keep 'em coming!

anti-prime - June 25, 2007 09:17 AM (GMT)
QUOTE (Dragon @ Mar 21 2007, 03:31 PM)
-Quote removed for sizes sake, it was the top one on this page-

OMG TY TYSM that heled me more than u know!!!

I LOVE YA MAN! (ot in a gay way) :)

Dragon - October 6, 2007 03:53 PM (GMT)
-UPDATE-

Ah, the time has come again for me to begin work on a new tutorial. This time however, I'm trying to focus more on body physics. I want to make it so if you kill an enemy (I'm using a scientist for this tutorial), instead of exploding like enemies usually do in the Metroid series, I want to make him fall to the ground realistically. You will also be able to tell the program how much force you want applied to each part of the body (Head, Torso, and Legs). Right now it seems to be working OK (not that realistic, as I'm finding this pretty hard), but it's far from being done. I'll try to keep you guys updated on progress.


user posted image
Credits:
Programmed by: Dragon
Sprite by: Zypher


EDIT: The rough body physics engine is complete! Sorry but it's not avalible for download now, but I do have a video of it in action. It would be nice if you could post what you think on the Youtube comments, and here too.

Simple Body Physics Demonstration



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