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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

2DEngine 1.08b

Submitted by Frunck
This bundle is marked as approved. It works and satisfies the submission rules.
1.24 compatible.

My system completely made from scratch in Gui which sort of makes Warcraft 3 function as a 2D Platformer =) Inspired by the map Platform Escape.

Controls:
Left/Right arrow keys: Movement
Up arrow key: Jump/Walljump

The system should be leak-free, please report any bugs!

Credits: Me (for making the system), gamelayer001 (for making platform escape).

Changelog

v1.08b:
-Fixed even more leaks. (Should be leak-free now.)

v1.07b:
-Global ignoration removed!
-Added new example.
-Reworked test map.

v1.06b:
-Made more triggers more efficient.
-Added more documentation.

v1.05b:
-Fixed more leaks.
-Made some triggers more efficient.
-Added more special effects.

v1.04b:
-Fixed leaks.
-Added more special effects.

V1.03b:
-Added camera view control
-Made test map easier.

V.1.02b:
-Uploaded!



Keywords:
Platform, 2D, 2DEngine, 2D System,
Contents

2D Engine v1.08b (Map)

Reviews
Moderator
20:35, 2nd Mar 2010 The_Reborn_Devil: The triggering looks ok, but it was kinda hard to steer. Maybe you should make it more smooth. Anyway, Approved and Useful.
  1. 20:35, 2nd Mar 2010
    The_Reborn_Devil:
    The triggering looks ok, but it was kinda hard to steer. Maybe you should make it more smooth.

    Anyway, Approved and Useful.
     
  2. Vercas

    Vercas

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    Well, this is really interesting. :eekani:
    I think it deserves a 5/5 rating.
     
  3. X-OMG-X

    X-OMG-X

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    A really awesome idea. I dont have time to check the code so i wont rate, sry.
     
  4. kola

    kola

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    its pretty cool.. i didnt rly check the triggers but u need to add a ''smooth'' effect on the jump... like.. when u jump u start fast and then u slow down and after when u fall down.. u start slow and u finish fast..
     
  5. Frunck

    Frunck

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    Thanks for comments and feedback, will add in next version :)
     
  6. Moon_assailant

    Moon_assailant

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    This looks like the same system that is used in another 2d map. i cant remember the name, but it is so old. I am not sure if this is an exact copy of the triggers in that map. Ill look for the map, to see if it is.
     
  7. Frunck

    Frunck

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    If you would spend one minute of your time reading the description you would see.

    "My system completely made from scratch in Gui which sort of makes Warcraft 3 function as a 2D Platformer =) ->>>Inspired by the map Platform Escape.<<<-

    Controls:
    Left/Right arrow keys: Movement
    Up arrow key: Jump/Walljump

    The spell should be leak-free, please report any buggs!

    Credits: Me (for making the system), ->>>gamelayer001 (for making platform escape).<<<-"
     
  8. hell gate

    hell gate

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    i call this a 2d engine.
    if you add some vectors it would be better
     
  9. The_Witcher

    The_Witcher

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    Review:
    Idea

    Well I have seen a few systems like these and its definitly not one of the worst... not new but useful
    4/5

    Coding

    hmm not very good... i'm not the best GUI coder (vJass is my power^^) but i see some useless things in your map:

    1.

    instead of
    • For each (Integer A) from 1 to 4, do (Actions)
      • Schleifen - Aktionen
        • Set _AngleGravity_2D[_Integer_2D] = 270.00
        • Set _Integer_2D = (_Integer_2D + 1)

    use
    • For each (_Integer_2D) from 1 to 4, do (Actions)
      • Schleifen - Aktionen
        • Set _AngleGravity_2D[_Integer_2D] = 270.00

    (this is just an example but you do this in your whole code)

    2.
    merge the movement left and the movement right triggers into one using a simple if/then/else to perform its actions

    3.
    improve the "MovementXY on" triggers by setting the boolean for the other key to false
    • Set _MovingRight_2D[(Player number of (Triggering player))] = True
    • Set _MovingLeft_2D[(Player number of (Triggering player))] = False

    4.
    delete the empty "Leaver" trigger

    5.
    add a realistic jump!!!!


    3/5

    Documentation

    some short lines for general and every important variable is documented
    5/5

    Result

    Not bad done and useful for some guys but improve the mentioned things
    and PLEASE add a realistic jump!!!
    if you need a good inspiration look at this (very good) map:
    http://www.hiveworkshop.com/forums/...09-a-146454/?prev=search=soldiers&d=list&r=20

    Overall: (4+3+5)/3 = 4 ==> 4
    Vote for Approval: No (until update)
    +rep: No (until update)


    PM me when you want me to look over your ressource again
     
  10. hell gate

    hell gate

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    my map is newer ^^
     
  11. Frunck

    Frunck

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    The_Witcher:
    Idea:
    Please tell me where you've seen another actual system. Sure there's maps using this but they're all protected.
    Coding:
    1.
    I never even once used Integer A..
    2.
    Thanks for pointing out.
    3.
    No, the way it is now your unit will stop if both are pressed which I find usefull.
    4.
    Thanks for pointing out.
    5.
    What part isn't realisitc? You move quick upwards then when the gravity gets you, you move quick downwards. You think some kind of hovering in mid-air is realistic? Anyway it's already been pointed out and I'll add it in next version.
     
  12. The_Witcher

    The_Witcher

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    Soldiers isn't protected but its coded in a very complicated way

    and whats this?? (sry for german lines but the important ones are in english)
    Your Gravity trigger

    • Gravity
      • Ereignisse
        • Zeit - Every 0.05 seconds of game time
      • Bedingungen
      • Aktionen
        • -------- Makes the trigger run for each player set to play: --------
        • Set _IntegerG_2D = 1
        • For each (Integer A) from 1 to _AmountPlayers_2D, do (Actions) <-- !!!!!!! this isn't integer A??? !!!!!
          • Schleifen - Aktionen
            • -------- (Not gravity, sets camera:) --------
            • Kamera - Lock camera target for (Player(_IntegerG_2D)) to _Hero_2D[_IntegerG_2D], offset by (0.00, 0.00) using Vorgabe-Drehung
            • Kamera - Set (Player(_IntegerG_2D))'s camera Perspektive to _ViewCamera_2D over 0.00 seconds
            • -------- Checks so there isn't any stable ground and the unit isn't jumping: --------
            • Set _tempPointG_2D = (Position of _Hero_2D[_IntegerG_2D])
            • Set _tempPointG2_2D = (_tempPointG_2D offset by _BlockDistance2_2D towards _AngleGravity_2D[_IntegerG_2D] degrees)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • 'IF'-Bedingungen
                • (Terrain type at _tempPointG2_2D) Ungleich _GroundStable_2D
                • _TimerJump_2D[_IntegerG_2D] Kleiner gleich 0
              • 'THEN'-Aktionen
                • -------- Moves unit towards set gravity. --------
                • Custom script: call RemoveLocation( udg__tempPointG_2D )
                • Custom script: call RemoveLocation( udg__tempPointG2_2D )
                • Set _tempPointG_2D = (Position of _Hero_2D[_IntegerG_2D])
                • Set _tempPointG2_2D = (_tempPointG_2D offset by _SpeedFall_2D towards _AngleGravity_2D[_IntegerG_2D] degrees)
                • Einheit - Move _Hero_2D[_IntegerG_2D] instantly to _tempPointG2_2D
                • Custom script: call RemoveLocation( udg__tempPointG_2D )
                • Custom script: call RemoveLocation( udg__tempPointG2_2D )
              • 'ELSE'-Aktionen
            • -------- Reduces the jump timer: --------
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • 'IF'-Bedingungen
                • _TimerJump_2D[_IntegerG_2D] Größer gleich 1
              • 'THEN'-Aktionen
                • Set _TimerJump_2D[_IntegerG_2D] = (_TimerJump_2D[_IntegerG_2D] - 1)
              • 'ELSE'-Aktionen
            • Set _IntegerG_2D = (_IntegerG_2D + 1)
        • Custom script: call RemoveLocation( udg__tempPointG_2D )
        • Custom script: call RemoveLocation( udg__tempPointG2_2D )



    your jump is linear (same speed always) but a realistic jump is a parabola
     
  13. Vercas

    Vercas

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    The_Witcher is right in all ways.
    You shouldn't use integers A and B.
    Some morons are using integers A and B with waits in their maps, and you should avoid conflicts like that and a real jump is smooth. We're no longer making games for DOS here.
     
  14. N.O

    N.O

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    Actually Soldiers is protected :)
     
  15. The_Witcher

    The_Witcher

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    ?? hmm the version i downloaded here could be opened in WE...
     
  16. hell gate

    hell gate

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    yes it's haked ^^
     
  17. The_Witcher

    The_Witcher

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    lol :D
    didn't look through the code, you're right :D

    but who the hell uploads a DEPROTECTED map ???

    he can't be the real creator of the map
     
  18. hell gate

    hell gate

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    :) sure not
     
  19. Sorceress

    Sorceress

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    nice one, but isnt this stolen? ^__^
    saw it in platform escape by gameslayer.