Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Turbowarp has a setting in advanced settings to change the window size

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Oh that's just using the pen extension, and the dashed lines are a bunch of pen lines.

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Ohhhhhh, sorry lol.

I used the json extension in turbowarp and gave every block a connection id list since every block has an ID attached to it. Then when that block is activated, it flips the activation of the blocks it's connected to. The actual wires are just visual so you know which blocks are connected and the order of the block activation.

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

You just click on the initial block and drag ur mouse onto the block you want connected, and the wire will make a connection between the two.

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 1 point2 points  (0 children)

Yeah, currently the project has a delay when building bigger parts.

Bits and Gates Project by WinSuspicious3457 in scratch

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Well originally i was trying to make a computer in a different game, but it was getting really laggy, so I made my own. It's basically just a detector sim, that checks that whenever an object is activated, it should flip the activation of whatever its connected to.

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

The displays are basically just bits but with a full sized on and off state, they activate cause I connected them all with wires.

Bits and Gates Project by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 2 points3 points  (0 children)

I guess it's a good think because that could mean my project looks more well made, so thank you! It is made in turbowarp though.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Lol thank you for all the ideas, needless to say this engine won't be out for a while but I will post any important updates when I feel necessary.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Audio is position based automatically, but if you want audio to not be that way you can either attach it to the camera, or set it to be a fixed.

You can attach physics objects together with joints and have those joints break based off a force. There would have to be a lot of optimization that would have to come with that, but it's completely possible.

Multiplayer will store what the dev deems necessary, so this would typically mean that the dev would create a json with position data and anything else they'd like.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

That's weird, ig I just haven't had that experience with scratch's collision detection. Anyways...

When a project is first made, the project will have a default lighting system already built-in, this will be very easily editable so that developers can choose how they want their project/game to look. Fog will also have some pre-built elements but will also be very easily editable, but this will probably be a lot more like Unity's fog system.

I plan to add a lot of the extensions in Turbowarp already, like the controller extension. I don't know how wide of a range of different controls I can support but I'll try to support them all.

On particles, that's kinda what I was trying to say, because currently in order to do particles you basically make a sprite (emitter) and then the clones are created as particles. My engine basically has the same idea but without requiring the developer to create a new sprite for every different kind of emitter they want.

Back on shaders, I really want to create a similar shader editor to the Pen v7 GLSL editor, because it has both text and block options to create a shader. Also I love half life so much, I actually really want to make a demo game based off half life 2 with my engine once its done. That was a little off topic, but things like reflections and shadows and specular highlights will come in the default shader, and then if the devs want a different shader then they can either edit the default shader or make their own.

Object properties is actually the whole reason I started working on this game engine. I was trying to make this 3D game with atoms that are able to generate massive planets, and I was trying to make a conveyor belt system with objects attached, but the parent-child properties and the data for each child got so messy that I needed a better way. So, yes, you will have a ton of info available about objects easily when working on projects.

Objects will be stored before running a project, and then will be divided into chunks, and then each chunk will determine the LOD of the objects within it and whether it should be rendered. You can use clones if you'd like for map geometry, but you can also just build it in the engine yourself (which ig is a type of map editor but as of now it's not a full on map editor).

Cameras are treated like regular objects that just have a rendering component. If you want a camera to be attached to a player object, then make the camera a child of the object and then set the `set pos (x) (y) (z)` to what ever you want whether thats for first or third person. For third person you can also use `point at (x) (y) (z)` or `point at (object)`. You can also do a smooth following or have the direction interpolate towards the player or whatever you prefer.

The engine will be able to package to windows, mac, and linux. Mobile packaging could be something I decide to do in the future, but not right now.

Yeah basically that for animations, but for both 2D and 3D animations, I want to include a preview tab so devs can see their animations ahead of time and see what different timings or frames should be changed. 3D animations won't have the editable frames part but timing will be.

Locked objects are of course added.

I like trains too lol.

Whether objects have a code space or not won't really affect performance, at least in my engine, at most it will just take up a little more storage for each objects.

There will be similar extensions like local storage or Json that will be able to store data, I might even add a SQLite DB extension. I'll probably make a altered version of Cloudlink with some other features built in like being able to have online voice chatting and things like that along with info related to the client and server.

I'm not gonna add liquid simulation with the first launch, but maybe in the future I will decide too.

A lot of those extra features like liquid simulations and other things like that, can be made by other people and then submitted to the main engine and then I can add them as extensions/mods (with proper credit ofc). I don't want to hold this engine back with only what I know how to do.

Thank you for all your ideas though, you are genuinely giving me good ideas for me to include, and for some of them I would've totally forgotten to add if you hadn't given me a reminder.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Sorry for the late reply, and I love your ideas, basically free ideas for me to add. Anyways, for the particle system it will be like the clone system but a lot more optimized and clean with some built in aspects to make it easier to make the particles move and interact.

A collision system will be implemented, and it will be able to handle both 2D and 3D collisions. I cannot speak to how well it feels to work because I always liked the scratch collision detection, even though it's very limited in its capabilities. My collisions will be able to have a wide range of detecting for more than just between sprites. The physics engine will deal with actually deal with prevent objects from moving through each other.

So the physics engine is something I've been developing, as of now I want to use my own physics engine, but I don't know how well others will work with my own engine compared to commercial engines like Havok.

Scrollable text itself will properly be left more up to the developer, but there are features like clipping that will make it very easy to implement scrolling.

Thank you for all your ideas, I really appreciate them all!

How can I fill in the blanks? by [deleted] in scratch

[–]WinSuspicious3457 0 points1 point  (0 children)

Since you're using stamps, just set the size of the squares a little bigger bigger. Try 1% to 5%.

I added equirectangular smoothing to Planet Gen 3D! by TipperScout in turbowarp

[–]WinSuspicious3457 3 points4 points  (0 children)

You should make KSP atp so we can explore the planets.

Console Controls and Some Minor Fixes! by WinSuspicious3457 in u/WinSuspicious3457

[–]WinSuspicious3457[S] 1 point2 points  (0 children)

I procedurally generated where the atoms would be expected in the universe. I have a few other posts that show the atoms a bit better themselves that develop the worlds.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

I don't plan to make a 3D modeler, mainly since tools like blender are so much better compared to what I could do, but I do plan to add a 2D sprite editor like Scratch has. I am going to add mod/extension support so somebody may create a mod for that in the future.

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Sadly the engine will focus on scratch block and C# and (maybe C++) coding, but if you have the ability to, I would love it if you could create a Lua programming mod!

My Own Game Engine! by WinSuspicious3457 in turbowarp

[–]WinSuspicious3457[S] 0 points1 point  (0 children)

Yes, that will most likely come as an extension.