Remember the poll about pyFraxy and said I wanted to totally make a fraxy clone?! eheheh, i lied...
Instead however, our team will be making an engine which has a very similar aim as Fraxy does: A shoot 'em up with high capabilities of modification along with a tool to make your own enemies.
After we reach that, we want to also expand on that by adding Scenarios, which is basically the equivalent of TRY apparent in FRAXY. We also want to hear what you would like to see in it, thus this thread.
- Garo - The guy with a dream of making his own games. Started this project.
- Flan - Will help with coding, possesses coding experience in Java and C#
- BlazeDeval - Will also help with coding. Not currently a member of FraxyHQ.
We all will be making this using Python, along with the pygame and PyOpenGL libraries. Any support is welcome! Just shoot me a PM.
The Game
The game will initially offer just FreePlay and Config, but more will be on the way after that!
With the help of OpenGL, we might be able to improve the overall performance up to over 300 FPS thanks to hardware accelerating.
A wide range of customizing capability; A lot, if not everything, will load from config/specification files which will define hopefully everything, like the player, the backgrounds, enemy parts, projectiles, interface, and anything else.
We also want to allow custom Player Ship types.
Interface
We want the interface to handle ALL of the general things related to the interface, as opposed to Fraxy whereas some things are left out.
Perhaps add more tweaks like triggering warnings.
Editor
Aiming to do a big overhaul in terms of how it works. We want to completely ridicule the usage of Extra Parameters, as well as some tedious features that made the enemy editor in Fraxy rather unfriendly (it's still a very powerful tool!)
There will be added a sub-window or collapsible menu in the editor window from which you could choose from a list of parts you decided to load, and put it on an active/selected part by either double clicking or drag n' dropping.
Events will be kept, but there will be no limits on them.
Included Part Properties, Projectile Properties, Effect Properties, and movement properties (Instead of move joints and any rotation parts!)
Fade on any movement will have a graph from which you could adjust with a click of a mouse, thus also adjusting the fade type.
I will keep you updated on any progress with this thread. Feel free to discuss about the project here as well.
Maybe, if I figured a way to parse all the current functions on to the different engine I could in fact make a converter of sorts, but that's not to be expected any time soon though ;w;
Hello there, I have actually started work on the engine itself.
The reason I post this is that instead of relying on default values, I decided to jump straight away to defining the window dimensions. For now I'll keep using pygame for things until I will get a better hang of OpenGL. that tempcfg.py script was used to write the configuration file that the other script uses.
Yep. Right now I'm making XML files to define the player ship, followed with a set of instructions to parse the XML data.
Also thinking to allow a cluster XML file to define everything from the graphical aspect to the sound effects, would come in use for Scenarios in the future.