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A 2.5D platformer game with anime-style pseudo-physics made in FreeBasic

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Pyromax-Dax

A 2.5D platformer game with anime-style pseudo-physics made in FreeBasic

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Game: Pyromax Dax

Code: Richard Eric M. Lope BSN, RN (Relminator)

GFX: Marc Russell (spicypixel.net) Joseph Collins Adigun A. Polack Ari Fieldman Relminator

Audio: vgmusic

Design: Relminator/Anya Therese B. Lope

Tools: Easy GL2D, FreeBASIC, OpenGL, Fmod and FBedit

Latest version could always be downloaded at: http://rel.phatcode.net

Email: vic_viperph@yahoo.com

Default Controls: -Can be remapped via "Controls" screen Jump -> SPACE Attack -> Z Pause/Change Incendiaries -> ENTER Change Incendiaries -> LEFT/RIGHT (When paused) Menu Controls -> LEFT/RIGHT and ENTER Switch to FullScreen -> ALT + ENTER Note: You can only attack when not moving except with the Shot attack which you can use even when jumping.

About the game: A game that I made as a supplement to my Platforming tutorial. Also became an entry for FBGD 2k13

Gameplay: Imagine Megaman style attack system with Mario style physics.

Sourcecode: Sourcecode is provided for learning purposes. Use to your hearts content, but I would enjoy knowing the things you used it for. Code should never be used to harm anyone. I used FBedit to code this game Source is compatible with FB 0.24

How to compile: Just issue this command: fbc -s gui "PyromaxDax.bas" "FBGL2D7.bas" "Joystick.bas" "Keyboard.bas" "Mouse.bas" "Player.bas" "Map.bas" "Vector2D.bas" "Camera.bas" "Engine.bas" "UTIL.bas" "Particles.bas" "Vector3D.bas" "Explosion.bas" "Bomb.bas" "Dynamite.bas" "Mine.bas" "Sound.bas" "AABB.bas" "PlatformV.bas" "PlatformH.bas" "Waller.bas" "Grog.bas" "Wheelie.bas" "DialogTrigger.bas" "VectorSpring.bas" "Jumpbot.bas" "Helihead.bas" "Springer.bas" "Eyesore.bas" "Bouncer.bas" "Nail.bas" "Robat.bas" "Robox.bas" "Screwgatling.bas" "Bullet.bas" "Watcher.bas" "Megaton.bas" "Drumbot.bas" "Plasmo.bas" "PowBomb.bas" "PowDynamite.bas" "PowMine.bas" "Warp.bas" "PowEnergy.bas" "BossBigEye.bas" "BossJoker.bas" "BossRobbit.bas" "BossGyrobot.bas" "Globals.bas" "FallingBlock.bas" "Checkpoint.bas" "LeavesParticle.bas"

Or if your in Windows and have FBedit, just open PyromaxDax.fbp and compile.

Greets: - See in-game credits.

FAQS:

Q: Can I edit levels?
A: Yes, see "HowToEditLevels.txt" for more details.

Q: Can I make a different game out of this engine?
A: Yes, just give some credits.

Q: Can I redistribute this game?
A: Of course, as long as the whole package stays the same.

Q: Can I sell this game?
A: No.

Q: Can I publish this game under your name?
A: Mail me. ;*)

Q: My question is not in thins FAQ.
A: Mail me.

Changelog:

02-14-13
	Valentines Day and I'm done!
	 
02-13-13
	Changes to BigEye boss AI
	Changes to Robbit boss AI
	Added a few tile types for easthetics
	Some Level changes
	Finalized all levels
	Incendiaries reset to shot when player dies
	Cheat and debug disabled
	Stages rollover after the ending
	
02-12-13
	Dialog tips can be enabled or disabled via the options screen
	Small AI changes to Joke-iz boss
	Finalized summer levels
	Changes to Joker boss AI
	Changes to Gyrobot boss AI
	
02-11-13
	More tile types for aesthetics
	Edited levels for aesthetics
	Reset wind direction at stage start
	Some Player and Engine class additions
	One-Up every successful level
	Increased Lives stock to 5
	
02-10-13
	Story Screen
	Splash Screen
	Small Changes to level 02
	
02-08-13
	Level 12.
	Winds now get reset when you die.
	Small AI changes to Wheelie enemy.
	Small AI changes to Boss Gyrobot.
	
02-07-13
	Fixed the high-score display bug by using zstrings instead of strings.
	HighScore table can now be saved.
	Allowed all the hazards in spring (bounce tiles, wind, ice and toxic water)
	Level 11
	Small AI change to Robat enemy
	
02-06-13
	Made the intermission presentation better
	Hi-score system
	Toxic water
	Level 10
	Small changes to Drumbot and Eyesore AIs
	HiScore/Records screen
	Player can now input their names when they get a new hi-score
	
02-05-13
	Added Score system
	Intermission/Report State
	Ending State
	Change BGM for title (Lachie sez it suxxors)
	Added BGM for ending
	Added BGM for spring season
	
02-04-13
	Level 08
	Some AI changes to Jumpbot enemy
	Player can shoot moar shots now
	Player orientation stays the same when hit.
	
02-03-13
	Fixed the -1 Lives glitch
	Made the sound fade instead of pause while in dialogs, pause and yes or no mode
	Changed a few AI stuff with boss Robbit
	Few AI changes to Helihead enemy
	Level 07
	
02-01-13
	Level 06
	Few changes to boss Gyrobot
	Added per season BGMs
	Allowed the player to continue but you start from the season starting level
	
01-31-13
	Level 04
	Few changes to Plasmo and Waller enemies
	Level 05
	
01-30-13
	Decided to make the game more mario than megaman
	Added "Fall" season hazard (wind)
	
01-29-13
	Level 03
	Few AI changes to megaton press
	Few AI changes to BossBigEye

01-28-13
	Added ability for moving platforms to get amx distance traveled.
	Started designing Level 02
	Added Ceiling spikes
	
01-27-13
	Added hit animations for all the popcorn enemies.
	Added hit animations for all the bosses
	Added Checkpoints
01-26-13
	Dialog scripts are now sorted on load so dialogs area easier to add.
	Intro/tutorial level done!
	Warp scripts are now sorted on load so dialogs area easier to add.
	
01-25-13
	Added Falling blocks
	Updated explosion code
	Started working on Level 01
	
01-24-13
	New Boss(Gyrobot) - Flies around, tries to mash player (weakness = bomb, can be stunned by mines)
	Added ability to do eathquakes
	Fixed the shot controls 
	New SFX
	Enlarged the Dialog Text
	Cleaned up sound module so that changing BGMs on the fly is easier
	Added a way to call up dialog boxes in Boss stages(conversations between snipe and bosses perhaps?)
	
01-23-13
	New Boss(Joker) - Bounces, sticks to walls, etc (weakness = dynamite)
	Fixed some engine class intricacies
	New Boss(Robbit) - Skater, jumper and attacker(weakness = bomb, stunned by shot in the eye) 

01-20-13
	Did some BGM and SFX stuff 
	
01-18-13
	One month to go...
	Implemented the First Boss ( BigEye - Jumps around reckelessly for now )(weakness = mine + shot)
	Bigeye can only be hurt when hit in the eye.
	Bigeye can be stunned for 5 seconds when hit anywhere with mine, bomb and dynamite
	Bigeye cannot spew bullets when stunned
	Added another test level
	
01-17-13
	Added a new enemy - Megaton (a chained megaton press attached to chainlinks)
	Added a new enemy - Drumbot (a 5-stacked enemy, player can bounce on top of drumbot)
	Changed some enemies so that they can spew bullets
	Added Bomb powerup
	Added Dynamite powerup
	Added Mine powerup
	Status change display
	Incendiaries are now limited by the poweerups collected
	Added warpzone
	Implemented level warping via warpzones
	Added EnergyUp powerup
	
01-16-13
	Too busy cooking stuff since today is my Birthday.
	
01-15-13
	Added a new enemy - Robox (a boxed eye enemy with linear movement and idletime)
	Added Bullets - Some enemies can spew bullets
	Added a new enemy - Screwgatling (an enemy attached to floor or ceiling. Spews bullets)
	Bullets has 4 different behaviors and lots of IDs
	Added a new enemy - Watcher (Double eyed. Spews missiles)
	
01-14-13
	After 3 coding days of almost pure GFX stuff, I'm back in coding mode! YAY!
	Added a new enemy - Jumpbot (jumping enemy)
	Added a new enemy - Helihead (L/R when passive and follows player when aggressive)
	Added a new enemy - Springer (gets aggressive player nearby and "springs" when touched)
	Added a new enemy - Eyesore (Pretty stupid enemy with randomized direction, spews lotsa bullets)
	Added a new enemy - Bouncer (Fireball that bounces on the floor)
	Added a new enemy - Nail (Moving screw spikes on floor and ceiling)
	Added a new enemy - Robat (Behaves like those bats in megaman/megamanx, spews bullets)

01-13-13
	Same as yesterday. ;*(
	Wrestled with Graphics Gale and Paint.Net in order to make some nice text GFX
	Made some additions to the presentation
	Implemented basic Seasons
	
01-12-13
	Same as yesterday. ;*(

01-11-13
	Added images and optimized GFX atlas

01-10-13
	Game over state
	Player energy and player lives are now useable fields
	Added a nice FX for the player energy when hit
	Added 2 new BGMs
	
01-09-13
	Got my hands on my old 14 button gamepad so implemented proper joystick controls
	Used a keyheld event for attack instead of a keydown event. (tentative change)
	Proper death and respawn engine state events implemented
	
01-08-13
	Animated all the GUIs with some nice transition FX
	Controls screen done
	Game Controls can now be remapped via controls screen
	Player Controls can now be remapped via controls screen
	Added some new sound FX
	
01-07-13
	Credits screen done
	Added a way to resize screens in windowed mode
	Options screen done
	Added a little spring physics to the options menu
	
01-06-13
	Dialog scripts are now loaded from file
	Implemented "start" state for engine class
	Implemented "yes or no" state for engine class
	Diamond fade FX
	Title screen behavior change (remembers last choice)
	
01-05-13
	Spiked tiles
	Grog gets aggressive when player is near him
	Funky dialog boxes and scripted dialogs
	
01-04-13
	Player incendiaries collision to enemies/objects
	Added a new enemy Grog(player can ride Grog)
	Added a new enemy Wheelie(player can bounce on Wheelie)
	Attached SFX's to some more actions

01-02-13
	Updated player physics for a more mario like "feel" to it	

01-01-13
	Happy New Year!!!
	Changed platform collisions to multi-sampling system
	Waller enemy ( stick on walls enemy )

12-31-12
	Happy New Year's eve!!!
	Horizontal moving platoforms
	Shot, Bomb, Dynamite and Mine to platform collisions
	Player to Platform collisions
	
12-30-12
	Vertical Moving Platforms
	AABB collisions

12-28-12(not much work. Darn typhoon!)
	Water Tiles
	Water Physics
	Fixed Bounce floor collisions
	
12-24-12
	Merry Christmas!!!!
	Bounce on floor and walls
	Moar physics stuff
	2 Types of ice tiles
	Energy meter for incendiaries
	Small delay for incendiary actions
	
12-23-12
	Ice Tiles physics
	Added moar GFX
	Controlled Sounds

12-21-12
	Mayan Calendar what?!!!!
	Implemented the Engine Class as a state machine
	Streamlined the controls by having a single button for attack
	
12-17-12
	Shots
	Bombs
	Mine
	Dynamite
	Destructable tiles
	
12-16-12
	Explosions
	Particles
	Keyboard/Mouse/Joystick wrappers
	
12-12-12
	Started on the engine 
	Decided I want oldskool tilebased collisions so I ditched the slopes
	Implemented physics
	Filebased maps

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A 2.5D platformer game with anime-style pseudo-physics made in FreeBasic

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