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Hello fellow BBS friends!

If you’re wondering why the title is a little different, it’s mainly because I’ve been made aware that “Euphoria” is the name of an actual (physics) engine made and is used by a big company. As I don’t really want to face legal wrath from a rocking star, I’ve decided to change it to something different, and a bit more positive.
Elham (إلهام) is Arabic for Inspiration; something I hope this engine will allow its users to give to people, as have numerous inspirations of mine with the games they made have done.

I have said before that I may not update until a substantial amount of progress is made, and after finally finishing a school year that actually took an entire year in between summer vacations, I think I can consider what I have today exactly that, haha!
For starters, I have finished implementing all the easing functions in the easing functions cheat sheet website. I’m about to start analyzing each function with the intent of hopefully tidying them up into just a handful of customizable functions instead of the plentiful multitude of individual ones currently transcribed to Lua (Massive thank you to Soupster of the Community Discord server for helping me out in one of the functions BTW), and commenting them just in case I forgot what each one does.

Additionally, I have imported a bunch of functions made by wonderfully talented people inside for use, including sprite rotation by Fletch and FReDz72, and a pallet-changing set of functions by Garrett of the Discord server (yeah I’m there a lot LOL).

I hope to add more functions from both self-written stuff as well as from people in the community, and add as much documentation via comments for example. Any help would be greatly appreciated!
That said, having everything be commented and explained, will I upload the engine for public use? Well…

From the start, I’ve been working on Elham to better help me develop games I want to make conveniently and be able to understand what I’m doing when programming. Games like a high-speed platformer with slopes or an RPG with fighting-game battles. The first thing I’m making would be those two games with the former being made as a fan-game until I’m ready to incorporate my actual vision upon its completion. This is mainly why I’m most eager to receive help with coding stuff and explaining how Picotron works, as programming games isn't really a strong suit of mine yet. However, if people want, I’d be overjoyed to make public releases of Elham for people to voice their opinions on features and possible optimizations. Who knows, maybe eventually we could have a fully community-made version that anyone can use. Although, I may hold off on a proper release of that caliber until I feel like it's ready to be used and toyed-around with, maybe even after said games made with it releases, or I can no longer work on it.

So, what's currently there to do? After I'm done with the analysis and rearranging of the easing functions, I would like to start working on implementing collision systems, like Axis-Aligned Bounding Boxes (AABB) and Sensor-based collision. After that, I should start working on an easy-to-use and memory efficient animation systems. Definitely a stacked list with collision alone (Seriously though, how is collision this hard??), but hopefully I can make more progress.

Best,
Modem




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