The Twilight game engine has been in development for the past year and
a half now, starting out as nothing more than an experiment, it has
turned out to be a fully blown game engine using nothing more than the
windows API and C++. The idea is that it will be as easy to use as
possible, but give desirable flexibility to the developer. This is by no
means an advanced game engine, but is the perfect tool for anyone
looking to learn the fundamentals of game development and game coding.
-Create up to 10 parallax scrolling backgrounds
-Extensive sprite class for sprite creation and manipulation.
-Add gravity and motion to sprites to give them realism.
-Frame animation for animating sprites and backgrounds.
-Load images and manipulate them by stretching them etc.
-Load different sound types(.wav, .midi).
-Use the Map Editor for creating, saving and loading maps for use in
-Supports keyboard, mouse and joysticks.
-Tile map capabilities for creating isometric games.
-Make games and have fun!!!
These are just some of the capabilities of the engine. This is the ideal
engine for someone who is just starting to learn game programming. The
Map Editor was even created using the game engine itself, so its useful.
And because its so easy to code with, its fun! For more information and
more screenshots, you can follow us on facebook by searching for “Carbon
Software” and adding us! We need your support! :-D
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What? We’re not good enough for a demo? Not even a video? Hmf! :lol:
It looks nice and the fact that you say the engine is easy to work with
is a plus for you. Nothing beats having something you created that’s
also easy to work with and can pump out the games. You didn’t list any
particle emitter support though, but I imagine you left that one out? No
scroller is complete without particles!
One note I have is the background in that screenshot is a little busy. I
would have a tough time following myself and dodging incoming fire.
Looks nice, but difficult to fight off alien hordes and save the world
once again :)
One last thing. You mentioned the engine is limited to 10 parallax
scrolling backgrounds. Why limit it? Just let your engine support as
much as needed by the level editor. Let the hardware requirements of the
user’s machine decide the limits. I would be concerned if you had a hard
coded array in there.
Hello! And thanks for the replies! I enjoy constructive crit.
Well i decided to limit the scrolling backgrounds to 10 because lets
face it, ive never seen a game with more than about 4, however i should
be able to change that quite easily to as many as the programmer would
Regarding the particle emitter… There isn’t actually a proper particle
emitter to be honest! That is something im DEFINATELY going to add soon!
However there are simple workarounds to that in the engine. You can
dynamically add sprites to the game that look like particles, and then
kill them off after a certain amount of time. And because of the sprite
class in the engine, it would be easy to add motion, gravity, velocity
etc. to the particles. The engine seems to be able to handle a few
hundred sprites before it takes any significant speed hit.
Anyway, thanks for the ideas and advice! I will be sure to get a demo up
somewhere just for you;-) In the mean time, check out some screenshots
of other types of games made with the engine, either on facebook or at