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2D Platformer

Forknight

Made in the Game Assemblies in house c++ engine, Forknight is a game project that I am very proud of.

Level Loading from Tiled

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Different Materials are loaded from collider objects in Tiled, letting the designers decide what should have collision and how that collision should be handled

Moving Platforms are made easily with a set of guiding points

I was in charge of reading data from our level editing software of choice Tiled, for this project. I was also a direct line of comunication for what features the other diciplines expected from this system.

I was in charge of reading data from our level editing software of choice Tiled, for this project. I was also a direct line of comunication for what features the other diciplines expected from this system.

The Loader Allows for the following Features:

  • Two stage loading from Tiled exported json level files. First pass to parse the file in to generic objects and then a second pass to parse them in to spesific objects in the scene.

  • Loading of multiple tilemaps and layers.

  • Loading of object references, where an object may point to the id of another object

    • This is used for moving platforms, where they point to their next position to move to in a linked list.

  • The addition of new objects to load is easy, a function that takes a generic object as an input can be added with a string identifier to a map and then the set up of the object can be handled by the appropriate factory.

Particle System & Editor

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I was in charge of reading data from our level editing software of choice Tiled, for this project. I was also a direct line of comunication for what features the other diciplines expected from this system.

I developed a quick and easy particle editor that allows users to edit particle emitters in levels while the game is running.

The System allows for the following features:

  • One button click to add a new particle type.

  • Easy editing of particle's base setting such as direction and life time with Dear ImGui's dragable fields.

  • A basic animation system which allows the particles to go through multiple color stages with a different amounts of randomness.

  • Supports both additive and Alpha based blend modes.

  • Allows for an area sensitive mode, with adjusts the spawnrate based on the area of the emitter. Making the spawnrate count per square unit of the emitter.

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