January 21, 2021, 02:41:31 AM

Author Topic: fantomX - A game framework for Monkey-X (mojo2)  (Read 1858 times)

Offline MikeHart

  • Hero Member
  • *****
  • Posts: 756
  • Cerberus X developer
    • Cerberus X
fantomX - A game framework for Monkey-X (mojo2)
« on: June 13, 2017, 09:48:21 AM »
Hi folks,

this is my game framework called fantomX. It is using mojo2, so you can only use it with Monkey-X targets that mojo2 supports.

To download it, go to its GitHub release page here: https://github.com/MikeHart66/fantomX/releases

It ships will numberous examples and a good sized documentation which you can also find here: http://fxdocs.fantomgl.com/

fantomX currently supports the following features:
  • Various objects like images, tile maps, graphic primitives, sounds, collision zones, scenes and layers.
  • Automatic processes to create, update and render objects.
  • Callback methods which are called during the handling of an object, layer, timer and transitions.
  • Layer transitions with callback methods.
  • Extensive handling methods for the engine's objects.
  • Object transitions for position, rotation, scaling and alpha values with callback methods.
  • Several equation and ease types for object and layer transitions.
  • Object timers with callback methods.
  • Different collision methods for objects with callback methods.
  • Touch input handling with callback methods.
  • Organize your objects in layers.
  • Automatic content scaling via providing a virtual canvas setup.
  • Simple high-score list loading, saving and updating.
  • Simple sound loading which handles the proper file extension depending on the chosen platform.
  • Support for bitmap font text objects which load EzGUI font descriptions.
  • Build-in frames per second calculator.
  • Simple camera/view support which you can move around to render parts of your scenery.
  • Support for texture maps (atlas) created by the tool TexturePacker.
  • Support for tile maps created by the tool Tiled.
  • Embedded object informations inside a Tiled map will be imported and are accessable.
  • Engine time scaling supporting object updates, timers and transitions.
  • Automatic swipe gesture detection with event method.
  • Path/Waypoint handling. Let your objects follow them.
  • A* pathfinding und user definable grids of nodes. It doesn't have to be a grid of squares!
  • Integration of Box2D powered physics including ray casting. Physics definition created by the tool PhysicsEditor are supported too.
  • Localize your game easily with easy support of multiple languages.
  • Support different key maps for different controllers or user definitions.
  • Easy scene/room management.
  • Objects can be composed of several single images.
  • Automatic object pooling.
  • Custom GUI elements.
  • Support for 9-slice image scaling.

Offline EdzUp

  • Jr. Member
  • **
  • Posts: 88
    • EdzUp
Re: fantomX - A game framework for Monkey-X (mojo2)
« Reply #1 on: June 13, 2017, 02:10:36 PM »
Nice framework, I still have Ultim for MonkeyX here somewhere but it got shelved as I wanted to do a multiplayer thing that supported ipv6.


SimplePortal 2.3.6 © 2008-2014, SimplePortal