Category Archives: FicEngine

FicEngine: Tilemaps

The latest addition to the FicEngine is the concept of Tilemaps. Tilemaps were used extensively in old-school NES and SNES games, and are still a part of the hardware of the Nintendo DS. Many platformers still rely on Tilemaps.
What is a Tilemap? At its most basic, it’s a method of constructing levels by [...]

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FicEngine: User Interface

Here it is people. This will be the final FicEngine update for awhile, because it’s now official:
FicEngine is now at 1.0.
What this means is that I am now devoting full time to designing games. This update was the final piece in what has actually become a very elegant system. *sniff* My baby is all [...]

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FicEngine: Graphics, Sprites, Pixellation

First, before this post, an announcement: Prototyping has begun. And by prototyping, I mean I’m making the next game. You’ll be hearing more about it as I move off from engine development to game design, which is an infinitely more creative and exciting process. Especially with the FicEngine taking a good solid month longer than [...]

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FicEngine: Physics

Sorry for the lack of updates in the past week or so, I’ve been busy getting addicted to disc golf, and moving a good friend away to Reno, so I’ve been largely taking it easy on the code/blog front.
Today I want to talk about the Physics Manager in the FicEngine. I had to give a [...]

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FicEngine: Sound

This is a fairly quick entry on a fairly simple system. The point of this post is not so much to brag about my Sound system- it works quite well but it’s nothing remarkable- but to sing the praises of leveraging existing code.
The FicEngine Sound Manager is built on top of SDL_mixer: a free [...]

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FicEngine: ARSENAL

Hey all, this is the update I know a lot of people were waiting for. I figure the last few posts have been about relatively boring shit so here’s a fun one. For those that haven’t been keeping up, the FicEngine features a powerful, extendable, data driven, and easy framework for defining guns and [...]

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FicEngine: Asset Management

Development on the FicEngine is going very smoothly, and quicker than I expected. I’m having a blast at the moment playing around with shaders and assorted 3D objects, but that will be the subject of a later post. This post is unfortunately about more boring foundation-type shit!
The reason I’m able to so easily play with [...]

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FicEngine: Joysticks and Input

The first system in the FicEngine I’d like to go into detail about is the Input Manager. I’ve come up with a very robust, extendable, and reusable system for input, and best of all it handles joysticks too!
One common mistake I see when it comes to input in games is coders will try to directly [...]

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Announcing the FicEngine

Hey all, it’s been awhile since I’ve updated, so I figure I’d let you guys all in on my current project. I call it the FicEngine.
What is the FicEngine?
The FicEngine is a game engine developed independently by me, for use in my own independent game projects. In development for about a month now, the FicEngine [...]

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