   Bounty Bob Engine (v0.7) Alpha Release
  Hi,I decided a couple of weeks ago to finally get started on a remake of the game that got me interested in programming in the first place - a 1982 classic called Miner 2049er.Since I started, I decided that rather than just make a clone, I'd instead write an engine that can be used to recreate the original game, plus create more games in the same style.  So now, I'm working on the Bounty Bob Engine.I'm trying to make it as flexible and configurable as possible.  For each level, there's a data file that contains a list of floor tiles, enemies, items, ladders, chutes, etc.  each of which can have its own properties.  If you want to add a new item to the level, you just add it's details to the list.New non-animated graphics can be added by just placing them in the correct directory (items, ladders, etc.) and to use that graphic for any of the gameplay elements, you just use its name in the level file. For animated objects such as the player and enemies, it's a little more complicated, but still fairly simple.  The player config file lets you specify the name of the animation file to use for any of the player's five animations. Similarly for enemy sprites (what I'm calling a collection of animations), there are .nme files that also contain the names of the animation files to use for each of the individual enemy animations).An animation file (.anm) is simply a text file that contains the name of the directory that each frame of the animation is in and the timing data for each frame.There are a lot more other options to configure, and hopefully I'll soon have a guide to the engine and its file formats so that people can start making their own games with it.I've made a few video clips of the engine, and here are the last two I made:  ">This first clip shows a recreation of the first level of the original game, while ">this clip is the same level layout, but with a different graphics set and different UI positioning.If you don't have time for clips, here's screenshots instead:I've only made one level file so far, but if you want to try it, there's a Windows binary and source code available.  I can only distribute the newer graphics set, as the original one is copyrighted.   
  Neat! I've done a remake of that game also, and also included the sequel, Bounty Bob strikes back and an editor.What's your plans for this? I actually preferred the sequel since you had the extended jump ability. Will you allow for custom gimmick objects?   ;Quote:Original post by EndurionNeat! I've done a remake of that game also, and also included the sequel, Bounty Bob strikes back and an editor.What's your plans for this? I actually preferred the sequel since you had the extended jump ability. Will you allow for custom gimmick objects?I've never actually played the sequel myself, but I have the emulator for Windows that Bill Hogue released which has both games, so I can play it some time and add any extras it has.I definitely want to do an editor, as at the moment I'm putting the level files together mostly by hand.  I'd like to have a complete editing suite rather than just a level editor, that can be used to add assets to the game without having to copy them to directories yourself as well as allow you to configure player-specific options as well as game-wise options.The engine already allows you to do things that the original game can't do.  For example, when the level is restarted after the player dies, there are options for which part of the level to reset.  So you could respawn all the mutants and items, but leave cleared floor tiles intact, or reset the tile and not respawn the mutants, but respawn the items.I also want to add support for items that can't be removed, and can be animated.  These can be used for decoration. I'd like to also allow some items to be used as triggers for events.I'm not entirely sure how far I'll support an interface for allowing people to create new functionality.  I may write a series of functions that do various things in game, and have items that can be configured to call these functions with various parameters.I've already added support for variable floor tile sizes, and I intend to add multiple behaviours for these, such as tiles that disappear when walked over and tiles that can unclear themselves.I'm also willing to take suggestions for extra features as well. :);  I added sound, and two more levels.  Windows BinarySource Code;  I get a message saying that hot-linking is forbidden on your two latest files.It looks interesting though and very good of you to give everything away like that :)Andy   ;Quote:Original post by NineYearCycleI get a message saying that hot-linking is forbidden on your two latest files.It looks interesting though and very good of you to give everything away like that :)AndyOops, my bad, I'd forgotten I'd only attached them to a thread and not uploaded them properly. Try These:Windows BinarySource CodeThe source is actually a bit outdated now, as I've made several improvements.  But since I don't have graphics I can distribute for some of the new items, I can't make another release yet. Hopefully I will soon, as I've made the engine more configurable, and a bit faster as well.I now have four levels of the original game recreated.  The three new levels are...Level Two: Slides">Youtube Video using the original graphics set.">Youtube Video using the new graphics set.Screenshots:Level Three: Teleporters">Youtube Video using the original graphics set.Screenshot:Level Four: Lilipads">Youtube Video using the original graphics set.">Youtube Video using the new graphics set.Screenshots:;  I've been sent the new graphics for the third level, which now looks like this:">YouTube videoI've made another release build, with a Windows Binary and the Source Code is also available.   