Thanks, I’m going to improve the game dev part of wick and make it more like a game engine(you will still be able to animate)
now that i think about it it’s a shame you’re doing separate forks @FroggyWadd @noobfield, I had already written once that it would be better to work directly on a single fork which would be that of stickmanred, if you really have different ideologies you could also update the settings mode, unless you temporarily separate the forks for testing only,if there are too many separate forks no fork can grow that much
@lol56lol mine is focusing on the game dev part while @StickmanRed is focusing on animation/art and @noobfield is building wick editor from the ground up. I’m trying to make it more like a game engine that you can still animate in
I’m also going to work on performance, maybe later we can combine all 3 forks for the best version of wick editor.
I’m not doing a fork, it’s just I’m Big Brain Wick Engine Guy™. Wick’s engine are the goods, and the editor is the air in bag 'o chips.
Also, Wick’s coding part is a living nightmare to manipulate. The code ran are literal JS strings.
Yeah, I’m not going to edit code too much, I will add a few new functions though. Most of the stuff I’m going to add will be tools to help make games and performance. I’m also going to work on being able to organize assets you imported.
No I’m going to add stuff like tile maps, hitboxes, easier sound implementing, cameras, and a lot more things
@FroggyWadd , that is ALL possible without changing the engine. You just need to:
Wick.Clip.prototype.makeHitbox = function() { return "Hitbox Here" }
Still think you need to fork? Look at Flixel: A full-fledged game engine all in AS3 Flash.
I’m going to make it so you don’t have to do it with code, it’s going to be like a game engine like godot and gamemaker
And the hitboxes will be way more customizable than that code
Hmm… You could just make a Online generator extension!
class Hitbox {
constructor(props) {
if(!props) var props = {};
this.clip = props.hitbox || project.activeFrame.clips[Math.round(Math.random() * project.activeFrame.clips.length)];
this.clipHitbox = this.makeHitbox();
this.clipGroup = project.game.groups[parseInt(props.group)] || project.game.groups[0];
// Whatever more...
}
makeHitbox() {
// Code here...
}
colideGroup(groupId) {
var colided = project.game.getFromGroup().map( (item) => {this.colideItem(item)} )
}
// You got it?
}
Also, don’t use Wick for that. Try using your own render or Paper.js directly!
I just want to make it so people can make games easier and faster on wick editor, that’s all. Most of them won’t be using any of that. If you think about it you don’t need any game engines but they are there just to make your life easier.
Wick is a really mid animation software, I think a game engine is possible without doing a fork, I also question your experience in JS + React to pull this off.
Okay… I think I’ll just give you the answer:
You WILL need a code editor, without one, you’re cooked.
Git For Windows, so you can download the repo:
A GitHub Account (so you don’t lose your repo and can get a free site via Pages):
A few tutorials (for beginners):
Yeah I already know how to use vs code and will use it
Also the reason I haven’t made anything on wick editor is because I’ve been learning the ends and outs of js and this week I will look into wicks code