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Monthly Archives | December 2010

Hex Heightmap

Messing around with an idea because it’s LudumDare, and that’s an excuse to work on other random things. Now, if only I knew what to do with it.

I seem to have run out of topics.

And now I don’t know what to write about. So I guess this run is over for now. As I develop new things I will post about them. As I revisit bits of the engine I will write about them, as well.

Rotatable particle emitter

It would be nice of that particle emitter component I created yesterday had an emission angle. So I’ll just add that as a public property. It’s difficult to modify, though, not the least of which because it’s in Radians, not Degrees. Ledge Hand Points can be rotated by ctrl + left drag. Why is that? Here’s why. They implement the ‘Rotatable’ interface. Add that interface to the class and implement it. There’s really only one […]

Creating a new component type

Lets create a brand new component type. Lets make a particle emitter type. Now, Jemgine doesn’t have a particle engine, so it won’t actually do anything. We’ll make it a component and not a script node so that emitters can be moved around. Create a new class inside the Engine or Antioch.Base project. Call it ‘ParticleEmitter’. Add the ‘Jemgine.Engine.Component’ attribute to the class so that it will appear in the appropriate list in the editor. […]


The editor will fill in default gravity values in the map header (Have nothing selected, and look at the properties tab), but you can also override gravity in specific areas. This allows the player to walk on walls, or the ceiling, or.. wherever! This is actually sort of a hack, so pay attention. You’ll learn how to make sensors, and also how to do gravity effects. Create an entity. This entity is the trigger for […]

Hanging and Climbing

This isn’t actually part of Jemgine, but part of Antioch, the game I am making that uses Jemgine. Jemgine is a platformer engine, and Antioch is, unsurprisingly, a platformer. Antioch is the demo project for the engine and is included in all releases. Antioch includes a player state machine that controls the animations and movement of the player. Part of this is the ability for the player to hang from ledges and climb onto them. […]


Gears are, visually, just a polygon in the shape of a gear. The editor has a handy shortcut (alt+g) to create gears. The gear will be created centered on the entity, and it’s usually a good idea to leave it there, since each gear will have to be it’s own entity to function properly anyhow. To make this gear function as an actual gear, give the entity a physics component and set the type to […]


A dynamic is an object that represents a relationship between two physics objects. It is often called a joint, and most dynamics model a joint of some kind. The four types of dynamics available now are all joints. They are as follows, Distance Joint – Keeps two objects a set distance apart. Revolute Joint – Objects rotate around a common point, as if a pin were stuck through them. Prismatic Joint – Objects slide relative […]

Editor Camera Controls

You might have found the editor can be hard to work with. The labels on the script nodes are really, really small. Well, never fear, the camera in the editor is easy to control. Right drag to pan the camera. Hold Ctrl and right drag to zoom in and out. That’s awfully short, I don’t know why I slated a whole day for just that. Or for the next thing. So I will combine them. […]

Test the map

Yesterday you built a map. And you went back in time to the forth, and built the map as well. So it’s built. How do you see it in the game? I’m going to assume you added the map to the Antioch.Content project. This is easu and will probably be the shorted quib I post all month. Run the engine. It will ask you press start (enter), and when you do it will dump you […]

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