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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>2D BOY's Boy Framework</title>
</head>
<body>
<h3>Overview</h3>
This is a trimmed down and slightly modified version of the framework
used in the
creation of World of Goo. It is provided as is, without any
license or warranty. If it destroys your life in any way,
don't
come crying to us. It has bugs, it's a little hacky in
places,
and it is severly lacking in style and functionality in some areas.
This code is unsupported, so please don't send us questions
about it.
Like a bad horoscope, it's for entertainment purposes only. There's a
new section in our forums called Boy Framework where
you can discuss this framework with others.<br>
<br>
On a more positive note, it does fulfill one basic need well:
it was build with rapid prototyping of 2D games in mind and
tries to minimize the amount of non-game setup work required to get
something running. All the stuff that 99.9% of 2D games have
in
common has been pulled out into this reusable framework.
It can render 2D graphics, read input from a variety
of
devices, and play sounds. It includes a resource manager for
loading/unloading resources, a
persistence layer for saving game state, and even a file access
abstraction. Two demos are included. One
illustrates a
minimalistic use of the framework (demo1) and the other is a quick
remake of the classic arcade game Asteroids made in 12 hours (demo2).<br>
<br>
We hope this inspires people to play around with new ideas and saves
them the annoyance of having to reinvent the wheel. If you
make
something cool, we encourage you to post it to our forum and share the
joy!<br>
<h3>Setup Instructions</h3>
<ol>
<li>Unzip framework.zip into a new folder (I'll call this
folder <root> from this point on)</root></li>
<li><root>Download irrKlang version 1.1.0 from here:
<a href="http://www.ambiera.com/irrklang/downloads.html">http://www.ambiera.com/irrklang/downloads.html</a>.
Newer versions will
probably work too, but you'd have to update the paths in your project
if you want to use one. IMPORTANT NOTE: irrKlang is not free if you
intend to use it for commercial purposes.</root></li>
<li><root>Unzip irrKlang-1.1.0.zip into <root>/libs.
It will create a direcory called irrKlang-1.1.0.</root></root></li>
<li><root><root>Copy <root><root>/libs/irrKlang-1.1.0/bin/win32-visualStudio/irrKlang.dll
into </root></root></root><root><root><root><root><root>/demo1
and <root></root></root></root></root></root><root><root><root><root><root><root>/demo2
(or add the above
directory to your path so that the demos can find the irrKlang dll)</root></root></root></root></root></li>
<li><root><root><root><root><root>Run
<root></root></root></root></root></root></root><root><root><root><root><root><root><root>/libs/dxsdk/200806/Redist/DXSetup.exe.
This will install the DirectX runtime version required by the
framework. Alternatively, you can just find yourself a copy of
d3dx9_38.dll and put a copy of it in the demo1 and demo2 directories.</root></root></root></root></root></root></li>
<li><root><root><root><root><root><root>Start
up the Visual Studio solution <root>/2dboy.sln (requires Visual
Studio 2008)</root></root></root></root></root></root></li>
<li><root><root><root><root><root><root>Build
and run!</root></root></root></root></root></root></li>
</ol>
<h3>Misc Notes</h3>
<ul>
<li>You can create your own fonts for use in
your games. the font file format is that used by the Popcap
frameowork, which comes with a font builder tool. The resource
manifest (resource.xml) also uses a simpliefied version of the format
available in the Popcap Framework.</li>
<li>Demo1 requires a dualshock style game controller (it simply does nothing without one)</li>
<li>There is no documentation for this framework. There are
inline comments that should help you if you're looking at the innards.</li>
</ul>
</body>
</html>