Hi!
I've recently created a GCWZero port of my HCGE Multiplatform Game Engine, and I thought I'd share it here. This isn't exactly a formal release as I won't be updating my site with it for a while, but it should be good-to-go, and I'll provide support to the extent that I can
This version can be downloaded
hereIt's packaged as an installer so that only one file needs to be copied to one place, as there are some data files that need to be stored outside of the opk. Just run, and the data will be placed into the home folder, and the installer will be replaced with the app itself
If you've never heard of HCGE before, here's what it's about:HCGE is a multiplatform game engine that can be used to create retro-style 2D games. Supported platforms include Windows, Linux, MacOSX, PSP(CFW), Wii(Homebrew Channel), GP2XWiz, and now, of course, GCWZero
The PC Windows, Linux, and MacOSX versions serve not only as the engine with which to run the games, but also the SDK with which they can be created and modified. The built-in editors can be entered during gameplay and used to test live modifications or just modify and save for permanent changes, and they, as well as a few other useful tools, can be accessed from the main menu
An overview of development features with links into relevant portions of the documentation can be found on the
official home page. Also of interest is the
Getting Started document, which serves as an entrypoint to the documentation
Because the documentation serves as a complete reference manual rather than any sort of tutorial, actual tutorials for individual aspects of usage will be prepared as time permits. Aside from open example projects, there will also be more step-by-step explanations, such as the current introduction video:
The following options are also available to receive support and assistance:The official Headcannon forumThe official Headcannon IRC channelPlease feel free to visit either of these for discussion or help, or even to help others once you've become more acquainted with HCGE. I will provide support through both channels as time permits
Three such discussions are already in-progress, and contain a ton of information written in a more narrative manner:
http://www.headcannon.com/Forum/viewtopic.php?f=12&t=114http://www.headcannon.com/Forum/viewtopic.php?f=12&t=119http://www.headcannon.com/Forum/viewtopic.php?f=12&t=122As for existing game examples:Currently, there are two open game examples for HCGE. The first is the very basic General Game Template, which contains only enough script and data to start up as a game and display something on-screen. This template can be used as a basis upon which to build a brand new game basically from scratch
The second open game example is a well-featured Sonic the Hedgehog game. All scripts and data are provided unprotected and can be modified or used to build either a new Sonic the Hedgehog fan game or something entirely different. Various portions of this game serve as examples of many of the features of HCGE, and the game itself is pretty much "complete", as it contains a title screen, a character and level select menu, completable levels with items, enemies, and even bosses, as well as a Bonus Stage, and Special Stages with randomly-generated layouts. In Fact, there are enough opportunities provided in the Gemstone Garden level to enter the Special Stage for a skilled player to obtain 7 Chaos Emeralds, and thus, Super Sonic
Other open examples, both generalized and based on existing IPs, are in the works, including those demonstrated in this video:
Other in-progress game projects are also available:The open Sonic the Hedgehog example described above is based on scripts that were originally created for the game "
Sonic the Hedgehog: Project Mettrix", which I currently don't have a dedicated video for
Also in-progress is the game "
Mega Man: Triple Threat", featuring playable Mega Man, Proto Man, and Bass, made in the SNES Mega Man 7 style with new levels and Robot Masters. An open Mega Man example will eventually be created using some of the basic scripts and data that were used to make this game
And finally, we are developing a brand new IP thanks to some inspiration from the last
Ludum Dare event just this month:
Fantastic Franklin. This game is a puzzle-platformer in which you play as the titular character Franklin who has to dig, climb, push, and carry his way through each level to guide a giant egg safely to the exit. As the game was developed in 72 hours, content is currently minimal, but it does contain one fully playable and completable level sandwiched between a title screen and a closing screen
Because there is not yet a formal release, you'll need to download the newly-created GCWZero build from this link. This build also serves as an example of the fact that a completed and standalone E02 game can be fully packaged into a single opk file with no additional, separate data files, and can be made to run without first having to enter the main menu interface