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DXG v3.90 DNS Demo

admin | February 28, 2009

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Voici une démo non jouable de Direct-Xion-Game dans sa version 3.90 ! Vous pouvez d'or et déja programmer les states controllers des 2 personnages par contre seule les fonctions basiques sont supportées :-)

DXG v3.90 demo (Taille inconnue)
Author: Danquin Thierry (383 downloads)
* Thanks to see uses conditions before downloading this file.

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DNS File Format Overview

admin | February 11, 2009
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  • french

Here is a little preview of the new *(.DNS ) File format for Direct-Xion-Game's animations :-) :

; ----------------------
; Test State Machine
[State 0] ; State Index
type = S
physics = S
anim = 0
[Ctrl 0, 1]
type = ChangeState
triggerall = AnimTimeLeft = 0
value = 1
[State 1]
type = S
physics = S
anim = 6
ctrl = 1
[Ctrl 1, 1]
type = PosAdd
triggerall = FrontEdgeBodyDist > 10
x = 2
[Ctrl 1, 2]
type = ChangeState
triggerall = FrontEdgeBodyDist <= 10
value = 2
[State 2]
type = S
physics = S
anim = 7
ctrl = 1
[Ctrl 2, 1]
type = PosAdd
triggerall = BackEdgeBodyDist > 10
x = -2

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DXG Animated Font

admin | October 15, 2008
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Under the original idea of a friend ;-) I decided that the characters of fonts would be animated. This new feature will be available in the next version of DXG (3.90)

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DAN Collision Boxes

admin | September 28, 2008

DXG Collision Boxes

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DAN File Format Overview

admin | September 20, 2008
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  • french

Here is a little preview of the new *(.DAN ) File format for Direct-Xion-Game's animations :-) :

;----------------------
; Test Animation
[ANIM 0] ; Animation Index
start = 0,0 ; (x,y) Position
factor = 1,1 ; (x,y) Scaling Factor
delta = 0,0 ; (x,y) Delta Factor (Only for Stage)
velocity = 0,0 ; (x,y) Velocity Factor
sinus = 0,0,0,0 ; (x,y,pitch,time) Sinus Factor
tile = 0 ; (b) Tile Boolean
loop = 0 ; (f) Frame Loop Index
life = 0 ; (t) Time To Live (Infinite: -1)
rotate = 0,0,0 ; (angle,pitch,time) Rotation Factor
layer = 0 ; (l) Layer Index
dba = -21,-108,20,2 ; (x1,y1,x2,y2) Default Defence Box
dbb = -21,-108,20,2 ; (x1,y1,x2,y2) Default Attack Box
0,0,0,0,116,0 ; (group,sprite,xoffset,yoffset,time,effect,rotate) Frame
0,1,0,0,116,0
0,2,0,0,116,0
cba = -21,-108,20,2 ; (x1,y1,x2,y2) Frame Defence Box
cbb = -21,-108,20,2 ; (x1,y1,x2,y2) Frame Attack Box
0,3,0,0,116,0
0,4,0,0,116,0
[ANIM 1]
0,0,0,0,116,0 ; Frame
0,1,0,0,116,0
0,2,0,0,116,0
0,3,0,0,116,0
0,4,0,0,116,0
; Turning
[ANIM 2]
1,0,0,0,33,1
1,1,0,0,33,1
2,0,0,0,33,0

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