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14
LICENSE
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@ -0,0 +1,14 @@
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Copyright 2008-2019 Alex Yatskov
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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31
README.md
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# Moonfall #
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# Moonfall
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Moonfall is the name of a game engine that I spent several months developing back in 2008. It leveraged SDL for
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graphics, Lua for in-game scripting, and wxWidgets for the built-in developer tools. The cross-platform engine was
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@ -12,15 +12,20 @@ friendly bunch, but something about them does not seem right. Everyone is appear
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player, who must uncover the truth to survive. In short, this is (as I have described it to my friends), "Harvest Moon
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with Murder."
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## Technology ##
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[![Gameplay window](img/gameplay-thumb.png)](img/gameplay.png)
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[![Sprite editor](img/sprite-editor-thumb.png)](img/sprite-editor.png)
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[![Console window](img/console-thumb.png)](img/console.png)
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[![Asset editor](img/asset-editor-thumb.png)](img/asset-editor.png)
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[![Map editor](img/map-editor-thumb.png)](img/map-editor.png)
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## Technology
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From a technical point of view, the game engine was an exercise in creating a completely data driven game. In
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retrospect, it was probably over-engineered, but in general it was flexible and I liked what I could do with it. At the
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core of the engine was the `Actor` class, the functionality of which could be expanded through add-on properties. The
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property definitions were specified in XML; for example, below is the definition for the playable character:
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```
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```xml
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<Actor alias = "Player.01" dynamic = "1" layer = "4" thumbnail = "Player.01.Idle.S.01">
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<Properties>
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<Animation />
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@ -34,8 +39,7 @@ In addition to the self-explainable `Animation` and `Physics` properties, you ca
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Lua script with the actor. Scripts would get notifications about events such as `OnActorUpdate`, during which custom
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processing could take place:
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```
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```lua
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function OnActorUpdate(elapsed)
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if InputIsKeyTriggered(META_KEY_USE) then
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DoActorUse()
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@ -62,8 +66,7 @@ Scripts can directly interact with properties on the parent `Actor` and can comm
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messaging system. This made it possible to build any game object imaginable by editing a couple of XML files and some
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simple scripting.
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```
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```lua
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function DoActorWalk(direction)
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if playerAction == ACTION_WALK and playerDirection == direction then
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return
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@ -92,15 +95,3 @@ end
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I eventually stopped work on Moonfall due to a lack of time, combined with the fact that I am not an artist and could
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not author the assets required to develop this into a complete game.
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## Screenshots ##
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[![Gameplay window](https://foosoft.net/projects/moonfall/img/gameplay-thumb.png)](https://foosoft.net/projects/moonfall/img/gameplay.png)
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[![Sprite editor](https://foosoft.net/projects/moonfall/img/sprite-editor-thumb.png)](https://foosoft.net/projects/moonfall/img/sprite-editor.png)
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[![Console window](https://foosoft.net/projects/moonfall/img/console-thumb.png)](https://foosoft.net/projects/moonfall/img/console.png)
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[![Asset editor](https://foosoft.net/projects/moonfall/img/asset-editor-thumb.png)](https://foosoft.net/projects/moonfall/img/asset-editor.png)
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[![Map editor](https://foosoft.net/projects/moonfall/img/map-editor-thumb.png)](https://foosoft.net/projects/moonfall/img/map-editor.png)
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## License ##
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GPL
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