We're busy working on our latest 3d project, but we thought while we were developing we'd share some of our older work to help others along the tedious path of game development.

A5 Users interested in purchasing the Prophet Games Code Base for $9.95, click here:
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<======================= Cornerstone RPG Engine ==========================>

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Cornerstone - A 2D Tile-Based DirectX RPG Game Engine $4.95

More than 7,000 lines of code.

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** Description:
Includes originally developed source code for the engine.
This includes source code (secrets of the trade) for many features and is
written in C++. All .CPP, graphics and .H files included, allowing for a
complete basis on which to build your own games.


** Highlights of the source code:
One of the hardest parts of a 2D component of any RPG game engine is
the combat system. This one includes many enhanced features, to name a few...

- intelligently selects enemies based on the current area.
This is a final fantasy style combat system using 4 player
party members and 3 enemies to give the player the edge.

- Uses a player class, which is object oriented so you can
add on features easily.

- Uses an inventory class, which is object oriented so you can
add functionality easily.

- Supports spell and fighting animations. Supports animations
which run over more than one frame cycle giving you enhanced
special effects.

- the combat system has an imbedded menu system.
if there's no active player, there's no option to select from.


Other cool stuff in the code includes
- weather effects
- smart features to efficiently use processor time
- won't consume 100% at any time, returns time to windows
- restores direct x surfaces when focus is lost.
- keeps log files


** Example of what you'd be getting:

// check to see if all enemies are dead
if(enemy_party[0].is_dead && enemy_party[1].is_dead &&
enemy_party[2].is_dead && Curr_Sequence == NULL)
{
Heal_All_Enemies();
key_was_released = true;
Speaking = true;
in_combat = false;
Curr_Sequence = Battle_Win;

Write_Error("Combat ended; player wins\n");
}

// check to see if all characters are dead
if(current_party[0].is_dead && current_party[1].is_dead &&
current_party[2].is_dead && current_party[3].is_dead &&
Curr_Sequence == NULL)
{
Heal_All_Enemies();
key_was_released = true;
in_combat = false;
Speaking = true;
Curr_Sequence = Battle_Lose;
Write_Error("Combat ended; player loses\n");
}

if(Curr_Sequence != NULL)
{
Curr_Sequence();
}




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