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Features of mobileFX Games

mobileFX Games Features

  • 8 different types of build-in Sprite Behaviors
    • Player Sprite

    • Enemy Sprite

    • Bullet Sprite

    • Carrier Sprite

    • Switch Sprite

    • Object Sprite
    • Visual Sprite
    • User-defined Sprite
  • 11 different types of Sprite Animation Sequences
    Sprite Animation Sequences are groups of frames that animate when a sprite is in a specific condition. For example, when a sprite is walking then the motion sequence frames are animated, when it is firing the fire sequence frames are animated, etc. Sequences define logical states of the sprite and there are 11 pre-defined Sprite Animation Sequences available for each sprite. It is possible and rather easy to add your own custom sequences. Sprite Animation Sequences also control the behavior of the sprite for a specific condition. For example, you can define whether a sprite can fire while it is climbing on a ladder or while it is walking.

    • Idle Sequence
      Animates when the sprite is standing still. This sequence is required and it is used as a wildcard when other sequences must animate but are not defined. For example, the falling sequence animates whenever a sprite is falling. If the fall sequence is not defined then the idle sequence is animated instead.

    • Motion Sequence
      Animates while the sprite is moving.

    • Enter Sequence
      Animates momentarily when the sprite enters the map.

    • Exit Sequence
      Animates momentarily when the sprite is leaving the map.

    • Jump Sequence
      Animates when the sprite is jumping.

    • Fall Sequence
      Animates when the sprite is falling, which is normally following the jump sequence. The sequence is also animating automatically when the sprite is falling from a ladder.

    • Climb Sequence
      Animates when the sprite is climbing on a Ladder. Ladders are generally defined as rectangular map areas where gravitational forces rest. Therefore a climbing sequence could also be referenced as flying sequence.

    • Crawl Sequence
      Animates when the sprite is crawling. This sequence is a sub-sequence expressing a sub-state of the motion sequence and generally it animates when the sprite is moving and you keep pressed the down key. Therefore you may use this sequence for giving to your sprite the ability to either crawl or bow.

    • Fire Sequence
      Animates when the sprite fires a weapon. Each weapon may define preference on which fire sequence to be used by its holder sprite while firing. You may define several fire sequences per sprite.

    • Switch Sequence
      For player-class sprites it animates when the sprite toggles a switch. For switch-class sprites it animates when a player-class sprites has clicked it. Switches are sprites equipped with the capacity of performing an action as a response to a toggling by another sprite. Toggling of a switch is done automatically by the engine when the player sprite is near a switch.

    • Kill Sequence
      Animates when a sprite is being killed. If this sequence is not defined then an explosion (visual sprite) is placed and animated at the exact position of the killed sprite.

    • Explosion Sequence
      Animates when the sprite explodes. This sequence is available to bullet-class sprites implementing a grenade.

  • Mixed Energy - Life Player Model
    You can define whether your Player sprite's live-cycle is life-based, energy-based or both. You can define max lives and energy values for the player sprite and set how energy or lives are deducted from the player when it collides with enemy sprites.

  • Advanced Collision and Gravity Control
    Collisions may occur between sprites and between a sprite and the Tiled Layers of a Map, except the Topmost (foreground) and Background Tiled Layers. Collisions are also used for detecting the landing status of a sprite and determining whether it is landed on the Maze Layer or a Carrier Sprite.

  • Alternative Player Sprite
    You can dynamically change the player sprite while playing through bonuses. This feature allows you to make your player appear as if it is driving a vehicle or an aeroplane, or even change its body armour. The player sprite is automatically restored when it looses a life.

  • Bonuses
    You can easily add bonuses to your games for donating to the Player sprite Power Ups and Time Ups, Ammo reloads and different Weapons, or even changing the Player sprite (e.g. riding a vehicle or getting wings!). There are two ways to donate a bonus to the player. For enemy-class sprites you can define the bonus properties to the enemy sprite itself. The bonus is automatically donated to the player sprite when it kills the enemy. Alternatively, you can link the enemy sprite with an object sprite containing bonus information, that will appear when the enemy sprite is killed. In that case the player will have to collect the bonus manually by colliding to the object sprite containing the bonus.

  • Customizable Weapons and Weapon Handling
    There are several weapon-handling behaviors available to mobileFX games. Your player sprite can be configured to either carry a single weapon, or multiple weapons during the game. You may also define whether the player sprite can fire two weapons at the same time by defining a primary and secondary weapon.  Generally you can configure whether a weapon can be reloaded, collected or removed when it is empty. Weapons may be carried across maps, request the holder sprite to animate a specific fire sequence when shooting, fire more than one bullets at a time (rapid fire) and may have infinite ammo.

  • Different Fire Sequence per Weapon
    At weapon-level you can define the fire Sequence to animate when the holder sprite is firing it. For example, if you have two weapons defined, a machine gun and grenades, then you can add two different fire sequences in your sprite, for each weapon. The machine gun fire sequence would animate a point-and-shoot acting whereas the grenades fire sequence would animate a throw acting.

  • Motion Sensors and Triggers with over 50 build-in Actions
    You may define areas on a Map Stage that act as sprite-sensors. This mechanism may be used for adding triggers, booby-traps (even though there is special support for booby-traps), loading hidden rooms and stages, assigning paths to sprites, enabling and disabling sprites, playing sounds and background music and much more.

  • Ladders and Elevators
    Like triggers, you may also define areas on a Map that are gravity-free. A special use of such areas is for adding ladders that a sprite may climb on. You may also add sprites that behave as elevators or carriers on which the player sprite may be lifted or carried.

  • Booby Traps and Trap Layer
    You can define enemy sprites that behave like booby-traps. Booby-traps are enemy-class sprites that appear when another sprite enters in their area.

  • 5 different Bullet behaviors
    Bullets are sprites that are produced by a weapon. There are two main categories of bullets, the normal bullets and the grenades. Generally, a grenade explodes after some time whereas normal bullets are programmed to kill the traditional way: by shooting.

    • Normal Bullet
      A bullet that follows a linear path until it collides with an opponent sprite or leaves the screen.
    • Boomerang
      A bullet that follows an elliptical path and either collides with an opponent sprite, or it returns to its holder.
    • Throw-able Bullet
      A grenade-type bullet that is thrown following an semi-elliptical path.
    • Placing Bullet
      A grenade-type bullet that is placed on the floor and explodes after a time interval has elapsed.
    • Place and Send
      A grenade-type bullet that is placed and pushed toward an opponent sprite. It explodes after a time interval has elapsed.
  • Dynamic, Static and Relative Sprite Paths
    For almost every sprite except the player, you may define motion paths. A path may be a statically defined set of x, y points that the sprite must follow, or a dynamic motion behavior. The difference between dynamic and static paths is that in the first case, a sprite is 'moved' without choosing an appropriate sequence (e.g.. motion, jump, etc) whereas in the second case the sprite is fully animated.

  • Visuals and Optical Effects
    There is build-in support for visual and optical effects such as display labels, explosions, background animations, staging sprites and more.
  • Customizable Game-play Information
    You may customize how the game play information is rendered. That is how and if the score, lives, energy, time and ammo are displayed.

  • Sounds and Background Music Themes
    You can define sound effects per sequence and different background sounds per Map. The sound engine may play all mobile device multimedia formats.
  • Custom Fonts
    You can create your own fonts per game allowing your games to be portable to every mobile phone. The mobileFX Arcadea IDE can produce custom fonts from your installed Windows Fonts.

  • High Scores and High Score Editor
    Build-in support for High Scores with an MIDP2.0 high score editor using the mobile phone's Record Management Store.

  • State Background Images
    You can add your own background images to every State of the Game Engine (Menu, High Score Entry and Display, Description, etc)

  • State Background Sounds

    You can add your own background sounds to every State of the Game Engine (Menu, High Score Entry and Display, Description, etc)

  • Late Sprite Loading
    You can dynamically load sprites into your maps at run-time. For example you can load a special enemy sprite that will kill the player sprite when the map times-out.

  • Inexpensive Sprite Ticking®
    Inexpensive Sprite Ticking Technology® allows you to develop games with many different sprites without worrying about stressing the mobile device CPU or consuming huge amounts of heap memory.

  • Different Stage Scrolling Implementations
    You can choose among several Map scrolling behaviors, from simple scrolling along an axis, to player-centric scrolling which is commonly used to platform arcades. You may also define to stop scrolling when the player sprite is in falling state.

  • Player Timed Invincibility
    A sprite may be invincible for a short period of time. During this state the sprite does not participate in collisions with other sprites, except carriers and elevators.

  • Timed Gaming on Map Level
    You can define at map-level the time available to the player sprite for completing it.

  • Bonus Stages and Hidden Rooms through Triggers
    (See Motion Sensors and Triggers)
  • Game Menu Implementation
    Standard Game Menu implementation for all games.

  • Difficulty Levels
    You may define game difficulty by setting the participation level of a sprite to a specific difficulty level.

  • Map Statistics and Descriptions
    You can choose whether to display map statistics and introductory descriptions for each Map.

  • Game Help and Objectives
    You can provide your own Help and Objectives per game.

  • Game Options and Settings
    There is build-in support for persistable settings and options.

  • Customization of all Game Components through Java Interfaces (Professional and Advanced Editions only)
    You may customize almost every game component such as sprites, maps, triggers, weapons, bullets, etc, by implementing Java interfaces defined by the Game Engine.


mobileFX Arcadea


   For specific information please follow these links:

  mobileFX Arcadea Features Developing a Mobile Game with Arcadea
  mobileFX Game Engine Product Installation Requirements
  mobileFX Arcadea IDE Publish your mobileFX Games through us
  Game Templates Glossary

 

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