- 8 different types of build-in Sprite Behaviors
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Player Sprite
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Enemy Sprite
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Bullet Sprite
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Carrier Sprite
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Switch Sprite
- Object Sprite
- Visual Sprite
- User-defined Sprite
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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.
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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.
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Motion Sequence
Animates while the sprite
is moving.
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Enter Sequence
Animates momentarily when
the sprite enters the map.
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Exit Sequence
Animates momentarily when the
sprite is leaving the map.
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Jump Sequence
Animates when the sprite is
jumping.
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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.
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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.
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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.
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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.
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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.
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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.
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Explosion Sequence
Animates when the sprite
explodes. This sequence is available to bullet-class sprites
implementing a grenade.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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)
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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.
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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.
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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.
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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.
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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)
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Game Menu Implementation
Standard Game Menu implementation for all games.
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Difficulty Levels
You may define game difficulty by setting the participation level of a
sprite to a specific difficulty level.
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Map Statistics and Descriptions
You can choose whether to display map statistics and introductory
descriptions for each Map.
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Game Help and Objectives
You can provide your own Help and Objectives per game.
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Game Options and Settings
There is build-in support for persistable settings and options.
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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.