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Who Needs Direction?
decepto
Member #7,102
April 2006
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>> Neil Black: It's a single game.

Aww. I was kind hoping for a group competition. Maybe next time. Oh well.

Offer still stands. If you lads need help with the audio, just let me know.

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Boom!

Neil Black
Member #7,867
October 2006
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You can try to form a group. Maybe some competition will get us moving.

I am arbitrarily defining a group to be at least four people.

23yrold3yrold
Member #1,134
March 2001
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Quote:

If you lads need help with the audio, just let me know.

Audio is currently filed under "pray for this", so yes, we will. :)

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Step 2. Pray.

Neil Black
Member #7,867
October 2006
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Too late, I'm stealing him for my own group.

Mark Oates
Member #1,146
March 2001
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I can do audio but I'd prefer to work on the art direction for this one. decepto, if you want to do audio I'd be thrilled.

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decepto
Member #7,102
April 2006
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No problem.

Are we going to be sumbitting this project to any competition? Or is it just for kicks?

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Boom!

23yrold3yrold
Member #1,134
March 2001
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The goal here is simple accomplishment: group projects are a running joke around here and it would be nice to set a precedent that, yes, they can be done. If we can get a finished product in reasonable time, maybe more people will make more honest stabs at this, and we can actually make games faster by splitting up the work. Anything beyond that is gravy, or an afterthought imho.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Neil Black
Member #7,867
October 2006
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Reasonable time being the operative word. This was supposed to last a week.

decepto
Member #7,102
April 2006
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Well cool!

Like I said, anything dealing with audio, and I'm your man. Everything from small special effects all the way up to 15 minute+ music scores. My home is more or less a shrine to Bob Moog, so I have all the equipment needed.

Also, I'm pretty efficient with AI algorithms. If you run into any algorithmic or combinatorial problems, let me know. I also have several dedicated servers in case we want to set up Git or SVN. Just let me know. Here's my email:

nacarlson {{{{a___t}}}} gmail ((((Dooo-dodododod--dot}}}}} com

That'll get teh bots!

edit: Sorry, my ambien kicked in, and I'm not very coherent. Talk to yall in the morning.

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Boom!

23yrold3yrold
Member #1,134
March 2001
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I need some communication from the coding team as to what they're waiting for. What needs to be done before you can just start matching people up with hpp/cpp files and tell them what needs doing? Has Lua been linked? Have interfaces been written for Lua so we can move people around and trigger dialogues? Can we display a tilemap? Do we have a game loop running to call logic, do collision detection, etc. even if the functions the loop is calling are mostly empty right now? Tell me what you'll need and I'll get it.

Quote:

Reasonable time being the operative word. This was supposed to last a week.

This was never going to get done in a week. People are still talking about how to coordinate the code uploading. :P But on the upside, if you guys can work out a good agreeable system that works, we'll have a process set up that everyone else can just reference if they want to do this. And then we can cut like a week off future group projects, which is part of the point ...

--
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Step 1. Build it.
Step 2. Pray.

Neil Black
Member #7,867
October 2006
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I tried that email, but it caused a compile-time error. I think it was either the unclosed parenthesis, or the extra closing braces.

decepto
Member #7,102
April 2006
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Quote:

I tried that email, but it caused a compile-time error. I think it was either the unclosed parenthesis, or the extra closing braces.

Just be happy I didn't write it encoded in brainfuck.

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Boom!

Thomas Fjellstrom
Member #476
June 2000
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Quote:

Just be happy I didn't write it encoded in brainfuck [en.wikipedia.org].

Or White space.

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Trezker
Member #1,739
December 2001
avatar

I just googled some lua in C++ and found this little gem.
http://www.bigbucketblog.com/2006/03/02/lua-and-c/

I think it looks very simple and good, maybe thanks to this I can finally learn lua. Does any lua experts have complaints to file against anything on that page?

Mark Oates
Member #1,146
March 2001
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I've been working on tiles and want to know about translucency. Since we're in the modern age, using a5 hardware accelerated and only running at 640x480, would it be ok to use png tiles that include an alpha channel?

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Trezker
Member #1,739
December 2001
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I'd say yes. Alpha is ok. Unless people decide the graphical style should not include it.

I have added lua to the project. I've only bound a method to change the player position to test. It's checked in to svn.

MiquelFire
Member #3,110
January 2003
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I'll record vocal stuff. Just tell me what sounds are needed and I'll see what I can do.

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bamccaig
Member #7,536
July 2006
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MiquelFire said:

Anyway, I'm moving the everything to trunk.

revision += 4;
:P

Neil Black said:

Reasonable time being the operative word. This was supposed to last a week.

A week isn't reasonable time, ffs... ::) No wonder projects here fail.

23yrold3yrold said:

I need some communication from the coding team as to what they're waiting for. What needs to be done before you can just start matching people up with hpp/cpp files and tell them what needs doing?

We should probably identify and document hpp/cpp files... :P And from there, identify and document modules, inputs, outputs, etc... The whole damn thing should be documented before people can go off and do it. Otherwise, we won't be using everybody as efficiently as we might. We'll just have those people that have done it before hacking it all up and throwing it in the repository...

23yrold3yrold said:

Tell me what you'll need and I'll get it.

You're the leader... ;)

GullRaDriel
Member #3,861
September 2003
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23yrold3yrold said:

Tell me what you'll need and I'll get it.

Really ? ;D

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Mark Oates
Member #1,146
March 2001
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{"name":"596416","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18b77e340d176a3a301628dedc98a84a.png","w":802,"h":530,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18b77e340d176a3a301628dedc98a84a"}596416
Here's a rough stab at the purlpe-hue Overwolrd. This is just a non-screensize tile taste. I'm just throwing this out there for feedback, but (1) there will be more rocks and (2) the stone stuff will be textured.

The shot shows the basic terrain, color, a few variations in the terrain type, grassie stuff (not frequent in the map) waterie stuff (also not frequent), some alien plant life (my favorite ;)), a locked door (the kind that goes to one of those random hole-in-the-wall), and two items at the top left, a key and a data chip with drop-shadows.

Don't stare too long, it gets crappier the longer you look at it :P

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alethiophile
Member #9,349
December 2007
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That looks nice. Do you have tiles for those? If not, you should make them. I like the alien plant life.

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Mark Oates
Member #1,146
March 2001
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no tiles yet, but they're all lined up to a 32x32 grid and extracting tiles is relatively easy. You're looking at a tile-size accurate render (scaled 2x for beautification), though the screen will be wider and taller.

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Trezker
Member #1,739
December 2001
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class Tilemap
  void Load(std::string filename);
  bool Collision( ? );
  void Render();

How precise collision? Fill in that ? with what we need.

If we will have layer(s) below stuff and layer(s) above stuff maybe have two calls to render these separately. I don't suppose we'll be using a zbuffer...

Any other considerations? Let's iron out what features the interface needs.
Then decide who will implement the tilemap.

I'm considering handling items outside the tilemap, so items doesn't have to be aligned with the map grid. Then they'll have their own manager in which we could implement a quadtree if that's necessary.

class Item_manager
  Load(std::string filename);
  Clear(); //Remove all items before loading another map
  Render();
  Item* Pick_up(Vector position); //If an item is found close enough to the player
  void Drop(Vector position);

Anything else for items?

Mark Oates
Member #1,146
March 2001
avatar

Quote:

I'm considering handling items outside the tilemap, so items doesn't have to be aligned with the map grid.

I'd like that. I think it would be easier to do that than trying to work items in with the tile map.

No Z buffer I don't think, just draw each layer back to front.

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OnlineCop
Member #7,919
October 2006
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Trezker said:

bool Collision( ? );

My thoughts are that we should have an enum for the type of collision-precision we want, then call that one as needed:

typedef enum _collisions
{
   PIXEL_PERFECT,
   BOUNDING_RECTANGLE,
   BOUNDING_CIRCLE,
   // ...
} COLLISIONS;

Then we can write all the collision routines once, and choose later which one to use (we may want to use all of them at some point...).

EDIT:

Trezker said:

I don't suppose we'll be using a zbuffer...

The ONLY reason I was thinking about this is for use with parallax. If you have a z-buffer set really high (or really low), then when you show that on the screen, it better simulates height (like overlooking cliffs, walking under tree limbs, etc.).

It's not necessary, and can be removed because, like was pointed out, we just need to draw in the order of layers (bottom-to-top).



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