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Enough smacktalk ....
nonnus29
Member #2,606
August 2002
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You know, Macintosh has a thriving shareware videogame market, but most of those shareware games are VERY high quality and professional. If you wanna really make some money, port it too Mac!
Hows that Mac port of allegro coming along anyway I wonder....

..

David Grace
Member #42
April 2000
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Quote:

And like I think I said way above, I have several games planned featuring other characters (Transformers, for example) which I will of course not charge for.

Hmmm, might want to be careful about that. I'm not sure how vicious Hasbro is, but large corporations have been known to latch onto freebie game developers due to IP issues. (*cough* Tetris cough)

BTW, I tried your demo on my main system. I don't remember the fps, but it was very high. Looks really smooth, I like how your tiling engine deals very well with sloped surfaces. You should have some nifty "push blocks/mining carts/boulders" parts in the game, a la the old Sonic days. :)

I like your Lua approach, too, it's very similiar to my SeeR approach. BTW, any reason why you chose Lua? I'm using SeeR because I can save myself a lot of work by keeping defintions the same between my scripts and game engine code. (Just import "global_funcs.h" and "global_vars.h" into both!)

Thomas Fjellstrom
Member #476
June 2000
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hey, criss, pull an ID software, release the engine but no art, or logic (ie: scripts).

--
Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

23yrold3yrold
Member #1,134
March 2001
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Wow; my humble little thread has lasted better than a week ....

Quote:

Hmmm, might want to be careful about that. I'm not sure how vicious Hasbro is, but large corporations have been known to latch onto freebie game developers due to IP issues. (*cough* Tetris *cough*)

Yeah, I know. I still want to make them though, if only for myself ;)

Quote:

You should have some nifty "push blocks/mining carts/boulders" parts in the game, a la the old Sonic days.

There are already 2 blocks like that in there, no?

Quote:

BTW, any reason why you chose Lua?

Flipped a coin. It's worked for me so far (and the Lua mailing list is interesting reading; they just released Lua 5.0).

Quote:

hey, criss, pull an ID software, release the engine but no art, or logic (ie: scripts).

This isn't addressed to me (who's criss? ;) ) but I've thought of that too. The engine still needs lots of work before I think about stuff like that ....

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

Thomas Fjellstrom
Member #476
June 2000
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Quote:

This isn't addressed to me

I'm dumb!.. I misss my keyboard... Im stuck using one of thos MS ergonomic split thingamabobies. my fingers arn't used to it, and no I never really did latch on to that whole home row thing. (I basically type at 30ish wpm with 4 fingers ;) )

--
Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

23yrold3yrold
Member #1,134
March 2001
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Quote:

I like your Lua approach, too, it's very similiar to my SeeR approach.

Here's my current goblin code:

1-- initialization
2Set(4, 0.5) -- topspeed to 0.5
3Set(5, 0.01) -- acceleration to 0.01
4Set(6, 3.0) -- health to 3
5 
6state = "RUNNING"
7health = 0
8life = 0
9dead = 0
10 
11statefunctions = {
12 RUNNING = function()
13 Running()
14 
15 if(HitWall()) then
16 TurnAround("WALKINGLEFT", "WALKINGRIGHT")
17 elseif(HitEdge()) then
18 TurnAround("WALKINGLEFT", "WALKINGRIGHT")
19 end
20 
21 if(Footing() == nil) then
22 state = "FALLING"
23 end
24 
25 -- check if player is in range (compensate for direction)
26 -- use life variable to space out attacks over time
27 -- state = "ATTACKING"
28 end,
29 
30 FALLING = function()
31 Falling()
32 
33 if(Footing()) then
34 state = "RUNNING"
35 end
36 end,
37 
38 HIT = function()
39 Running(0, 0, 1.02)
40 
41 if(IsStopped()) then
42 if health < 1 then
43 Set(7, 18) -- set state to DEAD (18)
44 else
45 InterruptAnimation("WALKINGLEFT", "WALKINGRIGHT")
46 state = "RUNNING"
47 end
48 end
49 end
50 }
51 
52-- main function; runs the show ...
53function update()
54 statefunctions[state]()
55end
56 
57 
58-- now, a way to deal with different hits, like trips ....
59-- how about passing the animations to hitby from the C code?
60function hitby(h)
61 health = h
62 if health < 1 then
63 FacePlayer("DIELEFT", "DIERIGHT")
64 else
65 FacePlayer("HITLEFT", "HITRIGHT")
66 end
67 
68 state = "HIT"
69end

All that's left is attacking, really. I'm also making optimized scripts for enemies to run in a range instead of checking for edges (which gets expensive) and not checking for slopes (these scriopts will be for enemies on flat ground only). I need the speed. Know what's cool? I tried hardcoding the scripts so it was all straight C++ to see the speed boost ... and there wasn't one. Lua's pretty zippy 8-)

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

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