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[Community Project] AMGC2 |
juvinious
Member #5,145
October 2004
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He said "community" in the title, not everyone in the community uses windows. __________________________________________ |
miran
Member #2,407
June 2002
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Quote:
It would be nice to see this work cross platform anyhow. Haha, too late! I already made it compile on Linux! No, wait just a second, I might need to update the MASkinG release or at least the CVS. I had to make some changes to make it compile on 64 bit Linux... -- |
juvinious
Member #5,145
October 2004
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Quote: No, wait just a second, I might need to update the MASkinG release or at least the CVS. I had to make some changes to make it compile on 64 bit Linux... I just checked MASkinG out from CVS a few mins ago... It compiled fine for me. __________________________________________ |
miran
Member #2,407
June 2002
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Yeah, I did a comit of my last changes a half hour ago. The last release (v0.79) didn't compile on 64 bit platforms because of a stupid little mistake. On 32 bit platforms there never was a problem of course... -- |
juvinious
Member #5,145
October 2004
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Ok just finished compiling amgc2 for linux. The interface works perfectly fine and the first 2 games kickups and quad are fine too. Tetris however, dies a horrible death. And your makefile for the games has a darts game listed but there is no files for it..... I'll play around with it a bit more tomorrow and see if I can create something to share with the rest of the community. Oh yeah btw here's what i got from tetris in gdb: (gdb) run Starting program: ~/allegro-related/amgc2/amgc2 (no debugging symbols found) (no debugging symbols found) (no debugging symbols found) [Thread debugging using libthread_db enabled] [New Thread 16384 (LWP 29997)] [New Thread 32769 (LWP 30058)] [New Thread 16386 (LWP 30059)] [New Thread 32771 (LWP 30071)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 16384 (LWP 29997)] 0x080710cb in destroy_screenshot ()
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Trezker
Member #1,739
December 2001
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Feature request, configurable keys. I don't want to use the arrow keys in my game, at least when I play it I want to use WASD instead. I'm not gonna give any info about my game except that an inspiration particle hit me spot on. I haven't put in the gameplay yet, but it's already a lot of fun. EDIT! Plugin zipped and attached. |
Billybob
Member #3,136
January 2003
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Bad news, good news, make up your mind miran!
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miran
Member #2,407
June 2002
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Quote: Ok just finished compiling amgc2 for linux. The interface works perfectly fine and the first 2 games kickups and quad are fine too. Excellent! Quote: Tetris however, dies a horrible death.
Not good Quote: And your makefile for the games has a darts game listed but there is no files for it..... Ooops, I made a darts game but didn't include it because there's around 500k worth of data that comes with it and I forgot to remove the entry from the makefile. I'll attach the game here if it doesn't exceed the 500k limit... Quote:
Another thing the binary it spits out is AMGC2.exe. It would probably look better as amgc2.
Yeah, you're right, it's just that I'm so used to Windows... Quote: I'll play around with it a bit more tomorrow and see if I can create something to share with the rest of the community.
Already looking forward to it! Quote: Feature request, configurable keys.
That's been on my todo list since the beginning, but I was too lazy to implement it. There's just one thing. I was thinking of making this configurable on a global level, for all games, but now that I think about it, per-game settings would be more appropriate. Or maybe I'll do both, global settings and per-game overrides. I was also thinking of doing general per-game settings. Like every game would say what can be configured and how and the host program would provide a GUI to modify the settings. But then that would complicate the API quite a bit, I think... Quote:
You guys aren't posting fast enough. Hmm, one game, 5 and a half hour... Plugin zipped and attached.
Teh awesome! Quote: Well I'm glad it's working! Hope we get 10 games by the end of the week.
Me too... -- |
Trezker
Member #1,739
December 2001
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You don't need a health bar, you can see your circles radius. The click for new game was done after I enabled holding the mouse button continously so I forgot to try it while clicking all the time. I was also thinking of adding some more powerful weapon for right mouse button that you gain access to if you pick up greens when your radius is full. Or maybe you could sacrifice a radius to use it... Don't know how such a weapon should act though, a storm of blacks in all directions perhaps... Then there's the collision response. Now they just get a new direction dictated by the angle of the collision. I'd like to make that reflective instead. sigh more math... Heh, just figured out how to keep score. |
miran
Member #2,407
June 2002
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Quote: You don't need a health bar, you can see your circles radius.
Yeah, I realized that the minute I posted... Quote: The click for new game was done after I enabled holding the mouse button continously so I forgot to try it while clicking all the time.
Ooh, I didn't realize you can hold down the mouse button Quote: But I didn't know which keys where A-D. That's so stupid of me. As I said I was planning to make the keys configurable so I just wrote A,B,C,D in the comments but when I didn't manage to actually implement key overrides I forgot to update the documentation. The action keys are hardcoded to be Ctrl, Space, Alt and Shift. I think in that order... Quote: I was also thinking of adding some more powerful weapon for right mouse button that you gain access to if you pick up greens when your radius is full. Or maybe you could sacrifice a radius to use it... Don't know how such a weapon should act though, a storm of blacks in all directions perhaps... Then there's the collision response. Now they just get a new direction dictated by the angle of the collision. I'd like to make that reflective instead. sigh more math...
Math is fun -- |
juvinious
Member #5,145
October 2004
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Not good Yeah not good at all, it does it all the time. As soon as I start it crashes the whole app. I can't figure out what's going wrong I just get a seg fault. And I was wondering, as I was trying out Trezkers SOD, do you have to use: extern "C" __declspec(dllexport) IGame* GetPlugin() { return new Game; } for windows and: extern "C" DLLEXPORT IGame* GetPlugin() { return new Game; }
for others? __________________________________________ |
Trezker
Member #1,739
December 2001
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http://trezker.bafserv.net/files/amgc2/sod.zip New version. |
miran
Member #2,407
June 2002
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And I was wondering, as I was trying out Trezkers SOD, do you have to use: DLLEXPORT should be used. On Widnows it is defined as __declspec(dllexport) and on other platforms as nothing. Trezker is obviously using the old template.cpp from v2.00. The one in 2.01 has DLLEXPORT instead of __declspec(dllexport). @Trezker: You should replace __declspec(dllexport) with DLLEXPORT in your game and make sure you include the new 2.01 IGame.h header EDIT: Also your new link doesn't seem to work. It throws me directly to www.allegro.cc EDIT2: It works if you copy&paste the URL... -- |
Trezker
Member #1,739
December 2001
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Fixed link. Angle is the angle towards the other circle.
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miran
Member #2,407
June 2002
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Hmm, I don't really understand what that code is doing. But shouldn't the bouncing be done like this: 1. Find the point where the circles collide (depends on the positions of the circles and their size). ? -- |
umperio
Member #3,474
April 2003
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Ok this is an idiot game, but I was really curious how this thing worked so I tryed, if there's interest in it I could work on it a bit more (well actually I'm going to improve it anyway). This is just a "test if it works for you" more than a release. Suggestions, comments, critics are welcome but keep in mind it's not meant to be complete so please be kind Everything attached |
Trezker
Member #1,739
December 2001
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Miran, that's exactly what I'm trying to do, though I'm skipping the tangent part. Angle is the normal of the collision. (Though pointing in the wrong direction from the start) EDIT: |
umperio
Member #3,474
April 2003
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Duck Hunter v0.2 Changelog: |
Simon Parzer
Member #3,330
March 2003
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Sorry for that, but I was trying to compile v2.01 under Linux with MASkinG 0.79 and it had the following error: Error said:
MainMenu.cpp:12: error: 'class MAS::ListBoxEx' has no member named 'AreGridLinesEnabled' Has something to do with MASkinG, I suppose... Or do I need the CVS version? Oncer |
miran
Member #2,407
June 2002
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@Umperio: Hehe, nice one. I like the ducks. Quote: Has something to do with MASkinG, I suppose... Or do I need the CVS version? Yeah, looks like it... Quote:
I've tried playing in school now and it was a bit buggy.
Hmm, more bad news, eh? Sounds like the interaction between the host program and the dll is somehow not working. Btw, I just thought of something. I'll look into it. I just need to reboot to Windows -------------------------------- EDIT: Another d'oh moment for me. I figured out why I was having those problems with having to win_get_window() and win_set_window(). I was staticlinking the host program!!! Of course it didn't work! Anyway I changed this now so everything works as expected without having to pass window handles around or doing any other such weird stuff. As a result the game class interface changed a tiny little bit. The Init() function now doesn't take any parameters, so everyone working on their games if you'd be so kind please redownload the package and change that. Just delete all the parameters from the Init() function. Btw, I included all the games that were so far submitted in the version 2.02 release. I hope you don't mind -- |
Trezker
Member #1,739
December 2001
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http://trezker.bafserv.net/files/amgc2/sod12.zip Ok, new version. Still no reflection bouncing, but I'm starting to think maybe the gameplay is best as it is already. I also have another possible feature request. |
miran
Member #2,407
June 2002
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I'd like to let the user select a starting level before he starts the game. I'll add a couple of functions to the IGame interface: int GetParameterCount(); string GetParameterName(int i); string GetParameterValue(int i); void SetParameterValue(string value); Or maybe there would also be int GetParameterType(); // string, integer, etc. int GetParameterIntValue(int i); void SetParameterValue(int i, int value); The host program would then create a nice little dialog with edit boxes, sliders, whatever, to update a games configuration. But maybe that would make it a little tedious to do game configuration. I mean with all those functions and parameter indexes and all that... Key configuration would be separate from this and handled completely by the host program. Maybe there would just be a way for a game to specify how many keys it needs and how they should be named (instead of "left", "right", "button A", and so on)... -- |
umperio
Member #3,474
April 2003
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Duck Hunter v0.3 is out, ok I didn't receive many comments but I'm having sort of fun working on it. Since someone That's it, I hope you enjoy it |
miran
Member #2,407
June 2002
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Quack! Nice little game. Just maybe a little too easy. It needs something to make it a little more challenging but at the same time not too difficult... -- |
nonnus29
Member #2,606
August 2002
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Quote:
I also have another possible feature request. Just do it like the old time consoles used too. There's no rule that you have jump straight into the game code. Make a menu and add an 'options' screen the user controls with the direction keys etc... |
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