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[Community Project] AMGC2
umperio
Member #3,474
April 2003
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miran said:

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...

Well the difficulty curve is a bit rough at the moment, I'm going to improve it since you have to wait too much time before the game actually gets more challenging, and once it become it goes to 'impossible' very fast. Anyway thank you for the suggestions I'm going to think on how to improve it.

miran
Member #2,407
June 2002

Hey, I just figured out some of the weird random crashes. The Game::Init() function is supposed to return true or false but some games don't return anything. Tetris is one of them and template.cpp had the same problem (SoD too I think). The host program also didn't properly handle the case when Init() returned false so sometimes Tetris would crash. This is fixed now and already uploaded... :)

Heh, that's what you get when you don't compile with -W -Wall... :P

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Trezker
Member #1,739
December 2001
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Since this thread hasn't had any life since yesterday I thought I'd post a little about my activities.
I felt like I wanted to make another simple game, but it took a while to figure out what to make. Finally I've found a suitable idea.
So while I'm waiting for amgc updates and decisions, specificaly concering setup menus, I decided to start working on my second game.

This time I'm going to take it easier, so you're not gonna see this game tomorrow, I think, but possibly some time next week if all goes well.
I have a need for gfx and sound for this game... But since I don't want to tell you what game I'm making I can't ask for your help. A good site with free sounds would be nice.

I'd like tips on how to do menus as it stands right now though, share your thoughts.
I tried making a MAS::Dialog, but found out I didn't have a working installation of MASkinG. :-/ So I guess I'm gonna have to fix that first...

miran
Member #2,407
June 2002

Well, I've been busy updating my Linux and trying to get OpenLayer to work (which I failed and given up on by the way), so I haven't done any work on anything. I'll try to get some sort of keyboard configuration and game settings done today.

Quote:

I'd like tips on how to do menus as it stands right now though, share your thoughts.
I tried making a MAS::Dialog, but found out I didn't have a working installation of MASkinG. :-/ So I guess I'm gonna have to fix that first...

Well, the idea is that with the IGame interface you get a sort of a sandbox to make a mini-game in so anything other that that is breaking the boundaries. Technically I think it might be possible to create and run a Dialog, but it would be sort of "detached" from the rest of the GUI. And I don't want to give the games access to the GUI because I want the to be as simple and independant of everything as possible...

Watch this space for updates. --> here <---

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OICW
Member #4,069
November 2003
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I'd apreciate a page dedicated to it (maybe sub page on your website), which will hold the most up-to-date version and all plugins - it's hell to navigate through this thread.

[My website][CppReference][Pixelate][Allegators worldwide][Who's online]
"Final Fantasy XIV, I feel that anything I could say will be repeating myself, so I'm just gonna express my feelings with a strangled noise from the back of my throat. Graaarghhhh..." - Yahtzee
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"You can discuss it, you can dislike it, you can disagree with it, but that's all what you can do with it"

juvinious
Member #5,145
October 2004
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Yeah that would be nice so we can upload the plugins and have them easily available. :)

__________________________________________
Paintown

miran
Member #2,407
June 2002

Way ahead of you guys :) AMGC2 page

I also have a new version up: 2.04. It allows you to redefine keys and each game may have its own settings. The IGame interface has changed a little (a few functions added), so DLLs and SOs probably need to be recompiled (sorry about that, but that's progress for you). You don't need to change any source though unless you want to. See template.cpp for instructions :)

If anyone has a game they've made, just upload it here and I'll add it to the page. Or mail it to me (mail address is in readme.txt)...

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OICW
Member #4,069
November 2003
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Thanks Miran. I think I could dust of some designs in my abandon folder next week and try to make something.

[My website][CppReference][Pixelate][Allegators worldwide][Who's online]
"Final Fantasy XIV, I feel that anything I could say will be repeating myself, so I'm just gonna express my feelings with a strangled noise from the back of my throat. Graaarghhhh..." - Yahtzee
"Uhm... this is a.cc. Did you honestly think this thread WOULDN'T be derailed and ruined?" - BAF
"You can discuss it, you can dislike it, you can disagree with it, but that's all what you can do with it"

miran
Member #2,407
June 2002

As uaual I managed to make a mess of things. The redefinable keys... well, they can be redefined but they have no effect. A simple little oversight that was easy to fix. :) Btw, no need to do anything with the plugins this time, just replacing the main exe with the new one will do.

Quote:

I think I could dust of some designs in my abandon folder next week and try to make something.

Please do. :)

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relpatseht
Member #5,034
September 2004
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I think I may make a game or two for this, as soon as I get everything up and running on gentoo.

Edit: I am getting compile errors, and I really don't feel like fixing them right now, but...

MainMenu.cpp: In member function `virtual void IconItem::DrawItem(MAS::Bitmap&,
   int, int, const MAS::Rect&)':
MainMenu.cpp:14: error: `AreGridLinesEnabled' undeclared

Trezker
Member #1,739
December 2001
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Ok, here's a new SoD release, attached.

I've fixed varius stuff and added settings.

relpatseht
Member #5,034
September 2004
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Ok, I got the cvs of masking and now it is working. I'll see if I can put anything interesting together.

miran
Member #2,407
June 2002

Yeah, you need the CVS version apparently. I really should make a new release one day... :-/

Trezker: Yay, I'll check it out when I get home :D

Meanwhile th eproject has been added to the depot. Feel free to write a review or something... :)

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Trezker
Member #1,739
December 2001
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Will one be able to use something other than a slider for settings?
I added another way of controlling your sphere, so that's a boolean selection and a long slider is just wrong for that...

miran
Member #2,407
June 2002

Quote:

Will one be able to use something other than a slider for settings?
I added another way of controlling your sphere, so that's a boolean selection and a long slider is just wrong for that...

Yeah, I thought about making a toggle button or a checkbox instead of a slider if the options string was NULL. That would be perfect for on/off, yes/no settings but wouldn't work in your situation. How about a drop down listbox instead of sliders? That wouldn't work well where you have a lot of numerical settings though, like starting level selection. Or maybe I could just see if the options are all numbers and only in that case make a slider otherwise you'd get a dropdown listbox.

So it would be like this:

- options == NULL --> checkbox
- options == some numbers --> slider
- options == some strings --> dropdown listbox

How does that sound?

Btw, what does the "mouse" control setting do?

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Trezker
Member #1,739
December 2001
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If you select mouse, the steering is left, right, forward, backward in relation to the mouse.

And the widget suggestion sounds good.

miran
Member #2,407
June 2002

Quote:

If you select mouse, the steering is left, right, forward, backward in relation to the mouse.

Aah yeah, I thought it might be something like that. Anyway, it was impossible to play for me that way. Maybe I was just too used to absolute controls.

Quote:

And the widget suggestion sounds good.

I already implemented that and it works relatively OK. I just need to boot into Windows now to compile a Windows binary and upload it. Will be done some time later today, probably in the afternoon... :)

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Ilyas Salman
Member #6,762
January 2006
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When compiling a game (I tried all 3) I have this error:

C:\Program Files\CodeBlocks\lib/libmingw32.a(main.o):main.c:(.text+0x106): undefined reference to `WinMain@16'
collect2: ld returned 1 exit status

(I didn't add the Masking library)

miran
Member #2,407
June 2002

If you can't figure out the makefile, just look at the source of the games, or at least template.cpp. At the top are instructions for building with MinGW and in Linux. You're not compiling an exe but a dll, for which the flags are a bit different. And you don't need MASkinG for the games, just plain old Allegro 4.2. :)

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Trezker
Member #1,739
December 2001
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Quote:

it was impossible to play for me that way.

I think it's impossible too, blame Avenger, it was his idea.

axilmar
Member #1,204
April 2001

How is this any different from just having a game engine library?

miran
Member #2,407
June 2002

1. I actually made it instead of just talking about it.
2. It is intended for very small games AKA minigames.
3. Games are plugins that ara hosted and managed by a single host program with a unified graphical user interface. It is a sort of a small sandbox for programmers to play in.
4. I actually made it instead of just talking about it.

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Ilyas Salman
Member #6,762
January 2006
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Ok, thanks it works (just in codeblocks: new project>dynamic link library).

miran
Member #2,407
June 2002

Glad to see you got it working. :)

Meanwhile I uploaded a new version: 2.06. The only change is in the game settings screen. Instead of having sliders for each value you can change the most appropriate widget is selected depending on the options string the game returns. If this string is NULL, you get an on/off checkbox, if it contains a list of numbers (e.g. "1|2|3|4"), you get a slider and in any other case (e.g. "one|two|three|four") you get a drop down listbox.

I also added a new game: a simple Pong game. You can play against the computer (which is good, but can actually loose the ball) or with another player on the same computer.

AMGC2 homepage

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amarillion
Member #940
January 2001
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Quote:

How is this any different from just having a game engine library?

It would be very different, if for example the highscores were uploaded to a central place.

Or what would really make it different, if all the minigames were net games, and the AGC provided a central chat room and help you find opponents. Something like XBOX live, for allegro. But now I'm really babbling...



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