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| Who Needs Direction? |
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OnlineCop
Member #7,919
October 2006
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Thomas Fjellstrom: You mean having a bounding area defined within the trigger? So you can turn up/down the trigger area? That might actually work... but will the "max trigger area" be confined to a single tile, or will it be able to be as large or small as the developer wants (giving us a "hey, they're about 10 tiles away from the DO NOT PUSH destructor button! Get him!" kind of effect)?
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Evert
Member #794
November 2000
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The way I did that is to have "trigger" bounding boxes for both the player and objects that the player can interact with. When the trigger bounding boxes overlap, the object trigger is activated. |
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Thomas Fjellstrom
Member #476
June 2000
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Yeah, I would think a trigger could be any size. it is an "entity" like the rest of the object after all isn't it? -- |
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someone972
Member #7,719
August 2006
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Are you still planning to use the graphics by Mark? I haven't been following the thread close enough to know. ______________________________________ |
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23yrold3yrold
Member #1,134
March 2001
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For the tiles, if nothing else, yes. I don't recall having heard him sound off in a long time though. -- |
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OnlineCop
Member #7,919
October 2006
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Having those pretty soon would be nice... Anyone want to PM Mark for us?
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Thomas Fjellstrom
Member #476
June 2000
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Why don't you do it? -- |
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bamccaig
Member #7,536
July 2006
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He's probably still waiting for the thread to load... -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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MiquelFire
Member #3,110
January 2003
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Got around to my e-mails, and found this: Quote:
Author: onlinecop Modified:
--- |
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OnlineCop
Member #7,919
October 2006
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Yea, they're a-comin'. They should all be there. Sorry I broke it into several individual files (for all those who get the mountain of emails notifying you of SVN commits). Now maps support arbitrary tile sizes (and test3.map to show it off). Yay. While not totally planned for, it makes it a lot more flexible to work with (for developers). You define the map size once and can assume all obstacles and whatnot are all the same size. There should be three maps (they don't look joined, but they model the different things you can have (entities on a map when first initialized, entities always on a map whenever it's loaded, "collectable" items (was there before), warp to another map by using a marker's name (markers are just Entity objects) so it can find and load those coordinates. And a non-square map (I think it's 64x48 or some other random dimension). Huzzah! Feedback welcome. EDIT: WHY, you might be asking? Because as I personally scoured the internet for decent tilemaps, I found that some have really nice house-looking tiles, but they aren't 32x32. I found some really nice desert, or mountainous, or seaside ones, but these each had different dimensions for the tiles. So now, some of you volunteers who can whip up some nice maps for us have the option of simply changing the dimensions on a whim, and everything will work (theoretically, at least). With maps made, and entities in each map (don't forget that you can also transfer entities from one map to another, so others can "follow you" or even "meet you when you get there"), we can better see what is and isn't working yet and work on those areas. Maybe a map full of monsters (and obstacles to hide behind) so we can work on interacting with things that can kill us?
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bamccaig
Member #7,536
July 2006
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At j0rb, I work mostly with Web-based stuff. Recently I've been working on ASP.NET stuff, which Visual Studio is happy to debug on the local machine with a virtual server. However, some older code is ASP based and the only way we currently know of to debug is to apply changes to shared development Web servers and test that way (there are a couple of alternative approaches that I've thought of, but they each introduce extra overhead and more maintenance so they aren't really being considered right now...). Anyway, after I learned how to use Subversion I convinced j0rb to make use of it as well. In order to avoid overwriting each others' changes on the ASP development Web servers, we've let the Subversion servers handle the process of updating the development Web servers using hook scripts. Unfortunately, this means that every little change to the code that you want to test "requires" a check-in to the Subversion repository. As you can imagine, for the most simple fixes this is easily 3 to 5 revisions. For complicated changes; tens or hundreds. The repository has quickly grown into many thousands of revisions. As you can imagine, my coworkers aren't very keen on documenting every little change with a detailed message (understandably). As a result, a lot of the value in version control is lost. The logs are mostly useless and attempting to track certain changes takes forever. So when I work on that code I typically just manually copy my files to the appropriate development Web server, bypassing the Subversion repository until I'm satisfied with the changes, and then commit after I'm satisfied. My coworkers don't see it that way so the logs are essentially 100 generic messages (or an empty message), followed by a detailed message or two by me, followed by another 100 generic messages... -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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OnlineCop
Member #7,919
October 2006
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Uh... was this saying that I wasn't commenting my updates very well, or just a general shout-out..?
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bamccaig
Member #7,536
July 2006
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OnlineCop said: Uh... was this saying that I wasn't commenting my updates very well, or just a general shout-out..?
Well, many of the commits haven't been logged very well, but I know it can be hard (especially without design documentation to work from). I was more or less just ranting about work, but it was triggered by the many successive revisions you just made, many of which I'm assuming were probably unnecessary... -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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MiquelFire
Member #3,110
January 2003
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Actually, I think only one was really unneeded (well two if you count the type^Ho one) --- |
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bamccaig
Member #7,536
July 2006
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Actually, yes, I take it back. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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MiquelFire
Member #3,110
January 2003
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Outside of me testing things (up to rev 5 I think, and one or two later on), there should be no bad commits in this project's SVN. --- |
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OnlineCop
Member #7,919
October 2006
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MiquelFire said: ...there should be no bad commits in this project's SVN.
Does this mean that the SVN is current a-ok and everything compiles fine, or an accusation that "I dun broked sumthin'?" I felt it was important to get things functional enough that we can start making large enough maps to know what is needed. Even with the multiple TODO lists, known "what's needed next" is easier when I can see "oh that's not working... I should fix/work on that". Team Leaders, read the todo lists and start assigning stuff to your delegates.
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MiquelFire
Member #3,110
January 2003
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I meant in terms of the how things were committed to the SVN. I don't know if it compiles or not. --- |
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OnlineCop
Member #7,919
October 2006
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According to the original post, we have several people working on a multitude of portions of this game. Quote: The project has been put on the Allegro Wiki. Mark Oates has put up this site to keep track of Monday's progress. Have either of these been updated recently? Quote: Matt Smith is our Evil Producer. How is this coming? Quote: 23yrold3yrold is our Team Leader. How is this coming? Quote: Thomas Fjellstrom is the official Cat Herder. Meow. Quote: Trezker is our Lead Programmer. I really like all the stuff you've been doing lately. What else are you working on? Anything I (or we) can help with? Quote: bamccaig has started to work on a developer console that may be incorporated into the Monday project to allow in-game edits. I'm really interested in this. How's progress? Is it slow-going or actually moving along quite well? What can we do to help? Quote: alethiophile is Programmer #12. Are you still up to some programming? Do you have anything you'd like to work on? Need help with anything? Quote: Thomas Harte has offered support for "drawing TrueType fonts with OpenGL geometry". If we could get OpenGL fonts, and you know how to do/implement them, that would be really cool. Quote: decepto has offered support for sound design. Leaders: Do we know what kinds of sounds we will need at this stage of development? Should we get even a basic framework with a few really repetitive and script-based sounds going on? What can decepto work on at this stage? Quote: Pedro Avelar Gontijo has offered support for music (is this different from decepto's sound?). Leaders: Ditto. Quote: relpatseht has offered even more manpower. Are you still following this ever-lengthening thread? Still wanting to help? Need anything to do, work on, start on, finish up, clean up, or debug? Quote: Paul Pridham has offered some sort of speech support. Speak to me. Quote: MiquelFire has contributed an SVN repo for the project here (see this and this page for details). MANY thanks for the continued access we have to this. It's been great to have such a good place to work on and collaborate our code. Still much appreciated. Quote: To discuss this in an IRC channel, CGamesPlay has suggested using mibbit.com if you don't have a dedicated IRC program. Join us on the Freenode server in the #allegro channel. The #allegro-monday channel is often used as well for intense Monday-related discussions so as to not derail #allegro too badly. We still go in and flesh out ideas, implementation ideas, etc. in #allegro-monday on occasion, so if anyone wants to go in and poke each others' brains, I'm sure the zombies won't mind. (Mmm, brains...) Quote: Oh, and 23yrold3yrold says we haven't yet beaten the longest-running thread record yet...
...which is why we keep on reviving this old thread in hopes to generate a lot of chatter (even if idle chatter) Besides the storyline ideas and whatnot on the monday pages, do we have some specific things we can start looking at? Something like:
I think that we need to delegate someone to start scripting up "the whole game" in great detail. Then, after the details are hammered out (yes, that means that everyone and their dog will see the spoiler and all cheats, hidden items, bugs), we can all start working on the different parts that need to be done. As it is, I'm personally scratching my head and not entirely sure WHAT to work on, because I don't know who needs which "piece" of this before they can start on their own project portions for Monday. Anyone up for some creative brainstorming and fleshing out the game so we can see what art/music/scripts/maps/etc. we need?
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Thomas Fjellstrom
Member #476
June 2000
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Quote: As it is, I'm personally scratching my head and not entirely sure WHAT to work on, because I don't know who needs which "piece" of this before they can start on their own project portions for Monday. Yeah, I've been meaning to sit down and figure out what needs done to get something a little more concrete going than the current test. Probably need to talk with 23, Trezker, you and maybe Matt about whats up... We should really get together on IRC or some other place and talk about that. Current status, future game elements, things the engine needs to support, etc. -- |
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bamccaig
Member #7,536
July 2006
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OnlineCop said: I'm really interested in this. How's progress? Is it slow-going or actually moving along quite well? What can we do to help? ATM, it's slow going. I'm still trying to wrap my head around binding Lua to C and C++. I kind of got distracted and took a break from it. Hopefully with a 4-day weekend I can find time to get back into it. #lua on irc.freenode.net showed me a couple of handy wrappers used for binding C++ to Lua in what looks like a much more dynamic and reusable way than manually doing it. I only glanced at them so I could have this wrong, but I think there are two available wrappers (the second of which may be a revised version of the first): luna and lunar; which appear to be user-submitted wrappers around the Lua binding code (I'm not sure yet about licensing or really anything, including how useful they really are, but they look better than what I'll end up with anyway...). I think I'd prefer to learn to do it without those wrappers first and then look into using them for Monday if they seem like a cleaner approach. It should help me to understand what's happening. I did a little looking into the Lua C API code in Monday, but didn't really look thoroughly and didn't really see where the real magic was happening. So I don't know if something already exists for this. I basically have been working on a small test program binding a simple Person class (with name and age properties, whose only access is through accessor methods) to Lua. From what I did see of the Lua binding in Monday it looks a bit like everything is done the C way (that is to say with stand alone functions instead of object-oriented/methods). If that's the direction we want to go we can, but it should be completely possible to wrap a C++ object into a Lua "object" that behaves very friendly. For example (AFAICT, --[ and ]-- delimit a "long"/block comment in Lua, but it's been a while since I've actually written any)... --[
Create a new "Dragon" instance (I'm using Dragon as an example entity because I
don't know what entities actually exist in Monday...). This would create an
actual instance of the Dragon class in the host application (i.e. Monday). The
pointer to the created object would be returned to Lua and stored on the dragon
table as [light]userdata.
]--
dragon = Dragon();
--[
Even though this looks like simple property assignment, it is actually going to
be calling an accessor method in the host application. The dragon Lua table
won't actually have a "Name" property (i.e., index). Rather, it will interface
with C++ using metatables and metamethods and traditional Lua binding routines
(i.e., I think the __newindex metamethod).
]--
dragon.Name = "Puff";
--[
The dragon Lua table wouldn't have a function indexed at "MoveTo" either. This
too would be calling a C++ method on an existing object. Of course, this API is
just being pulled from thin air since I don't know how things are being done
in Monday.
]--
dragon.MoveTo(102, 820);
--[
This would destroy the Lua table (eventually), assuming no other references
exist. I'm not yet sure how or if we can manage host memory when it comes to
garbage collection. In other words, should this, and can this, destroy the host
object as well; or should it just clean up the Lua wrapper and leave the host
engine to handle destruction of the underlying object?
]--
dragon = nil;
Anyway, that is an example of what I'm thinking...
-- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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23yrold3yrold
Member #1,134
March 2001
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Quote: How is this coming?
You looking for a progress report on leading? Today's my day off; it being "the season" I don't have much time but I'm still spending most of it redoing my resume in a new format and working on Panel Panic. So admittedly, the Monday project has been low priority lately. I still read the thread though. Also still a bit infuriated that I can't compile the stupid thing. Especially now that people are doing fancy things like use Lua. I'm real rusty with Lua, too. I'm still going over the design in my head, still like it, still should probably commit more of it to paper than I have. Trezker hasn't given me much feedback on the dungeon layout I sent him besides "okay", so I'm just running with what I got. Be nice if I could just make the dungeon maps, link the doors with scripts, and mail it off with a description. But I guess we're not quite there yet? This thing was supposed to be really simple and by going off with scripts and making it a super-extensible engine (do we really need to be able to handle tiles of arbitrary sizes when the size has been set and decided?), I feel it's violated the spirit of the project somewhat. But if you're going to go that far, go all the way; provide some documentation and pretend I'm just the content designer (which, really, I am), and show me my API for implementing all the rooms, triggers, enemy placement, scripts, stuff like that. Then in a perfect world I don't even have to compile it; I can just make my files, get it playable, say what needs changing to make X, Y, and Z work, we can bounce it back and forth, and once the engine and content are there we can worry about final graphics, sound effects, music, particles, etc. -- |
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alethiophile
Member #9,349
December 2007
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I would like to do some work with this, but I can't get it to compile (some problems with my libstdc++). Maybe I'll reinstall. Of course, last time I did that I bricked my system. -- |
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Don Freeman
Member #5,110
October 2004
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Have you tried the 4.9.7 version? It has worked fine for me. Seems like most of the bugs have been worked out.8-) -- |
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bamccaig
Member #7,536
July 2006
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alethiophile said:
I would like to do some work with this, but I can't get it to compile (some problems with my libstdc++). Maybe I'll reinstall. Of course, last time I did that I bricked my system. I would say before trying anything drastic you should post whatever errors you are getting. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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