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aiaf

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Everything posted by aiaf

  1. This one is pinned post , lets use the tools we have here have everything in one place. If you want something else in the poll do tell.
  2. Lets choose the type of game so we can start.
  3. Well , i was thinking each release, that is pinned in this forum, will not have more then 20 30 major tasks. The hard part is choosing the right task to go in the release.Idea is for us to see small improvements all time. We should try to keep tasks as independent as possible, but dependencies/priorities will be handled by the people affected talking in discord, or in the task forum. At anyone time we will see what the others are working on and think on the future of game. Do the work is important! talk,adapt after in case things went wrong. Example: I login and want to pick a task, i write my name and investigate what is needed to be done i look at the last commits, say i discover the task is dependent on Rick finishing something. Then i talk to Rick , if he finish his stuff fast i can wait or just pick another task that is not related, or i fix a bug, or i think of another way to polish some things. If we dont communicate when needed and getting involved will be hard. You may be right i dont know, lets try like this first release , this is a bit more involved but people will understand why we do this and this is important. if we find problems or needs will switch to trello or whatever else with more features.
  4. We still have mdgunn and burgelkat to answer to this thread. Poll can be created on this forum to pick the game we going to make. I think is good idea to keep all related to development on this project forum.In fact discord should be the only other outside tool. Have a look at this post :
  5. Getting started with this project: Join discord server: https://discord.gg/Tggtnsm Setup the project , get the sources TODO - where to pick tasks and start https://bitbucket.org/alexandru_afrasinei/forth/issues?status=new&status=open Current release we working on: Read pinned posts, we tried to have things well organized. IMPORTANT - read often https://www.leadwerks.com/community/forum/107-important/ GAME DESIGN - document to get an idea of the world:
  6. I can draw simple 2d icons, getting better at this. Blender modeling can model spacecrafts and stuff , but dont know how to texture them.
  7. Lets see what graphics skills we can bring to the table, i know most of us are programmers
  8. Release 0.1 All tasks are located here: https://bitbucket.org/alexandru_afrasinei/forth/issues?status=new&status=open All tasks with [Release 0.1] in the name need to be done for release 0.1
  9. Its good idea , we can do that on a needed basis when cooperation is needed. Then the releases with the overall list of tasks will be pinned and everyone will see the current one. Ok ? ill edit the post above
  10. I wonder, so far i only used c++ and created models from code no map. How will this work in case multiple people modifying the map? and commit to git. We need to think about this things before we start.Lets have discussion on discord.
  11. This is just a draft, need feedback ideas. All tasks are located here: https://bitbucket.org/alexandru_afrasinei/forth/issues?status=new&status=open All tasks with [Release Version] in the name need to be done for that release. Create regular topics in this thread will be tasks/bugs and disscusion can happen in them. In case a bug/task is trivial dont create topic for it.
  12. How to setup this project on your machine. For source code management we use git, public repository on bitbucket: https://bitbucket.org/alexandru_afrasinei/forth If you want to help send me by forum message your bitbucket account name so i can give access. Requirements: Leadwerks Git client https://git-scm.com/downloads - git bash command line https://tortoisegit.org/ - tortoise git gui https://desktop.github.com/ Editor Leadwerks or what you like (visual studio code etc)
  13. Top down shooting game - like this one Tower defense - using platonic solids, cones, spheres for enemies , cubes could be the towers and use particle system for attack effects You just need to defend using towers , the good part is there will be low graphics needs (just for hud and gui, we could use models with no textures), and we could do a unique feel to the game by using different shapes.Physics could be used also to drop enemies of a path maybe. Quest game - thinking myst, on programming side will be easier, but since we are limited on graphics side go again with some kind of stylized geometric world and few textures
  14. Hi, Lets start disscusion. Im thinking everyone to come up with some ideas and then we vote
  15. You can use same protocol , but probably code will be different in lua depending on what you use (luasocket maybe). I think leadwerks will have an easy to use multiplayer system.But not out yet.
  16. Hi Have a look at this article is informative: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization Client --- request ---> Server Client <--- response --- Server Text protocols: For example json, packet to send over network: {"TypeId": 5, "Payload":"{}"}\n End of line character tell when the packet is finished. TypeId is used to identify packets. In Payload can be any json object with the info you want to send. Client will send this packets to the server for example TypeId 5 could mean update inventory for the game, or something else update hit points for this client. {"TypeId": 0, "Payload":"{}"} could be an response ok message. If everything went ok the server will send this to the sender of the initial request. This is just example to give you an idea.Can use any text format you like. Binary protocol: Usually binary protocols are used for efficiency reason (less data sent on network). A packet has a header and payload.The header contain the size of the package and other information.Payload contain the real information to be sent. Here is an real life protocol i found , you would need something much simpler. https://github.com/couchbase/memcached/blob/master/docs/BinaryProtocol.md Its a broad topic just trying to give some hints.
  17. Awesome news! next level Leadwerks/Turbo in space for spaceship hud?
  18. You need the source code. I think we missing some platforms due to licensing or technical reasons like old opengl supported or no opengl (xbox). And Josh is pretty busy with turbo.
  19. Basically any new platform requires Josh to do an engine port and build. On our side: For c++ just need to make sure you don't use any platform specific api. Use standard c++ apis or third party libs that are supported on both platforms. If you really need some windows/linux apis is you own business to create wrappers on both platform. With lua you should be safe. Unless you call some c code from lua, the above comments applies to this case.
  20. Check this post, and install those packages: Your os doesn't have all libs needed, most likely.
  21. aiaf

    Constanta entry

    Entry for tournament is on ? Check game information on link below and tell me this is not an odd game haha. I had a limited amount of time for this because i go in holiday.Now its done was pretty painful even if i kept things simple , especially the debugging. Has multiplayer , and one way to capture territories. I will continue with this after tournament. Future plans: Ai clients. Adding more ways to capture territories. Alerts to players so they know they losing teritories. Host a single master server for everyone to play. Add end game and reset server data or increase the worlds count , ive not decided yet. Code cleanup Cheers
  22. Its so flexible i come up with a different solution Event data makes sense now. This kind of things should be in a gui manual.
  23. function Script:MouseLeave(x,y) self.hovered = false self.widget:Redraw() EventQueue:Emit(Event.WidgetAction,self.widget) end I added the emit in MouseLeave for TextField.lua. All fine. Figured out how this gui is supposed to work. Thanks Grozen
  24. if (event.source == text_field_name) { if (initial_name != text_field_name->GetText()) { choice_box_faction->Enable(); } } I input some text in text_field_name.The event above only triggers on click , anywhere outside text box. Looks like when focus was lost on the textbox. So not exactly what i want , have to do one extra click to change the choice box. Need an event when text was changed first time. Any way to do this ? or maybe im missing some other way of doing
  25. text_field_name->Show(); choice_box_faction_label->Show(); choice_box_faction->Show(); db << "select count(name) from session where name = '" + text_field_name->GetText() + "';" >> user_registered; if (user_registered == 1) { choice_box_faction->Disable(); } I disable a choice box if the user already exist. My problem is that i want to enable the choice_box_faction in case the text_field_name is changed in any way. Need an event (key down or widget selected). Any idea ? Hope i was clear with this description.
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