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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:58:24 PM
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301  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 03:06:15 PM
So, will Banshee be Windows only? Or are OSX/Linux already supported/in the works?

Maybe. It's written in a language that compiles cross-platform, but it is somewhat dependent upon whether the libraries will all play nicely with the different OSes as well. I think it'll work but I can't say for sure.

And thanks for the enthusiasm!
302  Player / Games / Re: Family-Friendly FPS? on: February 13, 2013, 12:27:39 PM
What about DOOM 2? Also, Star Wars Battlefront 2 and CnC Renegade.
303  Developer / Art / Re: FILL IN THE OUTLINE REDUX on: February 13, 2013, 12:23:49 PM
304  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 13, 2013, 11:59:23 AM
deshori.

kinda more like concept art i guess. maybe i should have put these in art.

you know if you start working on that again you gotta let me know
305  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 09:32:45 AM
Yep.

Also, update. Finally got in that entity collision bit you asked for a bit ago.  Coffee

Quote
1.1.2a
Added "obstructed", "entityobstructed", "obstructedby", and "entityobstructedby".
Added keyboard shortcut (alt+s) to BamPaint to make loading and using different schemes less obtuse.
Fixed setentityglobal to accept more than only strings as the value to set for.
Fixed that objectcompare was actually checking for key down input because of an obnoxious typo.
Fixed having weird UI colors in BamPaint when using a scheme with a different palette than the default. Also corrected a typo in the help file, and a bug involving drawing while an image was scrolled to the right.
Fixed entity collisions involving sizes greater than 1x1.
306  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 08:34:46 AM
I'm pretty sure you're misunderstanding what flushkeys does. Essentially, it totally resets all polled input. You want to call it right before you start reading input - reading it as a general action, not before each command - so you can tell it to ignore the keypresses and things that have been queued up until then. Flushing after every key input, or even after every line, is gonna fuck shit up. Probably including key bindings.

Also, instead of checking for a keyhit or a key binding it would be much more efficient (even though ansiblocks doesn't do it) to check if c is a newline (12) or carriage return (15) character.
307  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 07:00:15 AM
The trouble could be a result of doing flushkeys() after every character inputted. You probably don't want to be doing that, regardless.
308  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 04:42:49 AM
I think the high score name input code in the ansiblocks example should help you. ansiblocks/scripts/controller.lua, inputname()

Also, use an array to list those messages.
309  Developer / Creative / Re: So what are you working on? on: February 12, 2013, 06:31:54 PM


310  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 06:29:04 PM


311  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 06:11:44 PM
BUT it's definitely a good change because most games would require initialized entities to not reinitialize every time they change maps. Maybe make it a choice on a per-entity basis?

It actually doesn't have specifically to do with reinitialization upon a new map, just initialization in general. Perhaps you could do something so that when you change the map you iterate through the entities in that map and entitycall(entity,"initialized")? It would be rather difficult to implement a conditional reinitialization like you suggest.

It was showing up "missionnil" in the latest release whereas it was showing up as "mission1" or whatever in 1.1.0a and earlier.

From the log with messages interjected whenever data was saved, to tell the name and value:

Quote
12/02/13 - 09:08:02 PM : Starting game.
12/02/13 - 09:08:02 PM : Initializing map "title".
12/02/13 - 09:08:02 PM : Initialized script "C:/Users/Kirschner/Desktop/lib/ansisubgame/scripts/playermain.lua" for entity "Player".
number: "cc" = "0.00000000000000000"
12/02/13 - 09:08:02 PM : SCRIPT: "C:/Users/Kirschner/Desktop/lib/ansisubgame/scripts/playermain.lua": missionnil
12/02/13 - 09:08:02 PM : Initializing game window.
12/02/13 - 09:08:02 PM : Initializing game graphics.
12/02/13 - 09:08:11 PM : Activated menu option "Test Map #1". (Index: 0, function name: "menutestmap1")
number: "mission" = "0.00000000000000000"
12/02/13 - 09:08:11 PM : Initializing map "testmap1".
12/02/13 - 09:08:11 PM : Player changed maps: from map "title" to "testmap1"

I'm not certain what's changed, but it looks like things have just become out-of-order somehow. I'd like to guess that it's the lack of reinitialization that's doing you in? "mission" is being set, but you're checking for it before instead of after.
312  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 05:56:14 PM
Here's the tileset and palette I'm using.  The palette is a 16*16 image, and the tileset is the same resolution as the example.

Oh my fucking god I was nearly having a panic attack trying to figure out what was causing that to happen because everything in the code said stuff was a-okay.

The background color of the image is #000005 when it needs to be #000000.

The interface still looks bizarre because of the different palette but that's pretty easy to fix and should be come the next release.
313  Feedback / DevLogs / Re: Cafe Society - Motorcycle Racing Through Procedural Cities on: February 12, 2013, 05:12:34 PM
I love the sound of this!
314  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 05:03:50 PM
What exactly does this mean? That entities no longer re-initialize when changing maps?

If the entity was already initialized then no. Is that bad?

I think I did something wrong, but I'm not entirely sure what. Durr...?

It looks like you might not have included a palette. A palette should be a 16x16 PNG image with a bunch of colors in it, like the example one. If you did then I will get to work on making the paint program cooperate with different schemes right away.  Huh? edit: I tried it with another, different scheme and it seems to work as it should.

All of the sudden, with the latest update, some of my variables saved to gamedata are turning up nil when called.

1.1.0a and before all work fine.

That is weird. I don't recall changing anything there. At what point in your code are you saving them? Can I see the files?
315  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 04:18:08 PM
Is there any way to use a custom palette with BamPaint (importing one created in schematic.exe, for example)?

Yeah, but it was a kinda hackish thing on my part when I implemented it. In the BamPaint folder add another subdirectory called "ansi" and inside that folder put a "scheme.bsc" that you want to use instead of the default.

If you're paying for hosting and not just the domain, I'd HIGHLY recommend installing your own forum software rather than using a free host. The ads are really, really annoying.

I'll get around to it.  Embarrassed Tiny budget means cutting as many corners as I can. I'm a student with no job at the moment so I don't have a ton of options.



Also, I made a few bugfixes that I have no idea how they weaseled themselves past the last release.

Quote
1.1.1a
Fixed engine crashing with a memory access violation when an entity was deinitialized while its script was still active and running.
Fixed entity initialization: now, if an entity is already initialized, there will be no change.
Fixed bug with the ansiblocks example that would cause a game crash upon entering a low high score.
Fixed timer pointers being doubly freed, which screwed with whatever game objects were created afterward that took up the same pointer space.

edit: Oh, I forgot to take out a memory-dumpy-thing upon a game crash I was using for debugging. It's not a big deal but don't get weirded out.
316  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 12, 2013, 11:51:02 AM
Probably an odd question given the context of this engine but since theoretically we can extend functionality however we want using Lua, would it be possible to integrate Luasocket? Had a few ideas for strategy games and the like and wondered if internet capabilities would be possible.

I've had it in mind. I'll definitely look into it at some point.
317  Feedback / DevLogs / Re: Scraps on: February 11, 2013, 09:46:02 PM
I am seriously looking forward to this.
318  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 09:36:41 PM
cha-cha-cha

http://forums.pineapplemachine.com
http://blog.pineapplemachine.com
http://twitter.com/PineMach

Once I've got the web host sorted out the documentation, download page, and bug tracker should hit the domain as well.
319  Feedback / DevLogs / Re: Undo RL (... or Combinators all the way down) on: February 11, 2013, 09:34:16 PM
She needs eyebrows. And more detailed shading. Also, a less zombified skin tone. She doesn't appear to have any distinct earlobe. And I think her left cheek (my right) could stand to be rounder.
320  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 06:47:18 PM
Woah.
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