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321
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Developer / Business / Re: How do I market a consulting service?
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on: February 11, 2013, 05:12:44 PM
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I find it fascinating that you expect people want so badly to receive your criticism that they should pay you money for it while you are so adamant against considering the criticisms that others have of your own work.
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322
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Developer / Business / Re: Where to get web hosting?
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on: February 11, 2013, 04:06:37 PM
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After some investigation I think I've settled on 000webhost for a bit of hosting. It's free, and if I end up with an actual budget it's pretty cheap to upgrade to some more robust service. And from namecheap I'll buy a domain.
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328
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 11, 2013, 01:12:03 PM
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In the docs, setentityglobal() seems to be missing the "name" argument.
Aha, thanks for catching that. Ghhrrghwww. I LOVE like LUA quite much, so I had to post here. So I post. That project looks quite charming! Make terraria with it.  Shoot me a PM to get access to the closed alpha and make it yourself!  Also, I'm hoping to get into something like an open beta rather soon. Anyway, update! I apologize for changing the names of some commands, it was all for the sake of consistency and ease of understanding. 1.1.0a Added "randomfloat" and "objectcompare". Added "getentityimagesize", "getentityimagewidth", and "getentityimageheight". Added a lot of new tags to various commands. Changed Lua command tag from "handles" to "handle", from "messages" to "message", "entitytile" to "enttile", "scripts" to "script", and "data" to "gamedata". Changed "datasave", "dataread", "dataremove", "dataexists", "getdatatable" to "gamedatasave", "gamedataread", "gamedataexists", "getgamedatatable". Changed the returned value for "getentityhandle" when no handle exists from a blank string to nil. (Though I don't know whether Lua even cares about this difference.) Changed the name of the function "getmessagename" to "getmessagetitle". Changed "requestfile" to take a boolean rather than an integer argument for whether to restrict the directory. Renamed "initializemap" to "initmap", "deinitializemap" to "freemap", and "initializemapmask" to "initmapmask". Removed "togglegamestate", which was an artifact of an earlier gamestate system. Renamed "filepos" to "getfileposition" and "fileseek" to "setfileposition". Fixed several weirdnesses pertaining to the behavior "requestfile", and made the extensions argument optional. Fixed file path weirdness with "setquicksavepath". Fixed string library commands being nil after loading a saved game. Fixed a bug that would cause the object pointer with the greatest value to potentially get overwritten by the next created object.
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329
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Developer / Business / Where to get web hosting?
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on: February 11, 2013, 12:36:52 PM
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What's the best place to go for low-bandwidth and low-storage web hosting? I'm pretty much just looking for something on-the-cheap to host a small website.
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331
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Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: February 11, 2013, 04:44:30 AM
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I ended up changing the names of the commands that were data and not entitydata to gamedata for the next release. There were some other changes, too, but that was perhaps the most major. Sorry for the confusion  As for the interjected "y", that's a typo.
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333
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Developer / Creative / Re: Building a game within a day
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on: February 10, 2013, 08:17:44 PM
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I take a lot of care to write my games in as modular a way as possible. Over the last several years I have accumulated a ton of libraries of nearly every practical purpose. Some of them are small - I have one library that's simple as a convenient class for keeping timestamp data in. Some of them are the result of weeks or even months of work, like an ANSI graphics library, or an AABB physics library, or a gui library. As time goes on, the amount of work that it takes for me to make the average game steadily decreases because I have to write less and less code.
I know, I know, I could just use existing libraries for things. I do that, too. But nothing beats the thorough familiarity of a library that can only be had by having written it yourself. It significantly cuts down on the bugs and inefficiencies and things that come out of using a library that you aren't totally comfortable with, and I think that it's the revising of existing code that is the biggest timesink rather than the initial writing of it.
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337
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Developer / Creative / Re: In development - My compressed pixel art file format
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on: February 10, 2013, 01:44:59 PM
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You know for a lossless compression it's mathematically impossible to do better than certain compression rate depending on entropy. There is already an existing algorithm for maximum lossless compress. I don't know about extraction performance though.
I'm fairly certain that's not how it works. You can figure at the statistics for precise cases, but determining a general maximum compression rate sounds like nonsense.
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