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TIGSource ForumsCommunityDevLogsBanshee Engine : For all your ANSI needs!
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Author Topic: Banshee Engine : For all your ANSI needs!  (Read 34692 times)
Pineapple
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« Reply #240 on: February 10, 2013, 01:07:01 AM »

Okay I have so far spent more than 6 hours working on this new, more thorough documentation and I am maybe slightly more than halfway done at this point.

 Coffee

Browse what I have so far
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Pineapple
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« Reply #241 on: February 10, 2013, 08:40:57 PM »

And documentation is almost done! There is now a complete list of commands.

View it here

I've got to finish writing the topic pages, and then shazam, the docs will be complete. (Minus some nicer formatting, maybe.) Whoo! That took a fuck of a lot of work.
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pluckyporcupine
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« Reply #242 on: February 11, 2013, 12:55:09 AM »

https://dl.dropbox.com/u/10116881/program/ansi/banshee/docs/commands/getgameydatatable.html

That doesn't seem to be in the 1.0.6a docs. And I'm not entirely sure what it means. "Get Game Y Data Table"? "Get Gamey Data Table"? I tried searching for getgamedatatable() in the docs also but that didn't show up either.

getdatatable() did, however, and that one seems to be absent from the online docs.
« Last Edit: February 11, 2013, 01:01:14 AM by johnki » Logged

Pineapple
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« Reply #243 on: February 11, 2013, 04:44:30 AM »

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  Durr...?

As for the interjected "y", that's a typo.
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pluckyporcupine
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« Reply #244 on: February 11, 2013, 11:00:56 AM »

In the docs, setentityglobal() seems to be missing the "name" argument.
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kamac
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« Reply #245 on: February 11, 2013, 11:16:05 AM »

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.

 Epileptic
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Pineapple
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« Reply #246 on: February 11, 2013, 01:12:03 PM »

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.

 Epileptic

Shoot me a PM to get access to the closed alpha and make it yourself! Grin

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.

Quote
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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kamac
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« Reply #247 on: February 11, 2013, 02:34:03 PM »

Quote
Shoot me a PM to get access to the closed alpha and make it yourself!

Good idea, if I could make it to the end with my current projects  Tired
Not even halfway done.  No No NO
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DustyDrake
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« Reply #248 on: February 11, 2013, 06:36:14 PM »


An idea I want to work on, but I don't quite have enough grasp on the fantasy world to do so.
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Pineapple
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« Reply #249 on: February 11, 2013, 06:47:18 PM »

Woah.
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DustyDrake
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« Reply #250 on: February 11, 2013, 06:49:25 PM »

No one loves the fantasy zombies any more.
So I went and unleashed some zombies on a poor hamlet.
Eh, just another Monday for me.
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koiwai
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« Reply #251 on: February 11, 2013, 07:37:36 PM »


An idea I want to work on, but I don't quite have enough grasp on the fantasy world to do so.

This looks fun.
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Pineapple
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« Reply #252 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.
« Last Edit: February 11, 2013, 09:56:04 PM by _Madk » Logged
Kurt
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« Reply #253 on: February 12, 2013, 08:04:23 AM »



I'm bad at mockups.  Shrug
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pluckyporcupine
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« Reply #254 on: February 12, 2013, 08:07:58 AM »

I'm bad at mockups.  Shrug
Ironic that I was about to post saying that it looks really nice.
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pluckyporcupine
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« Reply #255 on: February 12, 2013, 10:58:03 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.

EDIT: Ah crap, double-post.
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koiwai
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« Reply #256 on: February 12, 2013, 11:39:18 AM »

 Blink.. What editors are you using for this ansi mockups? Is it a part of Banshee?
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pluckyporcupine
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« Reply #257 on: February 12, 2013, 11:43:37 AM »

Yeah, the engine has a paint program and a specific tilemap format it uses though the paint program exports to PNGs too.
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Pineapple
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« Reply #258 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.
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emacs
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« Reply #259 on: February 12, 2013, 02:01:12 PM »

Is there any way to use a custom palette with BamPaint (importing one created in schematic.exe, for example)?
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