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Post by tbird on Jul 21, 2018 21:32:54 GMT -6
Hey, I am porting my (early WIP) game to RCBasic, and after about 4.5 hours into it I have alot of data set, and I got my camera and 'world' system working. Next is networking test!!
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Post by n00b on Jul 21, 2018 21:51:36 GMT -6
This looks amazing!! I would love to try out a demo when ever you get one ready.
Also if you are integrating networking then make sure to check out the networking examples in the examples folder.
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Post by tbird on Jul 21, 2018 23:46:30 GMT -6
Thank you, yes I had a peak already it's going to be fun to figure out the networking! I can't wait.
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Post by tbird on Jul 22, 2018 22:20:59 GMT -6
Well focus has shifted from the game to making my framework. So Thunderbird's Framework: (lol)
Implemented: --Cameras --Layers --Collisions -Bounding Box -Circle --Functions -GetDistance() -GetDirection() -Atan2() -CreateEntity() Create an entity or object in game and assign an ID, with flags for collision, and networking
-Currently Working on: -GUI functions (buttons, MouseOver function, etc..) -Networking (setup sockets and try simple strings then parse on connected machines)
-Researching: -Rotating bounding box collision -Writing an Importer for Tiled
That's it so far, I am 7 Hours in and loving it.
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Post by n00b on Jul 23, 2018 0:43:05 GMT -6
Are your Gui functions for in-game ui or for your toolset?
And did you plan on integrating tiled's newer features like wang tiles?
I am actually working on an action platformer game currently but I am still drawing sprites for it. My sprite work is pretty bad. You can see it in the games on the rcbasic website.
I don't know if you were thinking about porting to mobile but rcbasic does currently run on android.
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Post by tbird on Jul 23, 2018 8:47:29 GMT -6
1: In game UI, I don't have plans on making a game engine, just a framework to make things easier, so just functions for now.
2: From what I have gathered implementing them should be no different then regular tiles, on export it spits it out the id's of the tiles, which you would just import. Tiled does the magic I would just read in where it places which tiles.
I have looked at your games, and honestly, I personally wouldn't bother trying my own sprite work. I got 100's of HD space assets from SCIRRA and it cost like 50$ for everything, so I can't spend time making really bad sprites (much much worse then what you have done) when I can buy some that cheap. I respect the notion of doing it all yourself but I want to make my game, so I will code it, but I certainly do not need to draw it.
I am not thinking about mobile, I have never had much interest in mobile. The future may change that though.
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Post by tbird on Jul 23, 2018 9:29:15 GMT -6
TBird's FrameWork -Fixed circle collision bug -Added modifier for size of radius for circle collision -Added new origin flag in CreateEntity() -For top down game everything needs it's origin at their center. -Working on Rotating bounding box, and polygon collision
Networking is a pain but I have mouse click flags sending back and forth, going for positional data next.
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Post by n00b on Jul 23, 2018 11:43:56 GMT -6
If you need some clarification on networking feel free to ask. I have had a few people tell me the manual needs improvement which I have been gradually doing over time.
I don't know if this is relevant to your game but if when I was testing collision detection I was also having to consider the difference between the bounding box in each frame of animation.
I think you are taking the right approach on building a framework over an engine as it will allow you to change tools and modules out depending on your needs.
The main reason I take the approach of building the tools and making graphics myself is just because I have fun doing it. Someone on the sdlbasic forum actually discovered a level editor I made back in 2009 and posted the code on the sdlbasic forum recently. I don't think tiled existed back then so I really didn't have many options.
Are you planning to release your game commercially? It would be kinda awesome to see an rcbasic game on steam.
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Post by tbird on Jul 23, 2018 12:10:41 GMT -6
I like to tackle things before I ask for help, but trust me if I hit a wall you will be the first to know haha! For the collision it runs every frame right now, I am going to change that to test limits and how fast each entity is moving, I will start modifying everything by delta and probably do collision checks 20 times a second or so, honestly I don't know but I will play to find a nice balance, maybe set a flag in the collision functions that tell it to use low overhead mode or every frame. Yeah I know lots of dev's who love to make their own...everything I totally respect that, but I don't have the time to get into learning something else, programming is time-consuming enough as is . I finally got to wanting to write my own tools, when I found always something strange or glaringly wrong with the way someone else has done it, to clarify, wrong to me and my brain, I don't like having to return to docs 50X to understand someone else's concepts, so that's my reasoning. Yes I plan on releasing commercially on Steam and possibly GOG, but the framework I will post on here when it's in a readable more usable state, and I can write some docs for usage. When (and if) I get more familiar with RCBasic's innards I will also do some examples and help with documentation, I looked at the source code...and yeah that is beyond my c++ understanding I know a little, but just through using other engines and frameworks...so I am little help there, but I will try and help in other areas.
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Post by n00b on Jul 23, 2018 14:26:55 GMT -6
Its awesome to see where your game is headed. When ever you release you have one customer right here.
And honestly at this point I probably need more help with documentation and examples then actual development. It took me 2 months to write the manual and it was actually worse than what it is now lol.
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Post by tbird on Jul 23, 2018 18:59:03 GMT -6
Well I am excited to be doing it in RCbasic I enjoy it so far.
I will try and start some examples, with associated docs.
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Post by n00b on Jul 23, 2018 19:19:32 GMT -6
If you have some free time to help out its appreciated but its not something that is needed right away. The next release probably won't be for atleast 3 or 4 months unless there is something major that needs attention. But my engine right is around 10,000 lines of code and uses almost every feature rcbasic has and it runs pretty solid.
RCBasic really has no one using it other than us anyway lol
On a unrelated note, I had ment to mention it earlier but for your collision detection you should think about implementing geometry that is broken up into quadrants. That way you are not checking for collision with every point on your map. This approach can't be used for sprites as they are not really fixed in space but for static level geometry it would allow you to compute collision every frame without really losing and FPS. If you had already considered it then just ignore this. I just wanted to bring it to your attention.
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Post by tbird on Jul 23, 2018 19:46:32 GMT -6
Well for the collision I was just going to check distance few times a second then if under a certain distance check for collision.
What your talking about is a good way, the engine I used to use did that with "buckets" they were 512x512 areas where you could control what was drawn collided or even loaded into memory.
I will look into it, if the distance calls have too much overhead.
Thanks.
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Post by tbird on Jul 26, 2018 14:57:14 GMT -6
Framework wants to become an engine lol.
New functions:
-CreateCamera() - For splitscreen, or radar on a HUD
-CreateLayer() - Create new Layers, Relative to camera, or world, and scrolling offsets for parallaxing
-MouseOver() - Obvious
CreateEntity() now also can set the layer being created on.
That's all so far.
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Post by n00b on Jul 26, 2018 18:24:37 GMT -6
Nice. I never even considered splitscreen when I started developing my game. I have an entity system but they are called actors in my engine.
Are you still planning on using tiled?
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