• What are you working on? V5
    2,005 replies, posted
[QUOTE=databee;18622449]Would it be okay for someone to recreate it from scratch then?[/QUOTE] Why don't they just make their own game?
Maybe they liked Facewound more than you think.
[QUOTE=garry;18626566]Why don't they just make their own game?[/QUOTE] Because most people seem to lack creativity for some reason, accept Japanese people.
[QUOTE=garry;18626566]Why don't they just make their own game?[/QUOTE] Hell, if you've stopped working on Facewound, then you don't really have any right to complain if someone else wants to pick it up and remake it newer and better.
[QUOTE=Xerios3;18623761]Atm, no =/ But that it can be easily implemented with few modifications and stuff[/QUOTE] Do it, and make it output various formats. It could be an awesome editor for other games!
[QUOTE=Cathbadh;18627361]Hell, if you've stopped working on Facewound, then you don't really have any right to complain if someone else wants to pick it up and remake it newer and better.[/QUOTE] Of course I have a fucking right to complain. It's mine. I created it. I still own the rights to it. No-one wins from re-making it. You can't sell it or anything like that. You're always gonna be in a legal grey area. Where as you could use the same mechanics but don't call it Facewound and don't use the same art - and then you can do whatever you want with it.
Just saying It would be a shame to let facewound die, it was a great idea and people enjoyed playing it.
[QUOTE=garry;18628156]Of course I have a fucking right to complain. It's mine. I created it. I still own the rights to it. No-one wins from re-making it. You can't sell it or anything like that. You're always gonna be in a legal grey area. Where as you could use the same mechanics but don't call it Facewound and don't use the same art - and then you can do whatever you want with it.[/QUOTE] Why do you want to keep the rights if you don't even want to work on it/release it anymore? It was a fun game, if someone wants to make a remake, let him. If he's selling it, it's something different, but a open source version certainly does no harm.
Because even though that version is dead, the game isn't.
[QUOTE=garry;18628689]Because even though that version is dead, the game isn't.[/QUOTE] It isn't? I didn't know that. Did you just announce a new version of Facewound? Awesome!:haw:
I have a friend who likes to draw guns occasionally, and he keeps bugging me to make a side-scroller shooter with him using them. I caved in and started working on the engine. I made a borderlands style weapon generator using parts from his guns yesterday, and I'm working on the platformer engine now. [img]http://robertandsherman.co.uk/images/lewt_ss0.png[/img] You can see the progress so far below. When it's finished loading, press ' (on uk keyboards anyway) to open the console. Then type this into the box in the console to preview the weapon generator: [code]wep_testgen[/code] You can choose what range of quality the parts chosen are like this: [code]wep_testgen 25 50[/code] Where the first number is the minimum and the second is the max. Both from 0 to 100. You can see the total amount of possible combinations of guns so far with: [code]wep_count[/code] [url]http://www.robertandsherman.co.uk/flash/gungen/[/url]
Why the ' key? We don't have that key. Please use F12 or something, everyone has that.
[QUOTE=Robber;18628803]Why the ' key? We don't have that key. Please use F12 or something, everyone has that.[/QUOTE] Well it's the key @ is on for us (using shift to get @), and it's the key the Unreal Engine uses to open the console. I'll check to see what it would be for US keyboards. Edit: Try the ones left of your return key. Should be the key " is on
[QUOTE=Robert64;18628742] When it's finished loading, press ' (on uk keyboards anyway) to open the console. Then type this into the box in the console to preview the weapon generator: [code]wep_testgen[/code] You can choose what range of quality the parts chosen are like this: [code]wep_testgen 25 50[/code] Where the first number is the minimum and the second is the max. Both from 0 to 100. You can see the total amount of possible combinations of guns so far with: [code]wep_count[/code] [/QUOTE] Looks pretty good, but the console needs to clear the text once you press the button. Also, getting it working on pressing enter would be a thought, and having it so whenever you type W\S\A\D in the console the view doesn't move with it. [editline]10:54AM[/editline] Also, I just use the standard backtick key to get the console open, ` or ~ key. [editline]10:54AM[/editline] The generic "OPEN CONSOLE IN ANY GAME" key.
[QUOTE=garry;18628156] Where as you could use the same mechanics but don't call it Facewound and don't use the same art - and then you can do whatever you want with it.[/QUOTE] Hey guys I just thought about this awesome new character I'm gonna use in my game, he's like black and totally kick ass, he's gonna like kill alien infected people with this huuge list of weapons I'm gonna make, this shit's gonna be awesome! and it'll be like totally unrelated to that facewound game Look at his motherfucking kick ass gay pose ! [IMG]http://i45.tinypic.com/ftn9k0.png[/IMG] Look at him humping the fucking air !! [IMG]http://i47.tinypic.com/v5y9vc.gif[/IMG]
[QUOTE=mechanarchy;18628860]Looks pretty good, but the console needs to clear the text once you press the button.[/QUOTE] It does, as long as you enter a valid command. [QUOTE]Also, getting it working on pressing enter would be a thought, and having it so whenever you type W\S\A\D in the console the view doesn't move with it.[/QUOTE] The world moving as I typed annoyed me too. I'll fix it tomorrow. [editline]11:58PM[/editline] [QUOTE=mechanarchy;18628860] Also, I just use the standard backtick key to get the console open, ` or ~ key. [editline]10:54AM[/editline] The generic "OPEN CONSOLE IN ANY GAME" key.[/QUOTE] Ok, I'll add that as another way to open it too
So let me ask you this, C++, how would you ideally have entities message each other? I don't want to have to cast to the specific entity type, I want it to be fast and simple to use. What would you do?
[QUOTE=Robert64;18628742]I have a friend who likes to draw guns occasionally, and he keeps bugging me to make a side-scroller shooter with him using them. I caved in and started working on the engine. I made a borderlands style weapon generator using parts from his guns yesterday, and I'm working on the platformer engine now. [/QUOTE] Awesome idea, looks good so far :D
[QUOTE=Xerios3;18629073]Awesome idea, looks good so far :D[/QUOTE] Thanks! At some point, I'll need to do characters with animations. Would I be able to use your animation editor (with credit to you obviously) as a way to make the animations? Also, how do you store the animations? Do you use a text file loaded at runtime? This is assuming you made the anim editor for your flash game.
[QUOTE=Xerios3;18628917] [IMG]http://i47.tinypic.com/v5y9vc.gif[/IMG][/QUOTE] My new avatar if i could :D Is that in your xna engine or flash one?
[QUOTE=garry;18628989]So let me ask you this, C++, how would you ideally have entities message each other? I don't want to have to cast to the specific entity type, I want it to be fast and simple to use. What would you do?[/QUOTE] Have some MessageSystem-class, which can MessageTo an entity, which will receive a OnMessaged. You can overload the MessageTo-function to accept an entity-name, an id/handle, a pointer or whatever, followed by the arguments. Since you probably don't know what type the arguments are of, you need something like a variant-type or a void* of a kind. You should hide that in some class, in case you want to change it.
[QUOTE=Robert64;18629134]Thanks! At some point, I'll need to do characters with animations. Would I be able to use your animation editor (with credit to you obviously) as a way to make the animations? Also, how do you store the animations? Do you use a text file loaded at runtime? This is assuming you made the anim editor for your flash game.[/QUOTE] No, I actually made the anim editor because I [u]couldn't[/u] use flash For my flash game I did this : [IMG]http://i46.tinypic.com/196v82.png[/IMG] I made a label for each animation, adn at the end of each one I've put a small script which told either to stop() or GotoAndPlay("animation name") to create a loop And to change animations, I just put this in the end of my game loop : [code]if (Player.sprite.currentLabel!=currentAnim) Player.sprite.gotoAndPlay(currentAnim);[/code] In the beginning of the loop I set currentAnim to "idle" and then the rest of the code like movement, jumping, etc... so for instance if I press LEFT I'll make him move left and set currentAnim to "runLeft" Order is also really important with my method, if you don't overwrite currentAnim with something else, it'll be set to "idle" since we set it in the beginning of the loop, also I put the "if player is jumping" check after the movement so it can overwrite the movement animation by the jumping one.. anyway hope you get the point =) [editline]01:22AM[/editline] [QUOTE=databee;18629136]My new avatar if i could :D Is that in your xna engine or flash one?[/QUOTE] xna =)
[QUOTE=Robert64;18629134]This is assuming you made the anim editor for your flash game.[/QUOTE] Why does it matter? You only have to write the animation loader, the editor should work for any engine and language, because the file format is never language dependent.
Adobe Flash itself is a really powerful animation tool, I don't see why anyone who develops a flash game should use any third party animation editors
[QUOTE=Xerios3;18629471]No, I actually made the anim editor because I [u]couldn't[/u] use flash For my flash game I did this :[/QUOTE] Ah I see. I'll probably write my own animation editor and store the animations outside of flash, instead of animating in flash. The weapon parts and their stats are stored a text file that links to the part's image, meaning I don't need to edit the flash to add more parts, and I'm using something similar for map sprites. I want to make the game completely modifiable without editing the .fla at all, so I'll need the animations to be done externally too. [editline]12:32AM[/editline] [QUOTE=Robber;18629570]Why does it matter? You only have to write the animation loader, the editor should work for any engine and language, because the file format is never language dependent.[/QUOTE] Good point. Not sure what I was thinking
[QUOTE=garry;18628989]So let me ask you this, C++, how would you ideally have entities message each other? I don't want to have to cast to the specific entity type, I want it to be fast and simple to use. What would you do?[/QUOTE] I'd use a language that's meant for that sort of thing :v: There's no way to do it without casting. Either you cast the message parameters via some elaborate message interface, or you cast the entity type itself. I prefer to cast the entity type itself and use member functions for what they're meant for.
So my build system is effectively in 0.2 alpha right now this is an example script [code] #!/usr/bin/env python # buildit 0.2 - Fly By Night from buildit import * windows = MinGW('project name') windows.add('source') windows.add('source/core') windows.add_include_directory('include') windows.add_library(['mingw32', 'SDLmain', 'SDL', 'opengl32', 'glu32']) windows.add_flag('-mwindows') try: windows.run() except: windows.pause() [/code] There are a few more things you can do, but I'm probably going to be busy getting this to beta/release, and then writing documentation until I'm ready to unleash it on the world. On a side note, when you go to add a library, you can either add a string, tuple, list, list of lists, lists of tuples, or any other kind of abusive list you can imagine. And it does support spaces in the names of directories/output names. :)
Something is wrong, I can't post in this thread :byodood: Edit: quick reply works, but the page doesn't
Works for me through the "reply" button. Maybe you're having browser issues?
All my google searches goes to google, but the links get redirected now. :byodood:
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