26

(9 replies, posted in General)

Generally you add them into a quest where you want them to appear, for example you can make one appear once the player presses start game by putting it in default.qst.  Depending on how things are going I could potentially start a series of youtube tutorials teaching various things about game design/open surge engine hacking, but before I start such things I need to find where I have time to do so, and though I may not be the most experienced at stuff such as this I think I could provide a decent starting point for people who want to get into hacking this engine.

27

(8 replies, posted in General)

Ok, so first lets examine the boss behavior you want.  Figure out exactly what it has to do.  Next, remember that gravity+always_active don't mix, it will cause the boss to break horribly.  Third, write your code and try to determine what exactly breaks the boss.  Fourth, you should share your code if its not too big of an issue, it helps people like me figure out the bugs.

28

(23 replies, posted in Game assets)

Lets keep this topic on topic please, while the overall look of the boss is important it is also important that we argue about such things in the proper places.  Perhaps in a submission thread where we can get a few different graphical takes at what the boss should look like, then we can get critique until we get the wolf who looks right for the game.  This topic is about sound effects for the boss, lets limit the scope of the conversation here and move the arguments about the look into a new thread.

29

(2 replies, posted in General)

This site seems brilliant, perhaps when someone brings me a broken computer to fix I'll see if I can save some time in the process after a reinstall.  Anyway, you may want to move this thread to off topic, unless you are suggesting we make our own version of the MinGW compiler complete with all the libraries needed to compile Open Surge and then trying to get them to host it for us, that way your post isn't taken as just advertising for them.  Thank you for posting this tool :-)

30

(27 replies, posted in General)

Gumroad seems to be offering a nice way to sell things, thank you for sharing that with me :-D.  This is a great way to sell content packs to people as well as the finished games, you'll most definitely be seeing me use this for things in the future.
As for selling Open Surge content, it seems like a grand idea to me, we'd definitely have to figure out how it would be licensed so that content creators could potentially make money off it, perhaps even some way to avoid having the .obj files taken from the objects folder and just distributed.

31

(8 replies, posted in General)

jobromedia wrote:

Wasn't there a mod that forced the characters to follow the player?

Yes, but I believe it was written for 0.2.0, not for 0.1.4, so if he wanted to have it done he would probably have to upgrade to 0.2.0 and sprite hack Surge to be Sonic and Neon to be Tails.  Also, you're right about this needing to be in general.

32

(27 replies, posted in General)

jobromedia wrote:

I think absolutely this could be a feasable idea. As long as at least 25% of the sell goes to fund Open Surge, and 25% or maybe a few $pondoolie$ goes to those who provide content such as music, gfx and coding.

That means that, total, you're making 50% off of what could potentially be hours and hours of scripting, writing, etc.  Even less so if you have 2 people making scripts or writing songs, that drops your total viable profit right out the window.  Perhaps it would be better to have 25% go to Open Surge and then allow content creators to charge a commission for creating their content and releasing it in such a way that it can be used in a commercial project.  For example, lets say someone wants a custom hud and doesn't want to create it themselves, they could ask someone who is willing to do it on commission to do it and pay them a certain amount of money, then that creator would make them their custom hud and everybody would come out happy.  This would also work on %sales if the buyer didn't have money beforehand, it would all be a matter of working it out between creators and developers.
I'm sorry if I misunderstood what you meant, but dropping 50% sales right off the bat is a bit steep.

33

(5 replies, posted in General)

That really depends on two things:
1. Serverside bandwidth.
2. Serverside processing power.

I'm gonna go ahead and guess that nobody here owns their own dedicated server or could reasonablly afford to purchase one for open surge, that means that if we were to set up a server side compiler it would be your average PC.  Now, I'm gonna go ahead and take the benchmark of my own computer as the 'average' for the next part, it takes my computer roughly 5 minutes to download the zipped source code and another 5 to compile it using a command line script, utilizing roughly 70% of my processor.  That means that, at most, one person could be compiling at a time which is where our bottleneck happens.  Now, we look at the number of registered users on the forums (though that estimate might be a bit high), and see that we have ~700 people to deal with.  Lets say that all 700 were to hit that server at once.  Not only would that server likely crash from lack of ram, but if it was by some miracle able to serve all the requests it would be roughly 58 hours by my calculation before the last person to hit the server would get their finished executable back.
While server side compilation may seem like fun you're going to need a powerful computer to be able to serve people's  requests in any reasonable timeframe, something with multiple multicore processors and 32+GB of ram is likely what it's going to take to be able to serve the number of requests likely to come at it, then you have to make sure that all you're compiling is Open Surge, otherwise anyone could use your processor time to compile their huge projects.  The costs of buying and maintaining a strong connection to such a server could be quite expensive, so in all reality it's not quite feasible for open source projects to set up their own online compilation environment quite yet.

S32X wrote:

I just though it was an Engine Test is becuase it uses a somewhat primitive software, has no sound, not much interaction except for the floors, and the player's moving around on this wheel....

The player is moving about on a wheel because we are trying to get down the way physics should be handled, the software will get more complicated as I and KZR have time to work on it and make it better.  In fact, those black platforms won't be visible in the final edition, but they will be what you are moving on nonetheless.  Though it may not be the public Alpha here is my testbox, it has the parts I am messing with and I generally export to it once an hour when I'm working, feel free to play with it if you want to.
https://dl.dropbox.com/u/22535351/Experiment/index.html

Keep in mind, you can press either left click or space to attack with a melee weapon against Mr. Blue Ninja, and can reflect his projectiles at him, also keep in mind after you have the cookie it may take you several refreshes to get the latest version of the game, also keep in mind I do not have the wheel in here yet, so the physics are a bit different.

35

(23 replies, posted in Game assets)

I think they have a repository you could use for 2.8 Alex.  Here's a tutorial for it: http://askubuntu.com/questions/134035/h … t-gimp-2-8

36

(20 replies, posted in Game assets)

Alex, how can we ask the parent what its position is without state changes that break the object's flow?  I can see how it could be done if we could call parent_x() and parent_y(), but I also know how much work it would be for the engine to maintain such a big table if the number of enemies got too large in a level.

37

(4 replies, posted in General)

What precisely made things break for you?  Can you repeat the potential bug you've stumbled across and make it happen again?

38

(8 replies, posted in General)

You change the .lev file to have only one character, however if you are using 0.1.4 there is no way to complete those missions without multiple characters.

MatheusRRR wrote:

"on_object_collision" is for objects, not character!

Step 1: Have the object observe a specific player using observe_player.
Step 2: http://opensnc.sourceforge.net/wiki/ind … _collision
Step 3: When that player collides with the object it'll do what you want it to do.

40

(14 replies, posted in General)

S32X wrote:

If I made any mistake on this, please correct me. GIVE ME KNOWLEDGE!

For this point I would like to point to XBox360, the game system made by these guys.  They're basing this new system on that, and in all honesty it will solve a lot of problems that Windows has, but they need to provide a way for more advanced users to run their code or they're simply stifling innovation.
Now, for your standard user, I can see this app store thing being a very good thing, it makes sure you don't run junk that you shouldn't and should shut down many system attacks right at the source.  Of course, Antivirus vendors aren't going to like that too well, but Windows has found a way to make it profitable for them to make the system more secure.  They charge developers for the privilage of being able to publish for the platform, meaning Microsoft wins and the average end user wins, and if your development team is lucky you win too.  Otherwise, the only people losing here are developers such as us.

41

(14 replies, posted in General)

jobromedia wrote:

Signing up ain't free though. Something like $50 per year.

If it costs money then we have three choices:
* Build a game that can get the donations required.
* Build a game that costs a bit to cover the money required.
* Build a game for Linux.

42

(14 replies, posted in General)

My take is simple, even if it has an onboard appstore I'm betting developers will be able to get code to run anyway, and if they can't then we need to get put into the appstore or we need to make our focus on Linux.  In all honesty, if Windows 8 can't run code I'm betting developers will hate it and it will be a shortlived OS.

This can be done with either on_player_collision or on_player_rect_collision currently, however I believe on_category_collision would be much better overall.

44

(12 replies, posted in General)

S32X wrote:
Alexandre wrote:

Bad news. The engine can't really solve this for you. At the moment, scripting can't do any raw image manipulation

Yes. The engine is very simple, being it replicating the power of old 16-bit consoles, which didn't have this sort of ability

Man, trust me, it's not simple.  It's quite complex actually, especially the part that lets it take your .obj scripts and turn them into game on the spot, that's not exactly something that is easy to code.

45

(12 replies, posted in General)

S32X wrote:

are you talking about they become transparent/translucent when they overlap with another object/player only?

If you are this can also be done with the scripting engine and some animation effects.

46

(5 replies, posted in Game assets)

How about we make a compromise and make it dark going to light (as opposed to the light to dark of SSP)

Correct me if I'm wrong, but all these things can be done via scripting:

Random intervals:

state "main" {
    let "$random = random(2)"
    if "$random == 0" "play_state_0"
    if "$random == 1" "play_state_1"
    if "$random == 2" "play_state_2"
}
...
state "play_state_0" {
    play_sample "0" //this is just an example
    change_state "wait"
}
...
state "wait" {
    on_timeout 1 "main" //1 can be any number
}

I'll be back from class soon and then I'll provide you more examples of how this stuff could be done using the scripting engine.  As I said, if that truely cannot be done inform me as to why it cannot.  If you need a system like that for the first Open Surge level I will begin coding the objects to handle such things later today.

48

(34 replies, posted in General)

I have a new mechanic to discuss with you guys and determine if we want such a thing to be designed into this game.  This mechanic is open opportunity to explore backwards and optional paths.

Now, according to what I am reading on Sunshine Paradise (the next major milestone of this game) we are assuming the player is all one cookie cutter player.  You see, while it may be fine and dandy to build an easy first level we will scare off more experienced players if we aren't careful.  This is where this mechanic comes in.
What we do is we make the first level mostly downhill and to the right, that way the player can simply start going forward and get their thrills out of the first level of the game.  We create an area in this level, however, that players can find 'secret A' in.  You have seen this mechanic in play if you've ever played a Kirby game, while most levels are quite straightforward there is an optional path in many of them and some of these can get extremely frustrating to complete.  This actually allows us to appeal to many players, however there is another mechanic that has to go hand in hand with it to make it work right.  That mechanic is either the open world or the new game+.
If we went the open world method we would basically create an overworld where the player could go back to old levels (and to side content).  If we went the new game+ method we would allow certain aspects of a character to carry back to new games.  I would suggest the open world method unless we have an extremely good reason for using new game+ if we use these mechanics at all.

What do you guys think?  If we want to do this then we will want to make Sunshine Paradise with two paths so that we do not have to come back and create new content for it.  If you're wondering what 'secret A' is, that depends on what kind of work we want to put in.  It could be anything from character skins, to new playable characters, to one ups that would otherwise not be available.

( Also, a note, I am currently working on a prototype storyline to present to you, please try my examples so that we can all be on the same page when discussing it when it's ready.  Remember, the more work we do now the more foundation we have for later.  Thank you all for all your suggestions, art, and work that you are putting into making this a reality, it'll take us all to make this work.  Now, let's keep going and make it happen. :-) )

You could always do it in a system like I've been planning for a while.  You have several music tracks all playing together and then just manipulate the volumes of certain tracks when an event happens through your sound mixer object.

50

(34 replies, posted in General)

Alexandre wrote:

internet users have a hard time concentrating in one thing for long periods of time.

This exactly is what I mean.  We don't need complex storyline, however we can do some unique things such as using our scenery and music to convey certain moods and tell a story that, even if it's not gotten on the first run by everyone, will give depth to the story without the need to have large amounts of dialog.  As such, for our target audience, I would expect we'd have something I like to call an 'Excuse plot', in fact IWBTG conveys this quite well.  Then, we tell most of the real things we want to show through gameplay mechanics or a cutscene.
Also, sorry if I overloaded anyone, I thought perhaps sharing a few game experiences would make for a more solid team foundation because we would all be on the same page.  I simply want to make this a foundation we can build on.
Also, just in case I haven't stated it previously, the scope of this first project will be to finish the set of levels known as Sunshine Paradise and provide a framework upon which future levels can be built with relatively little stress, if we do it right this time we will already have many of the answers we are looking for.