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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 19, 2004 12:11 pm    Post subject: [quote]

actually, what I was pissing and moaning about was his treatment of the people he had joined together with to create a game for this competition.

EDIT:
Quote:
I for one, was very unprepared. At first I was going to use qbasic, then Mandrake said I could use Gia, then I had alot of trouble getting Gia setup, mainly because he had not written any tutorials, and his examples were not commented enough to make up for the documentation, which was as weak as watered coffee.


Well, not really. A lot of people other than you have used it, and so far only you have complained about the documentation. I have actually seen some interesting demo's in Gia in the past week. The documentation is no weaker than Allegro's. In fact, that's what I modelled the documentation after. And, there are now three tutorials covering the basics that were released BEFORE the competetion and are very easy to follow. It's as close to holding your hand as it will get. But, Gia is also not even a month old. Most gaming systems/environments/libraries that have large sets of tutorials/examples have been around much more than a month.

Quote:
I looked into using Mappy....MappyAL 8bit only


LOL. No it's not. Get the latest version, or even a version 5 years old. It hasn;'t been 8bpp only in a long, long time.
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DeveloperX
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Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Oct 19, 2004 12:55 pm    Post subject: [quote]

Mandrake wrote:
Well, not really. A lot of people other than you have used it, and so far only you have complained about the documentation. I have actually seen some interesting demo's in Gia in the past week. The documentation is no weaker than Allegro's. In fact, that's what I modelled the documentation after. And, there are now three tutorials covering the basics that were released BEFORE the competetion and are very easy to follow. It's as close to holding your hand as it will get. But, Gia is also not even a month old. Most gaming systems/environments/libraries that have large sets of tutorials/examples have been around much more than a month.

LOL. No it's not. Get the latest version, or even a version 5 years old. It hasn;'t been 8bpp only in a long, long time.


Sorry about the comment, it was waay late, and I was already frustrated about my engine..after looking back on my post, it looks like I just exploded every single thought out into my post. heh. Anyway, Gia isn't all that bad, and now that the tutorials are available (I had started working with LordGalbalan before you released them, btw) Gia isn't very difficult to use.
I _did_ get that map renderer code to work, btw. :)
Okay, I didn't know that about MappyAL (I got my information from a book that covers allegro game programming, and they said it was 8bit only, so not to use it..)

Well, I'm really happy, and relieved that Bjorn decided to extend the competition. :) I think I can get this in a week!
No more bitching about LordGalbalan, cause without him I never would have gotten started on this, cause I gave up on the QB project after getting mad with pixel*pixel scrolling without libraries..and Gia wasn't an option because of lack of game-related documentation. I wasn't about to learn a new language/api just to drive myself nutz to create my entry.
So, I would really appreciate it if you wouldn't bash him anymore, because it is just wrong to treat people that way.
Keep the peace between us, otherwise this place will end up like that shit-hole gamedev where everyone flames people for the most ridiculous reasons.

Before I start another 400 word rant, I'm going to stop typing.
*attempts to remove his fingers from the keyboard*
Doh!
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Tue Oct 19, 2004 1:19 pm    Post subject: [quote]

heh, cool :) Bjorn, you appear to be getting fed up with the lot of us... I don't blame you really.

Anyway, I should still probably be finished wedesnday night, but it's good to know I won't have to be :)

Good luck finishing your entrys, everyone.
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Tue Oct 19, 2004 1:25 pm    Post subject: [quote]

DeveloperX wrote:
Keep the peace between us, otherwise this place will end up like that shit-hole gamedev where everyone flames people for the most ridiculous reasons.


Obviosuly you haven't visited gamedev.net in a long time, sure people still post ridiciulsly retarted questions but since the new rating system at least you don't need an asbestos vest to hang there.

And actually much of the LordGalaban bashing people are exercising is quite self-inflicted, sure maybe mandrake was a bit to harsh for what many would consider good tact and I for one get the feeling that the overall mood of things is quite rapidly declining...
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 19, 2004 1:27 pm    Post subject: [quote]

Quote:
Sorry about the comment, it was waay late, and I was already frustrated about my engine..after looking back on my post, it looks like I just exploded every single thought out into my post. heh. Anyway, Gia isn't all that bad, and now that the tutorials are available (I had started working with LordGalbalan before you released them, btw) Gia isn't very difficult to use.
I _did_ get that map renderer code to work, btw. :)


It's alright. I didn't take any offense at it. You needed to release some steam, and I do wish I could provide more documentation than there is. But, I'm only one person....I'm trying my best to make it easy to pick up and use.

Quote:
Okay, I didn't know that about MappyAL (I got my information from a book that covers allegro game programming, and they said it was 8bit only, so not to use it..)


Oh. Well, I could've told you otherwise- I used MappyAL in Gia. Doesn't sound like a very well researched book, though. You should be happy you were able to do a decent map editor on your own in the short amount of time it took, you though. Not an easy feat to do all the tools in that time frame.

Quote:
Well, I'm really happy, and relieved that Bjørn decided to extend the competition. :) I think I can get this in a week!
No more bitching about LordGalbalan, cause without him I never would have gotten started on this, cause I gave up on the QB project after getting mad with pixel*pixel scrolling without libraries..and Gia wasn't an option because of lack of game-related documentation. I wasn't about to learn a new language/api just to drive myself nutz to create my entry.

So, I would really appreciate it if you wouldn't bash him anymore, because it is just wrong to treat people that way.
Keep the peace between us, otherwise this place will end up like that shit-hole gamedev where everyone flames people for the most ridiculous reasons.


Well, I don't know. I don't like it when people say they are disapointed in a person they are working with, esp in a hobby related environment were we do this for fun. But, he was saying it to you, and if you take no offense, I'll keep quiet.


Quote:
Before I start another 400 word rant, I'm going to stop typing.
*attempts to remove his fingers from the keyboard*
Doh!


Naw, s'ok. I thought the last one was a good read.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Oct 19, 2004 5:35 pm    Post subject: [quote]

Mandrake wrote:
Well, I don't know. I don't like it when people say they are disapointed in a person they are working with, esp in a hobby related environment were we do this for fun. But, he was saying it to you, and if you take no offense, I'll keep quiet.


The words weren't meant for you, and you took them totally out of context. *is finished*
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Tue Oct 19, 2004 5:40 pm    Post subject: [quote]

Quote:
The words weren't meant for you, and you took them totally out of context. *is finished*


Oh? Exactly how did he take your words out of context then?
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Oct 19, 2004 10:26 pm    Post subject: [quote]

I was playing Mr. Confidence because someone I knew seemed intimidated by his conditions.

He (DevX) wanted to hear that, suffice to say.
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biggerUniverse
Mage


Joined: 18 Nov 2003
Posts: 326
Location: A small, b/g planet in the unfashionable arm of the galaxy

PostPosted: Tue Oct 19, 2004 11:18 pm    Post subject: [quote]

DeveloperX: ANY feedback you have on Tiled would be much appreciated.

Were there specific things that struck you as hard to implement? Was it just the XML format?

Thanks
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Oct 19, 2004 11:41 pm    Post subject: [quote]

biggerUniverse wrote:
DeveloperX: ANY feedback you have on Tiled would be much appreciated.
Were there specific things that struck you as hard to implement? Was it just the XML format?
Thanks


How about the fact that I haven't got a clue how to use it. :P
the INSTALL file said something about the Java sdk, and something called ant....I'm like, WHAT??
Plus the way it stores things would just make things impossible to use. :P
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Tue Oct 19, 2004 11:55 pm    Post subject: [quote]

DeveloperX wrote:

How about the fact that I haven't got a clue how to use it. :P
the INSTALL file said something about the Java sdk, and something called ant....I'm like, WHAT??
Plus the way it stores things would just make things impossible to use. :P


Just for the record, upon reading this I downloaded the newest tiled release unzipped double clicked and created my first map within minutes. Sure I have no clue how to use the more advanced features but for simply paiting a little mockup map it really doesn't get much simpler.

On the aspect of usability that's my main itch about it actually but a spec seems to be outthere somewhere in the release and it does support mappy from the looks of it.

Seems like a nice flexible thingy actually, great work.
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DrunkenCoder
Demon Hunter


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Posts: 559

PostPosted: Wed Oct 20, 2004 12:04 am    Post subject: [quote]

On the topic of tiled, how are unassigned tiles added? are they given the id of some global empty tile or how is it handled?

Just wondering because Im kicking around some ideas for an engine in the back of my head and using multitexturing is one aspect that Im thinking about and that would really make stuff like that easier to get running smoothly simply because then you could bind each layer to a texture unit and simply blast it all to the gfx card...
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DeveloperX
202192397


Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Wed Oct 20, 2004 12:16 am    Post subject: [quote]

DrunkenCoder wrote:
DeveloperX wrote:

How about the fact that I haven't got a clue how to use it. :P
the INSTALL file said something about the Java sdk, and something called ant....I'm like, WHAT??
Plus the way it stores things would just make things impossible to use. :P


Just for the record, upon reading this I downloaded the newest tiled release unzipped double clicked and created my first map within minutes. Sure I have no clue how to use the more advanced features but for simply paiting a little mockup map it really doesn't get much simpler.

On the aspect of usability that's my main itch about it actually but a spec seems to be outthere somewhere in the release and it does support mappy from the looks of it.

Seems like a nice flexible thingy actually, great work.



I downloaded this: tiled-0.4.2-bin.zip
Theres no exe file..... what the hell did you double click to run the damn thing??????
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biggerUniverse
Mage


Joined: 18 Nov 2003
Posts: 326
Location: A small, b/g planet in the unfashionable arm of the galaxy

PostPosted: Wed Oct 20, 2004 12:18 am    Post subject: [quote]

DrunkenCoder wrote:
On the topic of tiled, how are unassigned tiles added? are they given the id of some global empty tile or how is it handled?


By unassigned do you mean "not assigned to the layer" or tile images that aren't assigned to a tile?

I'm going to guess both my guesses (which may both be wrong, but I love to talk about Tiled's internals, so I'll explain anyway)

The way it works in 0.4.2 is that every tile image must be assigned to a tile, as tiles hold the images. All tiles are part of a tileset, and then you can assign tiles to cells (painting).

In the upcoming 0.5.0 release, and thanks in large part to Rainer Deyke's code contributions, tile images are all stored in the tileset, and may or may not be assigned to tiles. The Tileset Manager allows you to assign tile images to tiles, and set properties on those tiles. Tilesets also handle pruning duplicate images, and now support tile image rotation and flipping when assigned to a tile. The tileset handles images and the tiles merely reference them.

DrunkenCoder wrote:
Just for the record, upon reading this I downloaded the newest tiled release unzipped double clicked and created my first map within minutes.


That's nice to hear, plus, the Start Now! option on the tiled.rpgdx.net index page will start a webstart JNLP version of the editor, so you don't need to download the zip if you're just looking to get a feel for the editor.
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biggerUniverse
Mage


Joined: 18 Nov 2003
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PostPosted: Wed Oct 20, 2004 12:22 am    Post subject: [quote]

DeveloperX wrote:
I downloaded this: tiled-0.4.2-bin.zip
Theres no exe file..... what the hell did you double click to run the damn thing??????


It's written in Java. There is a jar file in the release, so you will need either the JDK or JRE, and have .jar files associated with Java.

http://java.sun.com/j2se/1.4.2/download.html

Halfway down is a JRE link and a JDK link. The JDK is always preferrable, but the JRE is enough if you don't plan to develop.
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