luciditygkit-users Mailing List for gbklib - game building kit library
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2002 |
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From: David G. <ne...@Ma...> - 2002-02-03 12:42:26
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saturday 02 2002: copied across gui routines, adapted to new framework. cut out useless procedures (ones that I know I won't be using and are possibly obsolete) compiled successfully. drew the mouse pointer (at the size it would be if the screen resolution were 3840x2880 ). wrote the mouse-pointer-scale-and-fixup code. added ohr-style number editing, and ohr-style submenus. tested them. changed number editing as a result of discussion with shizuma. they are now of the format " hero < # > " where # is the index currently selected. also added the ability to support the other type integer-based number editor ( eg "Blunt/Sharp/Normal/etc") added ohr-style text editing. doesn't support (alt+KEY) yet. began making the o2ku hero editor dialogs. unknown time: I've created and tested the automatic build system. basically all that's required to add an extension is to add it to a few lists and recompile :) each directory has it's own makefile now, which makes maintenance hugely easier. I've copied all but one of the libraries across, adapted them to the new building system, and compiled them successfully. i wrote most(all?) of the code for a button-type dialog widget, which basically seems to eliminate the need for menus. it's like a "menu-in-a-button" (no, it doesn't popup a menu). it behaves somewhat like the buttons of this type used in Blender. extensions: integrated OHRRPGCE .RPG fileformat(s) loading and saving (also importing/exporting in human-readable formats) , step 1 (from ohr-lib.c, ohrie.c). Step 2 is to make a visual interface for them (which would be O2KU) Step 3 may be to interface them with Lua (for use in the editor). I think I'll wait until someone requests it, as it's not that important currently. current size of source tree: 852k. at release time, i expect the source tree to be upwards of 1.2mb in size. the o2ku "oldstyle" interface may have scrolling (like the "bitsets" screens in ohrrpgce.). I've determined how I can generate both (newstyle and oldstyle) with one set of code. coordinate helper functions written. I'm not using them yet. animation updating functions written, animation frame structures now have a boundingbox included. editor and runner have different animation structures. animations are saved in editor format, and converted when loaded in, if necessary. editor -> gamerunner animation format convertor written. copied sprite editor across, adapted to new framework. ------------------------------------------------------------ Get your FREE web-based e-mail and newsgroup access at: http://MailAndNews.com Create a new mailbox, or access your existing IMAP4 or POP3 mailbox from anywhere with just a web browser. ------------------------------------------------------------ |
From: Neo (D. Gowers) <ne...@ma...> - 2002-02-03 10:33:54
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saturday 02 2002: copied across gui routines, adapted to new framework. cut out useless procedures (ones that I know I won't be using and are possibly obsolete) compiled successfully. drew the mouse pointer (at the size it would be if the screen resolution were 3840x2880 ). wrote the mouse-pointer-scale-and-fixup code. added ohr-style number editing, and ohr-style submenus. tested them. changed number editing as a result of discussion with shizuma. they are now of the format " hero < # > " where # is the index currently selected. also added the ability to support the other type integer-based number editor ( eg "Blunt/Sharp/Normal/etc") added ohr-style text editing. doesn't support (alt+KEY) yet. began making the o2ku hero editor dialogs. |
From: Neo (D. Gowers) <ne...@ma...> - 2002-01-24 23:15:15
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note: all messages with "undisclosed recipients" get moderated, it seems. (which means I have to confirm that it's ok before the list receives it) THURSDAY 24 JANUARY ---- my goals for today are: - get lucidity back into compilable state (some changes i made a while ago weren't finished, and it currently won't compile) - get sprite editor running. I don't care to go into the subject at length, but I've recently realized the value of plans, and how they are conducive to zig. several things have contributed to this: my own thinking on the subject, reading rinku's game design article series again, talking to charbile. also, i realized that if i don't feel like doing something ( that normally i want to do), then after doing it for a while i do get that sense of enjoyment again. providing excessively frustrating things are not happening, such as things not behaving as their documentation indicates. I'm expecting to release approximately 8 prereleases, to be sure that lucidity is relatively bugfree (and annoyance-free, preferably, but that would take longer) maximum time of 5 days between releases. so, maximum of 30 days before the first release - don't quote me on that, though. i need more practice at such estimating. anyway, there will be a prerelease no less often than every 5 days, i'm sure of that. lucidity is in compilable state (7:40am - 9:38am) fixed more makefile messiness, removed more unnecessary files. fixed the outdated version system with the __DATE__ system plus a LUCIDITY_STATUS constant: "lucidity version 24 january 2002 prerelease 1 (beta)" a reminder to myself - update LUCIDITY_STATUS for each prerelease. also, post a message on both of the lucidity forums regarding prereleases and these mailing lists. my system of working: I have a Konsole up, in which i have several consoles, which i switch between. each is running a copy of Midnight Commander, and these are the console names: Research Changelog compile [this is also for viewing error messages when compiling] edit viewsource I'd like to point out that you are free to reply with comments, suggestions or questions the reply-to on these messages should be either luc...@li... or luc...@li... (depending on what list you're reading this on) if not, you might have to set it manually. fixed my Pine config so that luciditygkit-* mailinglist messages actually go where they should (in separate folders) (hopefully) figured out how to send a message that only shows the list receiving it in the reply-to, using blind carbon copy. removed all warnings on compilation. only warning left is given by make. made n_scrollbox un-hacky.. now the mouse cursor doesn't flicker. discovered a bug in the iliac console interface. i'm not sure where it originates from. Don't use it. implemented n_icon_proc(required for sprite editor) switched to 02ku design work, because my brain went "graaaugh" at the thought of more coding.(this being at 6:40pm. 9 hours.) perhaps some rice will revive it. later: yep.(8:20) end-of-day: i completed my first goal but failed to complete my second. twas an overly-optimistic goal, i think. i should have been aware of the particular problems that ended up preventing this being completed on time. beforehand, that is. |
From: Neo (D. Gowers) <ne...@ma...> - 2002-01-24 22:58:27
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WEDNESDAY 23 JANUARY ---- designed the sprite editor "constrain output" dialog (and consequently the "color stencil" dialog, which uses the same dialog with some widgets disabled.) designed the sprite editor "gradient" dialog and made first drafts of the icons used. designed the "blending mode" dialog and made first drafts of the icons used. made first draft of "multiframe" icon (animation/ sprite browsing) assigned remaining hotkeys. created a table showing which hotkeys are used, for future reference. added "#ifndef __LUCIDLUA_XXX_H #define __LUCIDLUA_XXX_H ... #endif " for lucidlua header files. this will prevent the inclusion of the same header file twice. guarg.. I just looked at the makefile and it seems like complete gibberish. fixed(and reduced total makefile size much) also eliminated useless files, trimmed other makefiles. it might even be worth checking this in as a whole new module rather than going through the hassle of removing each removed file/directory from the repository. |
From: Neo (D. Gowers) <ne...@ma...> - 2002-01-22 11:48:11
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events for a day are in no particular order, though i expect that after some practice they'll tend to become chronologically ordered. TUESDAY 22 JANUARY ---- finished drawing the last of the icons required for the sprite editor. continued design work on sprite editor (both visual and behavioural design. most things have hotkeys mapped; on wednesday I'll finish off the design work for the components of the "effects" dialog, at which point I should be finished with the design and can begin implementing ( i plan to have just the "continuous curve/dot/dotted curve" tool, plus save/load (of course!) in version pre1 (prerelease #1). I may have also added the line/connected-line/ray tool by saturday. Pre1 will be released on saturday. I'm well pleased with the time i completed this in (~40 hours over 3 days) though I think I could have done it within two days. rinku's input was quite helpful. I'm also quite pleased with the design itself. the sprite editor looks to be very conducive to zig - you should be able to do much in little time, thanks to (hotkeys, and widgets having multiple functions.) split sourcefiles so that there is eg. math.c (which has code for the C functions relating to maths) and lmath.c (which has the functions which interface with lua). this was mainly to improve clarity and simplicity of maintenance. this also resulted in a split of the header files. each (eg."lmyfile.c") file has two header files, one which contains prototypes (eg "lmyfile_.h"), and one which contains the bits which link the functions into lua (eg "myfile.h") the header files resulting from that should probably never be needed by anything but the ILIAC. completed gfx.c/lgfx.c implemented grad_rect, grad_rectfill completed lcontrol.c implemented ctrl_setup_direction,ctrl_setup_button, ctrl_setup_type to setup all the different aspects of a controller. commented out the contents of animedit.c, as they will shortly be obsolete ( at which time i'll remove the file entirely) |