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From: Andre K. <and...@gm...> - 2010-11-26 18:53:14
|
I was able to collaborate with the Easyrpg project, to make it possible to load RPG Maker maps. This feature is not completed yet, some problems still exist, but the biggest part is working. I've also made as screenshot from a very popular (German) RPG: Vampires Dawn. See here: http://darkas.cherrytree.at/image/screenshots/0_0_8_7/studioRPG.png For now, I think I'll stop working on this, as the main things are finished. If someone is interested, he could implement the missing featues: - Save Maps to RPG Maker format - Automatically load colorkey - Load animated tiles |
From: Andre K. <and...@gm...> - 2010-11-26 18:48:26
|
As there was no discussion, I think I'll implement my ideas posted before. For the alignments, they'll be dropped totally, but there'll be an offset for events, so you can still move your alignment to the exact place you want, even better than before. I'll start with the implementation this weekend I think, so if you want to add (or ask, help, ...) something, tell me as far as you can :) Am Freitag 12 November 2010, um 00:07:17 schrieb Andre Knispel: > I want to discuss a little bit about animations. I think the concept has > some problems, and I hope you have some time to help me improve it :) > First, what I think is a must have: Animations embedded in other > animations. The idea is very good I think. You can reuse your animations > well, and have less work. Not much to say. > > Now the problems: > > 1. Frame is a bad name > > I think Sprite might fit better, but then the concept of animations > embedded in animations wouldn't work anymore, and I like this one very > much. Not sure how to call it. > > 2. Framesets are complicating the whole thing > > It might be better to have this concept embedded directly in the animation > itself. And even more, you could have more complex animations. You could be > able to do things like: Show sprite A, show sprite B, remove sprite A, play > animation C, remove sprite B. Hope you got the point. > > 3. Alignments > > I implemented alignments when I was creating animations for some specific > reason: movement animations. The bottom left of the animation should be at > the same place as the bottom left of the events. This was the idea behind > the whole thing. When I look at it right now, the alignment inside of an > animation is just moving the center of the coordinate system around, so I > think it's pretty useless. I'm not sure if the alignment at the event is > useless. It allows you to set the center of the animation to other places > in the event. So it's maybe useful, don't know. > > I think those are the main problems. I stumbled upon them when I was > creating their documentation today. > > --------------------------------------------------------------------------- > --- Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Opengamestudio-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers |
From: Andre K. <and...@gm...> - 2010-11-19 17:48:38
|
The last days, I've been working on a Tile Selector, that lets you import multiple tiles from an image at once. This work is now mostly completed, and so, I've been able to create a simple map with a bigger tileset very fast today. The next few days, I'll be working on some mapping comfort functions, so you don't have to repeat lots of steps (tile fillers, rectangle draw, copy & paste, select multiple tiles to draw at once,...). While I'm doing this, I'll try to create a few maps, so that we have a litte dungeon in the end :) During my recent work, I also found some little problems, I've added them to our todo list. |
From: Andre K. <and...@gm...> - 2010-11-17 15:29:12
|
While I was implementing a new Text Editor for our Editor (KTextEdior, if KDE is available), I noticed that events whose scripts are saved in files, don't save their scripts on event change, but when you save the map. Of course the other way would be much better. |
From: Andre K. <and...@gm...> - 2010-11-14 16:04:19
|
Today, I've implemented a way to load multiple tiles from one image. In the past, an tile had to have one single image, but now you can put related tiles together in one image. This makes it easier to handle greater amounts of tiles (you'd have lots of tiles in bigger games and all had to have different filenames), and also to import rpg-maker tilesets :) So we can now use some of them for testgames, what makes it a lot easier, because there are just many of them :) |
From: Andre K. <and...@gm...> - 2010-11-11 23:07:27
|
I want to discuss a little bit about animations. I think the concept has some problems, and I hope you have some time to help me improve it :) First, what I think is a must have: Animations embedded in other animations. The idea is very good I think. You can reuse your animations well, and have less work. Not much to say. Now the problems: 1. Frame is a bad name I think Sprite might fit better, but then the concept of animations embedded in animations wouldn't work anymore, and I like this one very much. Not sure how to call it. 2. Framesets are complicating the whole thing It might be better to have this concept embedded directly in the animation itself. And even more, you could have more complex animations. You could be able to do things like: Show sprite A, show sprite B, remove sprite A, play animation C, remove sprite B. Hope you got the point. 3. Alignments I implemented alignments when I was creating animations for some specific reason: movement animations. The bottom left of the animation should be at the same place as the bottom left of the events. This was the idea behind the whole thing. When I look at it right now, the alignment inside of an animation is just moving the center of the coordinate system around, so I think it's pretty useless. I'm not sure if the alignment at the event is useless. It allows you to set the center of the animation to other places in the event. So it's maybe useful, don't know. I think those are the main problems. I stumbled upon them when I was creating their documentation today. |
From: Andre K. <and...@gm...> - 2010-11-11 14:12:30
|
I've added some more documentation, and also uploaded everything to our webspace. You can find it at http://darkas.cherrytree.at/doxygen/html/ Of course, there's also a link at the page itself, called Developer Documentation. If someone has updated or added documentation, just tell me and I'll rebuild and reupload everything. Am Donnerstag 11 November 2010, um 01:09:55 schrieb Andre Knispel: > I've added some comments to classes I wrote, and added a Doxyfile, so that > now you're able to create documentation with Doxygen. > > There are several styles to write comments for Doxygen, I'd like to use > this one: > > /** > * Multi line > * comment > */ > [whatever you want to comment comes here] > > /// Single line > [whatever you want to comment comes here] > > [whatever you want to comment comes here] ///< Single line > > If you disagree, tell us, but it would be good to have a common style :) > > If you write some documentation, please keep in mind that you mustn't have > empty lines between your comment and the actual code. So > > /** > * Multi line > * comment > */ > > [whatever you want to comment comes here] > > won't work. > > I'd be really great if those who wrote some code would add some > documentation, because I've looked through some code in the studio and it > was pretty hard to understand ;) > > --------------------------------------------------------------------------- > --- Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Opengamestudio-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers |
From: Andre K. <and...@gm...> - 2010-11-11 00:10:05
|
I've added some comments to classes I wrote, and added a Doxyfile, so that now you're able to create documentation with Doxygen. There are several styles to write comments for Doxygen, I'd like to use this one: /** * Multi line * comment */ [whatever you want to comment comes here] /// Single line [whatever you want to comment comes here] [whatever you want to comment comes here] ///< Single line If you disagree, tell us, but it would be good to have a common style :) If you write some documentation, please keep in mind that you mustn't have empty lines between your comment and the actual code. So /** * Multi line * comment */ [whatever you want to comment comes here] won't work. I'd be really great if those who wrote some code would add some documentation, because I've looked through some code in the studio and it was pretty hard to understand ;) |
From: Andre K. <and...@gm...> - 2010-11-05 10:34:28
|
Today, I changed the Snake game to have an entry point and a start direction which is specific to the map. During this, I found a few problems with the Studio: - if you changed an Event and exit, you're not asked to save. I guess Events are not in the Undo/Redo history yet - external events are not loaded in the event editor, if you load them. I suggest checking if a file with the name exists and if, loading it, while the user is typing - events that use templates aren't opened well in the EventEditor. You always have to select the template again, to work with it. Seems as if there's a check missing or something. - global templates woud be nice. For the Snake game for example, it would mean adding the snake template for every map wouldn't be necessary If someone wants to address one of these things, just tell me, otherwise I'll work on them myself and tell you about the progress :) |
From: Dmitry K. <sen...@gm...> - 2010-11-04 15:15:20
|
I have just recently started to work on my own project, but if I will have time to help I with pleasure do that. 2010/11/4 Andre Knispel <and...@gm...> > That's cool :) It's basically the same for me, I just try to do some stuff > every 1 or 2 weeks ;) > > One more note: I'd like to have some mailing list communication, so that > everyone is informed if something happens. So I'll do a post to this list > for > every commit I consider important. > > Am Donnerstag 04 November 2010, um 10:56:01 schrieb Kevin Greene: > > I've got a lot to do with school and work now but I do want to keep > working > > on the project. I'll throw in time when I can but unfortunately I won't > be > > as reliable as I was before. > > > > On Thu, Nov 4, 2010 at 2:51 AM, Andre Knispel <and...@gm...> > wrote: > > > Hi @all! > > > > > > I'm currently trying to get the Open Game Studio development running > > > again > > > > > > :) > > > > > > I was just curious if you'd be interested in helping out again. Our > first > > > game, > > > a Snake clone (not more, but also not less) is already working. Also, > > > working > > > on Windows should now be much easier with cmake, it can create Visual > > > Studio > > > and Code::Blocks project files. > > > > > > So, if you have time, I'd really like it if you'd join again :) > > > > > > Cheers, Andre > > > > > > > > > > ------------------------------------------------------------------------- > > > ----- The Next 800 Companies to Lead America's Growth: New Video > > > Whitepaper David G. Thomson, author of the best-selling book "Blueprint > > > to a Billion" shares his insights and actions to help propel your > > > business during the next growth cycle. Listen Now! > > > http://p.sf.net/sfu/SAP-dev2dev > > > _______________________________________________ > > > Opengamestudio-developers mailing list > > > Ope...@li... > > > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers > > > > ------------------------------------------------------------------------------ > The Next 800 Companies to Lead America's Growth: New Video Whitepaper > David G. Thomson, author of the best-selling book "Blueprint to a > Billion" shares his insights and actions to help propel your > business during the next growth cycle. Listen Now! > http://p.sf.net/sfu/SAP-dev2dev > _______________________________________________ > Opengamestudio-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers > |
From: Andre K. <and...@gm...> - 2010-11-04 10:29:27
|
That's cool :) It's basically the same for me, I just try to do some stuff every 1 or 2 weeks ;) One more note: I'd like to have some mailing list communication, so that everyone is informed if something happens. So I'll do a post to this list for every commit I consider important. Am Donnerstag 04 November 2010, um 10:56:01 schrieb Kevin Greene: > I've got a lot to do with school and work now but I do want to keep working > on the project. I'll throw in time when I can but unfortunately I won't be > as reliable as I was before. > > On Thu, Nov 4, 2010 at 2:51 AM, Andre Knispel <and...@gm...> wrote: > > Hi @all! > > > > I'm currently trying to get the Open Game Studio development running > > again > > > > :) > > > > I was just curious if you'd be interested in helping out again. Our first > > game, > > a Snake clone (not more, but also not less) is already working. Also, > > working > > on Windows should now be much easier with cmake, it can create Visual > > Studio > > and Code::Blocks project files. > > > > So, if you have time, I'd really like it if you'd join again :) > > > > Cheers, Andre > > > > > > ------------------------------------------------------------------------- > > ----- The Next 800 Companies to Lead America's Growth: New Video > > Whitepaper David G. Thomson, author of the best-selling book "Blueprint > > to a Billion" shares his insights and actions to help propel your > > business during the next growth cycle. Listen Now! > > http://p.sf.net/sfu/SAP-dev2dev > > _______________________________________________ > > Opengamestudio-developers mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers |
From: Kevin G. <kev...@gm...> - 2010-11-04 09:56:33
|
I've got a lot to do with school and work now but I do want to keep working on the project. I'll throw in time when I can but unfortunately I won't be as reliable as I was before. On Thu, Nov 4, 2010 at 2:51 AM, Andre Knispel <and...@gm...> wrote: > Hi @all! > > I'm currently trying to get the Open Game Studio development running again > :) > I was just curious if you'd be interested in helping out again. Our first > game, > a Snake clone (not more, but also not less) is already working. Also, > working > on Windows should now be much easier with cmake, it can create Visual > Studio > and Code::Blocks project files. > > So, if you have time, I'd really like it if you'd join again :) > > Cheers, Andre > > > ------------------------------------------------------------------------------ > The Next 800 Companies to Lead America's Growth: New Video Whitepaper > David G. Thomson, author of the best-selling book "Blueprint to a > Billion" shares his insights and actions to help propel your > business during the next growth cycle. Listen Now! > http://p.sf.net/sfu/SAP-dev2dev > _______________________________________________ > Opengamestudio-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers > |
From: Andre K. <and...@gm...> - 2010-11-04 09:51:44
|
Hi @all! I'm currently trying to get the Open Game Studio development running again :) I was just curious if you'd be interested in helping out again. Our first game, a Snake clone (not more, but also not less) is already working. Also, working on Windows should now be much easier with cmake, it can create Visual Studio and Code::Blocks project files. So, if you have time, I'd really like it if you'd join again :) Cheers, Andre |
From: andre <and...@gm...> - 2010-01-04 14:00:10
|
Yesterday, I was told about two game engines, EasyRPG and adonthell. They're both very interesting engines. EasyRPG tries to make a portable RPG Maker (2000/2003) engine, and adonthell some generic RPG engine which is also cross platform. I asked in the #easyrpg IRC channel, and they weren't uninterested in working together (but we haven't talked that much yet). I think with their work (they're also using the GPL license), we'd be able to write a "plugin" for our Studio that could make us run RPG Maker games. |
From: Kevin G. <kev...@gm...> - 2009-12-27 23:11:58
|
Hey everyone, I'm making the About dialog box from the Help menu in Studio and I'm going to list everyone's name in it who contributed. If you want to be listed, please send your first and last name along with your IRC screenname to kev...@gm... That way everyone will get credited for their contributions. Thanks, Kevin (TheRageKage) ------------------------------ ------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Opengamestudio-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/opengamestudio-developers |
From: andre <and...@gm...> - 2009-12-27 16:50:06
|
I've found something interesting on the internet: http://code.google.com/p/ticpp/ It does the same as TinyXML, but it uses C++ features to make our life easier. On the first page of documentation, you'll see what exactly are the advantages. What do you think, would it be a good decision to take this one as a replacement of TinyXML? If I correctly understood, it is completely backwards compatible, so we don't need to rewrite all our code. |
From: andre <and...@gm...> - 2009-12-06 16:54:30
|
As we hope to release the Open Game Studio 0.0.9 end of this month, I've done a 0.0.8.5 release, that shows most Features we'll have in the 0.0.9. This release is for some guys who want to tell us what they're missing. Of course, it could be that there are many (small) features that we need to implement until the 0.0.9, so it could also be, that we need more time because of this release. But the 0.0.9 should be complete enough for all the testers, that's why I think this release is a good step. |
From: Andre <and...@gm...> - 2009-10-13 21:04:29
|
There will be the 0.1 release of the Open Game Studio in the next months (I think it might be 2 months, maybe it'll be 3 or 4, I'm not sure), but we need some more help with the Game Editor (or Map Editor). There are several things that have to be done, I've got a huge list here, but 2 or even more developers would be good to finish it in the time the 0.1 should be released. Most things are smaller tasks, and if everyone of you would do maybe 2 or 3 features, it would be more than enough. I hope some of you find some time, but also if not, please write back because I'd like to know who just has too much work to do, or who isn't interested in the project anymore, or also, of course who will contribute code for the 0.1 release. Thanks, Andre |
From: Andre <and...@gm...> - 2009-10-04 17:11:15
|
Hi guys, I've worked a bit on the Engine again, and have now ideas about a kind of a release cycle. First, 1.0 means we're really done. Any new X.Y release has a significant improvement over a X.(Y - 1) release what could be said is the "theme" of this release. A X.Y release also means we're absolutely finished with that theme, so a known bugs that might annoy someone are fixed, no features left out, etc. What comes next is the X.Y.{1 - N} releases. They're feature enhancements over the X.Y release, that were considered not so important, but nice to have after the release, or maybe some feature we notice that is missing after the release (what should not happen). N should not grow bigger than 6, because that are the pre-releases of the X.(Y + 1) release. X.(Y - 1).7 means early preview of X.Y, X.(Y - 1).8 means alpha of X.Y and X.(Y - 1).9 is the beta of X.Y. The last kind of releases are patch releases, named X.Y.Z.P, which fix some bugs or provide other little patches. I hope you understood anything, so now I explain where we are. I've got my own to do list for the Engine until 0.1, after this one is reached, I'll write anything in the sf.net trackers. The Engine is currently at something near to 0.0.8, only a few bugfixes missing to get there. The Map Editor is too early to give any number to it, but my estimate would be 0.0.5 or 0.0.6 (0.0.5 means veeeeeeery early preview in this case, because there was no 0.0 release ;)) Alpha means little buggy (or simply untested) and some features missing, while beta means (hopefully) stable and feature complete, so in the best case we don't even need to change anything to move from beta to final release. The theme for the 0.1 release is "Early developers version, functional but not complete", 0.2 will be "Full 2D engine". As we're getting very close to the 0.1 release these days (ok, may be still 2 months or even longer, but as far as I can see it's already very close to what it will be in 0.1), we need some documentation. I know most of you are having enough work right now with school etc., but I think writing some documentation for future testers (I know some, but they want docs) isn't a that hard job and can be done in some pauses etc. The documentation doesn't need to be very verbose, just explain some functions in the scripting, some examples and how some internal systems work (Objects, Sub Engines, etc.). There are already 2 pages on the wiki (http://sourceforge.net/apps/mediawiki/opengamestudio/index.php?title=Main_Page). Hope to see some of you in the IRC again ;) Darkas |
From: Andre <and...@gm...> - 2009-08-28 15:22:51
|
Creatio had the idea that Events could be assigned to Layers. Now the question is, does that make sense or not? As Events can be almost anything, it might make some stuff easier, but it could also make anything more complicated as it would be harder to find the Events you've made (if you don't remember on which layer you've put it). So we should collect some use cases where that feature would be useful. Here are some first: - The Events could be placed more logical, birds at the top-most layer, characters in a layer in the middle and the plant that eats you lives on the ground. - Drawing would be easier, as the Events that are below a layer are drawn below it, and the other way round. - Events could be placed above others. I've got only a bad example: A character is on the map, and one layer above the character, there is an Event that's just an animation. Maybe some of these are unnecessary, maybe there some other points. Feel free to add and discuss about that. |
From: Andre <and...@gm...> - 2009-08-25 18:36:19
|
Hi! GIT is now used for a few days. Please share any experience you've made with it, and tell why GIT or SVN is better, to make a final decision. Cheers, Darkas |
From: Andre <and...@gm...> - 2009-08-10 08:51:22
|
As wished, I added Makefiles to the project (autotools based) so no need for all the linux guys to use codeblocks anymore. I also cleaned the repository a bit up to get shorter and more useful paths (it's now trunk/*/*/* instead of */*/trunk/*, so for example libs/libengine/trunk/* is now trunk/libs/libengine/*). I also added a new (currently small) file that contains coding rules. For now, it only contains information about how the headers should be ordered, later it will cover more. Please also reread commiting rules as I added a few lines to them too. You can find both files in the trunk. |