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From: Nathaniel N. <nat...@us...> - 2000-03-14 22:24:55
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The answer to your question is the latter. Everything is working fine Ben thanks a ton. Also just to let everyone = know we are doing a gaming session on Friday. We will start whenever = someone comes and we will leave whenever the last person leaves. I am = hoping to be playing through Friday night and going till saturday = evening. Just come over whenever you want. Also if you have a hub or = some direct cables, not X-over, please bring them as I am not completely = positive we will have enough. The cables don't need to be long, maybe 3 = feet min? Anyway's your all welcome to come and I hope I see you all. If = you can't bring your PC just come anyways, someone will probably want to = take a break. Anyways my address is: 947 E. 80 S. 225-8914. To = get there going east on center and 800 west, take your second right, = first left and it's the white house down by the end on the left. Hope to see you all there. |
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From: Ben C. <cro...@ne...> - 2000-03-11 13:51:04
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Comrades, I apologize for the recent latency in getting things going -- with this programming competition looming around the corner, and not to mention school, it's been hard finding the needle of spare time in the haystack of my life. ;) But enough's enough -- it's time to start working. I've included a list of the teams and the members in each, and also what each team needs to do, starting ASAP. The member names are in the order I got them. Game ---- Nate Newell Matt Davis Tom Ouyang Don Jordan The Game team will need to start planning things out, coming up with a coherent design for the game. This means a storyline (if we decide to have one -- it isn't necessary), a menu system (for starting the game and connecting to servers and such), the actual battle system (how much you get hurt, what weapons you can use, etc.), scoring, characters (i.e. do we have only humans, or do we have elves, gremlins, etc.), and so on. Scripting --------- Nate Newell Matt Davis Mike Reynolds Don Jordan Scripting will need to decide on a scripting language -- SeeR or Lua. We want flexibility, primarily. The team needs to start writing hooks for Striker, so we can test things out (i.e. hook Lua or SeeR to Striker and use those hooks to write tests). Once the basic hooks are in place, it's mostly testing things and putting in more advanced hooks until the Game team gets their design in code (and then Scripting will start hooking the script engine to *that*). Networking ---------- Scott Burton Nate Newell Don Jordan Networking will be in charge of the wrapper class (which I believe is almost done), and they'll also manage all in-game communication. We'll have chatting support built into the game, and this team will take care of that (how it fits in, etc.). The necessary communication will be connecting clients to the server, keeping all the clients synchronized with each other, sending map data to clients, sending updated graphics (tilesets/sprites) to clients if necessary, the chatting, and anything else that we may need (once the Game team gets going, we'll find more things that need to be done for this). Graphics -------- Tom Ouyang Christian Moreno Nate Newell Graphics will provide us with draft tiles and sprites -- rudimentary placeholders so we can start working -- as soon as possible, and then they'll start doing the real graphics. Most of the work will either be drawing directly on the computer or scanning artwork in (and then touching it up in a paint program). Audio ----- Well, nobody signed up for this, but that's okay since it's not a key part of the game just yet. It's a major factor, yes, but it can wait. Testing ------- Nate Newell Tom Ouyang Richard Snapp Testing will start running everything through the grindmill once we actually get things to test. They'll create maps and play around with them, try different tactics with the gameplay, find bugs, and try to get it to crash. They'll tweak AI scripts (which will be written by the Game team), try all the different options they can, and help to make this an awesome game. ---------------------- Just out of curiosity, let's run a little straw poll here: is anyone in favor of having "team leaders," i.e. like patrol leaders in Scouts? Or would you rather have just the group, with everyone equal? We need some input here, folks. If anyone has any questions at all, e-mail me. Or, better yet, post to the list so everyone can answer. Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Don J. <dc...@ut...> - 2000-03-03 03:28:59
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Ben, I would like to be on the Game, Networking, and Scripting teams if that is okay? Mostly I would be on the Networking team to help people learn and use the wrapper class. (Which is coming along slowly but smoothly and surely) Thank You. Don Jordan KC7ZAX P.S. To find me on ICQ use "Don" for firstname, "Jordan" for last name, and "Macgyver" for nickname. Also is there a version of ICQ for Linux? If there is could you tell me where to find it so that I may use it? |
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From: <ak...@me...> - 2000-03-03 01:17:58
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I am sorry to say this, but from what Real life has been throwing at me, such as Apartment Rent, Work, Finishing school, etc. etc. I can't help on this project, I have got some of the code to do the encrypting stuff, and I will finish that if you ever need that. Thanks though Harley ______________________________________________________________________ Check out Metallica's Official Web Site at http://www.metallica.com For 200+ channel 24/7 commercial free music visit http://radio.www.com |
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From: Ben C. <cro...@ne...> - 2000-03-02 04:52:46
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Comrades, I've ported Striker to DJGPP, and the updated version is on the website (if you can call it a website ;)). To build it, unzip it somewhere (c:\djgpp would be a kosher place) and type 'make -f makefile.dj'. Once it finishes (and it should only take about a minute), type 'make -f makefile.dj install'. It *should* work (well, it did on *my* computer). Your mileage may vary -- if you have problems with getting it installed, tell me and I'll try to help you. To be able to compile stuff with Striker, copy the striker.bat file from the striker/src directory (i.e. c:\djgpp\striker\src\striker.bat) into c:\djgpp\bin. Then just type 'striker filename' to compile filename.c (don't put on the .c extension). For example, to build Carto, the map editor, go into the striker/util/map directory and type 'striker carto'. Voila, carto.exe should appear promptly and you should say "Yay!" and do a little dance. Hmm, I'm tired. Here's the URL: http://www.netbrick.com/crowder/striker/striker.html On a second note, anyone who hasn't yet signed up for a team and still wants to participate in some way (however tiny) with Project X, let me know. The teams are: Game, Networking, Scripting, Graphics, Audio, and Testing. Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Ben C. <cro...@ne...> - 2000-02-29 04:42:17
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Comrades, Well, while not much work has been done on Striker over the past week, we're getting very close to a usable product (actually, it already *is* usable, which is the point of this e-mail). I decided to be a slacker and postpone my homework for an hour while I made a mock game -- just a tileset, map, and font. The screenshot's attached (this is, hopefully, some form of inspiration as to either the art or...uh...something else ;)). So this isn't *entirely* pointless, let's get down to business. First of all, everyone needs to get Allegro installed on their home computers (if this is impossible for one reason or another, please let me know). This way people will be able to run the test programs and get that gushy feeling of "wow, we're actually *accomplishing* something!" ;) Next, we need to set up teams for real work on the game. Here's a list of what we'll need for now -- everyone needs to send a message to the list with which team(s) they want to join. Game team -- this one's in charge of everything nongeneric (i.e. the gameplay itself, such as scoring, where and how baddies show up, what kinds of weapons and such you have, how your attributes are done, etc.). Right now it's all design, but pretty soon we'll move into code here (once the scripting is in place). This team is also in charge of moving the players (input), keeping a constant frame rate, and all of the visual "goodies" such as an opening menu, transitions, credits, help, and so on. Scripting team -- this team is responsible for a) choosing a scripting engine (Lua vs. SeeR), b) hooking that engine to Striker, c) hooking that engine to the game itself, and d) making sure everyone who needs to know how can write scripts. Basically, you'll set up all the scripting stuff and then write scripts like crazy to test things. For example, we'll need script functions to move the players, to play sounds and music, etc. Graphics team -- art collection, really. This isn't such a big deal yet (though it's always nice to have decent art when working on a project), but it will be later on. The game itself is more important, so this can wait. Audio team -- sound effects and music. This and graphics are just "resource bags" -- they collect things we'll need. That should be obvious, I think. ;) Networking team -- we'll need a networking class (a C++ class, that is) that'll allow for flexible messaging. The server will need to be written, and this team will be in charge of writing the code to send out map chunks (I'll explain later) and to keep everything in synchronization. Testing team -- basically, play the game and make it crash. Then submit bug reports so we can fix it so it won't crash. ;) Things that will need to be tested are a) Striker (the tile engine), b) the gameplay code, c) the networking code, and d) the scripts. Testers will need to write gobs of scripts to check everything out. They'll also be giving feedback to the game team on what works and what doesn't (in regards to both gameplay and technical feasibility). So, start posting and tell me which team(s) you want to be on. You can be on as many as you want, but let me warn you that less is better (having everyone on every single team accomplishes nothing). Right now there's no limit, but if everyone starts signing up for everything, I'll have to cap it off somewhere. Without further ado, if you have *any* feedback, any input of any sort, any ideas, please please PLEASE send them to the list. If you don't, don't complain later on when the game isn't the way you thought it would be (remember the Little Red Hen?). :) Due to the programming contest, and the fact that it's only two weeks away, those who are on the team won't be expected to get much done on Project X during that fortnight. But everyone else, at least try to get *something* done that you can show (congrats to Tom for beating the deadline). Well, enough is enough -- adieu. Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Tom O. <to...@ho...> - 2000-02-28 04:51:45
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This is a new version of the movement program. It includes a simple and full copy of the program. For the simple program, you don't have the ability to set a destination Controls: + add player - delete player a select all on/off s select next player left click move in that directoin right click set destination (full version only) The zip includes both exe and source files for both programs. I will try to upload this to sourceforge.net. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com |
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From: Ben C. <cro...@ne...> - 2000-02-25 22:25:56
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Comrades, Due to popular request ;), I've released the latest version of Striker, the tile map engine I've been working on for the past two weeks. It's about 80-90% complete feature-wise, and it's pretty stable too (though it *does* crash from time to time ;)). There are a few utilities in the util/ directory for doing such as building tilesets and spritepacks and viewing them and all that. There's also the map editor, Carto, which is almost fully functional. Because of time restraints and the fact that I'll be gone for the next day or so, I can't answer any questions just now, so you'll have to try it yourself and see if you can get it to work. If anybody *does* get it to work under Windows or DOS, send a message to the list showing how you did it and which compiler you used. Scott's working on the portability issue. Really, it shouldn't be too hard to get working, since the code itself isn't platform-specific. The only thing would be compiling it. You need the latest Allegro WIP (3.9.31), by the way, though it *might* work on the 3.11 that's installed at school. I don't know -- try it and see. Look at the test programs in the tests/ directory to see how to use it. Well, I think that's it. Have fun and may the Force be with you. <g> http://www.netbrick.com/crowder/striker/striker.zip Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Ben C. <cro...@ne...> - 2000-02-24 03:57:32
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This is a pretty good idea, provided that you fix up the images (video wouldn't translate in too well). I suppose you could have one of us running around (as a character), but we want to maintain *some* level of professionalism, so that'll just be an optional spritepack. But as to drawing movement and stuff, it's a good idea (then it looks human, and you can just paint over it with the sprite itself). I'm tired and it's late, so if this sounds demented that's why. ;) Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. On Wed, 23 Feb 2000, Cristian Moreno wrote: > Hey, guys, and girl, I have been giving the game a lot > of thought, no really, and I think that it would be > cool if we video taped somebody walking, running, then > animate them and pass them into the computer. I think > it would give the game more reallism, anyway, keep me > posted! > Cristian Moreno > Programer Extraordinaire. > __________________________________________________ > Do You Yahoo!? > Talk to your friends online with Yahoo! Messenger. > http://im.yahoo.com > > _______________________________________________ > ProjectX-develop mailing list > Pro...@li... > http://lists.sourceforge.net/mailman/listinfo/projectx-develop > |
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From: Cristian M. <cri...@ya...> - 2000-02-24 02:57:58
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Hey, guys, and girl, I have been giving the game a lot of thought, no really, and I think that it would be cool if we video taped somebody walking, running, then animate them and pass them into the computer. I think it would give the game more reallism, anyway, keep me posted! Cristian Moreno Programer Extraordinaire. __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.com |
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From: Neil & A. N. <nk...@us...> - 2000-02-23 14:02:20
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My nick is Rowen or maybe SERPHRowen? anyways my # is 7600845. |
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From: Tom O. <to...@ho...> - 2000-02-22 04:42:54
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I have finished a first draft of the movement program, it includes a mouse interface, acceleration, and destination setting. Hold down the left mouse button to move the white circle in the direction of the green one (your mouse pointer). Right click on a location to set a destination for the white dot (marked by a purple point). The white circle will accelerate if it keeps moving, and decelerate or stop when no command is given. I am attaching a zip file (305 K) with both the executable and source code for the program. Tom ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com |
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From: <ak...@me...> - 2000-02-22 00:23:35
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I have been working on the encryption stuff, I ran into a problem but I have a few things I can try but if any one knows what I can do to fix it then let me know.
The problem is when I transfer the data from the wav file to the encrypted file I am not transfering the Hexadecimal numbers for the Ansi characters. But I think it is cause I am transfering it in binary mode. So I think I got the problem fixed but not sure.
One other thing, I haven't had a lot of time to work on the encryption, today through Wednesday we have clients at my work so I can't bring my computer into work, but I will have something to show on Wednesday. Thanks
Harley
P.S. if anyone knows wheir I could get the File Format for the image files that we are using I would be very thankful.
______________________________________________________________________
Check out Metallica's Official Web Site at http://www.metallica.com
For 200+ channel 24/7 commercial free music visit http://radio.www.com
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From: Ben C. <cro...@ne...> - 2000-02-21 20:58:46
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Which one? The screenshots one works -- http://www.netbrick.com/crowder/striker/shots.html Good -- if you can figure out exactly how to do it (in code), based on a map array, we can use it. Did you mean Monday or Tuesday? ;) Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. On Sun, 20 Feb 2000, Neil & Ariane Newell wrote: > First off that link you posted doesn't work Ben :). > > I have thought about several different way's of doing the AI. I have > decided to use ray casting, supplemented with A*. Ray casting will be > fastest for our smaller sized arena maps and the A* is great for longer > distances. I will explain in further detail on Monday. > > -Nathaniel > > > > > _______________________________________________ > ProjectX-develop mailing list > Pro...@li... > http://lists.sourceforge.net/mailman/listinfo/projectx-develop > |
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From: Ben C. <cro...@ne...> - 2000-02-21 20:11:34
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Comrades, For those who are interested, Borland has released their C++ Compiler 5.5 for free. I haven't looked into it too much, so I don't know how well it works or anything like that, but it's worth a shot. http://www.borland.com/bcppbuilder/freecompiler/ Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Neil & A. N. <nk...@us...> - 2000-02-20 20:08:37
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First off that link you posted doesn't work Ben :). I have thought about several different way's of doing the AI. I have decided to use ray casting, supplemented with A*. Ray casting will be fastest for our smaller sized arena maps and the A* is great for longer distances. I will explain in further detail on Monday. -Nathaniel |
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From: Ben C. <cro...@ne...> - 2000-02-20 04:57:22
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Comrades, First, how is everyone doing? (On the assignment, that is, though I do care about your personal welfare as well ;)) If you're running into problems or hit a snag or just want to ask a question, go ahead. *Please* go ahead. ;) Try to have something to show (whatever it may be) on Tuesday. To put my money where my mouth is, I've uploaded a few screenshots of the new map editor I wrote today. Striker is almost complete now. All that's left, really, is the tileset editor, the sprite editor, and the font editor (which I'm going to try to write on Monday). Coding can start pretty soon, once we get the scripting hooks in place. Here are the screenshots: http://www.netbrick.com/crowderb/striker/shots.html Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Ben C. <cro...@ne...> - 2000-02-18 02:19:59
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Comrades, Being of a rather forgetful mind, I also forgot to give Mike Reynolds an assignment. So here it is, Mike: game timing. Here's the lowdown on it: you usually want the game logic to run at, say, 60 frames per second on *any* computer (386 to Cray supercomputer). That way weird things don't happen. The *graphics* logic -- drawing everything -- doesn't have to run at that speed, however (and on slower computers it simply can't). So it just draws as often as it can, which might be 15 fps on a 486 or the full 60 on a Pentium III. So the assignment is this: to find out how to do this frame rate regulation. We'll need to use Allegro timers, of course. If you have any questions, Mike, feel free to ask me. Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Don J. <dc...@ut...> - 2000-02-18 00:21:01
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Ben, Matt is here and we are trying to get Lua to work but we can't even unzip it. We are in Windows. Is there a different file that we need to get or are we unzipping it wrong? |
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From: Ben C. <cro...@ne...> - 2000-02-16 13:33:15
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Comrades, I *knew* I forgot something. ;) Barring serious objections, Scott will be looking into portability (maintaining it across platforms, making sure the code runs on Linux/Windows/DOS, finding a suitable Windows compiler -- preferably free -- and other stuff like that). Striker Update(tm): Tilesets are basically fully-functional, except for the animated tiles and the tile masks. And maps are basically fully-functional, for the most part. So we're moving along nicely (hopefully I'll have some test programs to show you all later this week). Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Ben C. <cro...@ne...> - 2000-02-16 02:32:32
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Comrades, While doing some looking around tonight, I ran into another scripting engine called SeeR. Considering that I found it on the Allegro website, I think we can safely assume that it in fact coexists nicely with Allegro. That's a good thing. ;) I don't yet know if it's easier -- I haven't played around with it yet, since I've been working on the tile engine. Matt, this would fall under your area, so have at it. :) The URL is at the bottom of this message. Everyone needs to either download Allegro at home and install it or else start playing around with it at school. The URL is at the bottom -- if you need help with installation, just ask me. Play around with it, get a feel for it, write a few test programs and see what you can do. While everyone doesn't necessarily have to be familiar with Allegro, it will make life easier for all of us. Okay, assignments. Here are the ones I came up with in class -- if you have serious objections to what you have, tell me quietly (private message) and I'll work with you. Drum roll... :) Scripting (SeeR vs. Lua) : Matt Davis Artificial intelligence : Nate Newell Sound and music : Brian Buss Character movement : Tom Ouyang Networking : Don Jordan Graphics (sprites, tiles, etc.) : Brandon Love Game logic : Annie Yu Libraries (encryption) : Harley Liston Flash (transitions, menu screens, etc.) : Cristian Moreno Here are quick summaries of what each assignment entails. If you have questions, e-mail me. Scripting: Finding out the pros and cons of both SeeR and Lua, writing test programs and scripts, seeing how much we can do with each, getting a basic grasp on both languages and deciding which would work better (i.e. most flexible and easiest to learn). Artificial intelligence: Since this primarily depends upon the script language, at the moment this just means looking for ideas on how to do various AI. Finite state machines, pseudocode scripts for enemy movement, and a general grasp on the topic. Sound and music: Finding out how to play WAV samples in Allegro, and how to play MOD modules (the music) -- probably needs an add-on library, which you can get at the Allegro website. Not only playing WAV samples, but doing cool things like panning and (if possible) mixing multiple samples and such. Character movement: Finding the best way to move players around. A test program is all that's really required, where you can move the player around with the keyboard. Getting input from multiple devices (mouse and joystick in addition to keyboard) could fall under this. What we're looking for is a method that feels best and looks best. Networking: I've already written 80% of a client/server program, and this would just entail finishing that, learning libnet, and writing a wrapper class (for libnet). What we need is some kind of messaging architecture that doesn't care about how we do it (high-level, not low-level). Graphics: Basically drawing stuff -- this can be either hand-drawn art or photo-manipulated stuff (like a Photoshop pattern). We need sprites and tiles. If we can find public domain art to use as placeholders until we get real art done, we'll use those -- so this assignment would entail looking for such repositories. Game logic: This is the game-specific information; what each player has as attributes (i.e. strength, weapons, etc.), how and when weapons and power-ups appear, how often and where computer AI characters show up, how the winning/losing will work, etc. This is the most theory-centered assignment, and so it's basically just a list of ideas. We'll implement most of them later on in scripts. Flash: These are screen transitions (fades, dissolves, etc.), menus, and so on. If we can get functions that do the transitions from one bitmap to another, that's best. This one will need a knowledge of Allegro. Libraries/encryption: Since we don't want all of our finished scripts to be accessible by the average dumb user (who wants to tweak things so he can cheat), we'll put them into libraries and encrypt them. I believe Allegro has facilities for this (datafiles and packing), so that's a possible option. The first deadline for basic research in these areas is Wednesday, the 23rd. Get as much done as you can by then and we'll work from there. More ideas -- I'm thinking of storing the maps and tilesets on the server, which would make life easier on one hand (you don't have to worry about multiple copies of the map, about clients changing their copies, and you can do cool stuff from the server), but harder on the other (getting the map and tileset to the clients). I've been looking at a possible solution which would work fairly nicely, but it's still kind of vague. Basically it's this: the maps are subdivided into "chunks" of smaller areas, and the server sends only nearby chunks to the player (I'll explain this better later on). Just something to think about. Remember, we need feedback. Look through everything we have so far and give us your input. Here are the addresses: SeeR: http://home.elka.pw.edu.pl/~ppodsiad/seer/index.html Allegro: http://www.talula.demon.co.uk/allegro/ Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Don J. <dc...@ut...> - 2000-02-16 01:51:02
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Ben, Don't worry about it. I solved the problem. They included ncurses.h in their library file and I forgot to include it in the link. Thanks. Don Jordan |
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From: Don J. <dc...@ut...> - 2000-02-16 01:34:16
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Ben, I am having problems with Libnet. When I tried to compile any of the test programs I got the error that it couldn't find a header file called ncurses.h. My Dad, (Computer Genius and Programmer Extraordinaire), says this is a header used by Unix to access Terminal I/O. Could you perhaps find that file for me? While you are doing so I am going to try to make my own chat example without it. Thanks. Don Jordan |
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From: Ben C. <cro...@ne...> - 2000-02-16 01:13:36
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Comrades, This is just a test to see if the mailing list administration software is working the way I think it is... ;) Later, Ben -- "The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy." -- Martin Luther King, Jr. |
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From: Mathew D. <ma...@ma...> - 2000-02-15 17:22:00
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ben, I could resurch lua I think I could figure it out I will look into it and if I can't figure it out I will e-mail you. I have looked at it and I think I could figure it out. I will just need a few days to look it over so I will get back to you in about 3 day's about how I am doing ______________________________________________ FREE Personalized Email at Mail.com Sign up at http://www.mail.com?sr=mc.mk.mcm.tag001 |