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About Chronos-

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  1. Chronos-

    Finished game feedback

    Quote:Original post by Wyglif You are truly hardcore with the scripting: function Vector_Subtract2(v1,v2) return {v1[1]-v2[1],v1[2]-v2[2],v1[3]-v2[3]}; end function Matrix_TransformVector2(m, src) return {src[1] * m[1] + src[2] * m[2] + src[3] * m[3] + m[4], src[1] * m[5] + src[2] * m[6] + src[3] * m[7] + m[8], src[1] * m[9] + src[2] * m[10] + src[3] * m[11] + m[12]}; end function Matrix_Identity2() return {1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1}; end function Vector_Dot(v1,v2) return v1[1]*v2[1] + v1[2]*v2[2] + v1[3]*v2[3]; end You've created the ideal situation as far as having a data-driven engine. My only fear is having to learn the nuances of yet another language. I wonder if someone will make a lua-like scipting library that has c++ syntax. I think Ruby is like VB, which would also work heheh, those were just to test to see which version was faster, calling a C function or just implementing it in LUA. Most of the matrix math is still done engine side because of assembly optimizations.
  2. Chronos-

    Finished game feedback

    alright guys, ive taken all the feedback you have given me and created a new version. Thanks for all your support, here it is, in windows AND linux(thanks to Shawn Kirst for helping with this) flavors: Kerzoids 0.04 - Windows Kerzoids 0.04 - Linux lemme know if you have any problems. A list of changes can be found in the whatsnew.txt file in the root install directory. [Edited by - Chronos- on January 17, 2005 2:46:31 PM]
  3. Chronos-

    Finished game feedback

    its already ported, its just a matter of getting to a linux machine, gathering all the libs and compiling. My buddy Shawn Kirst did a lot of the work needed to make the engine work on linux back when we were working on Bioscythe. So the engine compiles on linux with minimal changes. -Amitt
  4. Chronos-

    Finished game feedback

    Quote:Original post by Sly I started a new "endless" game. After dying at level 18 and entering my name in the high score dialog, I selected "Main Menu". The game disappeared and dropped me back to the Windows desktop. The error log had this in it. ^1Script Error: [string "scripts/background5.lua"]:117: Invalid function argument. ^1 - Error occured in C function. Stack tracing... ^1 - C Function: Effect_SetBeamStart ^1 - Source: scripts/background5.lua ^1 - Function: Update (Line: 117) ==== Fatal Error ==== Scripting error occured, shutting down. Unexpected shutdown logging to error.log Thanks for the report, just fixed it. As far as linux build goes, I'm looking into it. The engine compiles for sure on Linux, as I designed it with portability in mind and the last game that used this engine had linux builds. I just haven't gotten around to installing linux on my new HD though. I'm talking to a friend and he may be able to help me get one up.
  5. Chronos-

    Finished game feedback

    Quote:Original post by snowblind329 How tough have you found it to have so much of the game's functionality in Lua? When something isn't quite working right, what do you do? Litter the script with print statements? What do you edit it with? (Just a curiosity ;) Well its true that its very hard to debug LUA script but the nice thing is that LUA provides all sorts of error handling functions that let you figure out where a problem is occuring. Everytime there is a script error, I issue a fatal engine error(meaning I just shut everything down), then I use built in LUA functions to print out a call stack including line numbers and relevant pieces of info (like function names, file names, and the exact error that occured). Obviously, the usefulness of print debugging is not to be underestimated. That has saved me hours of time before and is not a bad way to debug a script language. I personally use Textpad with a LUA language highlighting plugin to edit script files. It has served me pretty well and I'm just used to it now. You can also edit LUA files in MSVC.net with a plugin or two. I can't give any specifics about that though. I like using a different program for engine code and game code, lets me switch back and forth and not get confused as to what exactly I'm editing. -Amitt
  6. Chronos-

    Finished game feedback

    Quote:Original post by Seriema How do you feel this has been better than using C++ for setting all those stuff? The flexibility of LUA's tables combined without having to recompile everytime you make a change has made the development process go much much faster. Since LUA is a scripting language you can do some other cool things like print out code and then execute it immediately afterwards. It also lets the game be editable without providing all of the code. Because you can control from C++ which functions LUA can and can't use, you basically also have an easy way to restrict the scripting code to only be able to modify files in the game directory. -Amitt
  7. Chronos-

    Finished game feedback

    In response to Seriema, The entire game is basically implemented in LUA. Basically I have a game engine written in C++, meaning all the graphics, model management, texture management, particle system code, input/sound, and GUI stuff is done there. Then I expose functions to LUA that can be called by the game code. So for example, for example, for GUI stuff I would do something like expose a function that lets me set the text on a random GUI control. in LUA the code to use this function would be something like: GUI_SetText("lblTitle", "My Title"); that code would link over to C which would then do the real work in C. so I expose a bunch of functions like that to LUA and let the game decide how to use the resources made available by the engine. I've actually used this same engine to implement 3 completely different types of games and its worked out well.
  8. Chronos-

    Finished game feedback

    In response to some above posts... Libraries I use: Ogg Vorbis for music streaming(the functionality for a soundtrack is already in there, i even have the options setup for it, just waiting on my friend to finish a track for the game) OpenAL for the actual audio processing, OpenGL for graphics LUA for the scripting libjpeg and libpng for texture loading libvfs for file handling ( a virtual filesytem library my friend Shawn Kirst made) STLport for crossplatform stl SDL for window management and input all of the above are opensource minus libvfs which may be opensourced soon, the engine framework and so forth has been designed and redesigned by me over the last few years. The GUI and Particle Effects were done using tools I created for my engine using GTK. Some info and screenshots on those can be found here (The engine on this page is the same one I'm using for this game, minus the per pixel lighting stuff): http://www.chronos-central.com/bioscythe/index.php?page=Technology Biohazard blob sounds like a very cool idea, I think I may implement that in the next version, it would add an extra sense of urgency :) In regards to the options menu in game, I knew I forgot to implement something :X That'll definitely be fixed in the next version. I'll also add some stuff to the gamma screen to compare how bright the actual gameplay will be. Thanks again for all the suggestions and comments! -Amitt
  9. Chronos-

    Finished game feedback

    Hey guys thanks for the aboslutely fantastic feedback. It made going through all the work for this game worth it. In response to Daniel Miller's post, Another poster pointed this out, it seems that you do not have a 3D card or the proper drivers installed for your video card. Most cards are able to handle arb_multi_texture these days so if you do have a video card I would check with your manufacturer's website for the latest drivers. In response to stubble's post, If you do a google search for that DLL file you can get a copy pretty easily. It is a fairly common runtime as all programs made with visual studio .net use it. I don't think I'm going to open source the game because it uses my base engine which is basically my life's work so far. The game code is written in LUA and is in plain text format in the data/scripts dir if you wanna see. If anyone has any questions on how I did anything in the game, feel free to ask. There's also a built in level editor that can be accessed by bringing down the console (~) and typing /editor_show It's pretty basic. Saving and loading files is done through console commands, its mostly a way of placing tiles easily. -Amitt 'Chronos' Mahajan
  10. Hey guys, Just finished one of the major builds of a game I've been working on for a few months. I would like if you could test it out and give me some feedback and name ideas for the game(3D Puzzle just isn't too appealing -_-). Also, I'm looking for comments on the balance of the special blocks, difficulty ramp, ideas for new special blocks, and the overall game presentation itself. It doesn't use any extensions besides multitexture so it should run on almost every card. No linux build yet, though there's no reason it shouldnt compile on linux. Anyways you can check out the current build at: [game updated, new link here] Thanks for your time. -Amitt 'Chronos' Mahajan [Edited by - Chronos- on January 15, 2005 3:50:41 AM]
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