| |
MechaSource - Beta SDK Discussion, Develop, share and play games
Mecha the Slag |
|

http://mechaware.net
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Drawing Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/dcg1.gif) ![Drawing Comp Top 5 Badge (1) [*]](https://archive.mfgg.net/html/badges/dct1.gif) ![Minigame Comp Winner Badge (5+) [*]](https://archive.mfgg.net/html/badges/mcg5.gif) ![Minigame Comp Runner Up Badge (3) [*]](https://archive.mfgg.net/html/badges/mcr3.gif)
![Minigame Comp Third Place Badge (2) [*]](https://archive.mfgg.net/html/badges/mct2.gif) ![MFGG Awards 2008 Winner [*]](https://archive.mfgg.net/html/badges/award08.gif) ![Secret Santa Badge [*]](https://archive.mfgg.net/html/badges/present.gif)

Group: Members
Posts: 11816
Member No.: 728
Joined: 15-December 04
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (NorskSengir @ May 15 2009, 05:46 AM) | | Please pardon me for not reading the 64 pages, but what exactly is this? From what little I read, it appears to be a new language? |
Hi. MS is not a programming language, but more of an engine. It uses the Lua language to process functions and actions in order to create a game!
| QUOTE (Outgoing Guy @ May 16 2009, 04:07 AM) | I've seen this on TDC, looks very interesting for a Click game.  |
It's not really a game, though! It is a program after all.
Would you mind linking me to the TDC where it was posted or linked? Thanks!
| QUOTE (Jon Lambert @ May 16 2009, 05:51 AM) | | I believe that this would be my first post on this thread. I think that this is an interesting product, and I'll try it out when it comes to light. It's being made in MMF2, I think I figured from all the previous posts, and the discussion of Xlua after that extension was released. |
Thanks! I hope you'll stick around~
--------------------
|
|
|
blackcat12 |
|

I see you
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif)

Group: Members
Posts: 678
Member No.: 5144
Joined: 6-April 08
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
Pardon me for asking, but I had two questions about its graphic capabilities:
1. Will you be able to create Photoshop-like textures and effects for objects, without having to create and import them yourself?
2. If so, will you be able to create Wario Land 4-esque warp zones? (or anything similar?) If not, will you be able to create Wario Land 4-esque warp zones anyway?
--------------------
        REF Slightly Obsolete Ref
|
|
|
blackcat12 |
|

I see you
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif)

Group: Members
Posts: 678
Member No.: 5144
Joined: 6-April 08
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (MechaBowser @ May 17 2009, 11:01 PM) | | MechaSource isn't photoshop. It can aid you by adding to the graphics, but it can't make the graphics for you. |
Oops; for some reason I figured otherwise.  | QUOTE (Mechabowser) | | and I can't remember what the Wario Land 4 wrap zones were like |
Well, I was only provided that example for simplicity's sake since they were close to what I was imagining. Could make something as simple as a multicolored spiral spinning in a vortex fashion?
--------------------
        REF Slightly Obsolete Ref
|
|
|
blackcat12 |
|

I see you
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif)

Group: Members
Posts: 678
Member No.: 5144
Joined: 6-April 08
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (MechaBowser @ May 18 2009, 02:15 AM) | Yes, that wouldn't be too hard. Nintendo made the vortex as a sprite that then was blended with a few colours. This is easy in MS using the function
object:setcolour(r,g,b) |
Cool. =) That will come in handy. And talk about sloppy grammar in my question.
--------------------
        REF Slightly Obsolete Ref
|
|
|
Mecha the Slag |
|

http://mechaware.net
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Drawing Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/dcg1.gif) ![Drawing Comp Top 5 Badge (1) [*]](https://archive.mfgg.net/html/badges/dct1.gif) ![Minigame Comp Winner Badge (5+) [*]](https://archive.mfgg.net/html/badges/mcg5.gif) ![Minigame Comp Runner Up Badge (3) [*]](https://archive.mfgg.net/html/badges/mcr3.gif)
![Minigame Comp Third Place Badge (2) [*]](https://archive.mfgg.net/html/badges/mct2.gif) ![MFGG Awards 2008 Winner [*]](https://archive.mfgg.net/html/badges/award08.gif) ![Secret Santa Badge [*]](https://archive.mfgg.net/html/badges/present.gif)

Group: Members
Posts: 11816
Member No.: 728
Joined: 15-December 04
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
I have been asked this recently, and I feel the subject needs to be shared with anyone who might've missed it.
Question: Is it possible to create save files or save states for our games using MechaSource? Answer: No. MechaSource does not support saving a file locally that contains any kind of progress data. This is entirely based on that we have a much better solution up our sleeves. Save files can be shared, spread, modified. None of these are intentions meant with save files. The solution is simple, and was on the first page until recently: globals. For those of you who might have missed what a global is, it is a simple custom-named variable or string, however, it can be easily transferred to the MechaSource Network. When a player starts up a game, these globals are automatically loaded back into the game. All globals are bound to each account. That means that A cannot cheat his globals over to B. There is as of yet no limit to how many globals you can have in a game, however, it is always best to keep it to a minimum so transfer packets are smaller and won't take as long to send and receive. Naturally, since globals are shared through the network, they are shared between all computers, which is a great solution for your 'save files', if you switch PC or format your partitions. The game is also able to delete these globals at any time, the player, however, is not unless the game wants that to happen.
--------------------
|
|
|
Xgoff |
|

<):|
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Sprite Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/scg1.gif) ![Drawing Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/dcg1.gif) ![Drawing Comp Runner Up Badge (1) [*]](https://archive.mfgg.net/html/badges/dcr1.gif) ![MFGG Awards 2006 Winner [*]](https://archive.mfgg.net/html/badges/award06.gif)
![MFGG Awards 2007 Winner [*]](https://archive.mfgg.net/html/badges/award07.gif) ![Forum Event Badge [*]](https://archive.mfgg.net/html/badges/event.gif)

Group: Members
Posts: 52341
Member No.: 24
Joined: 13-October 03
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
tbqh it's a bad idea to force savedata as online-only with no provision for local saves; if for some reason the server is down or you have no internet access, you're boned
people are going to find ways to share that data regardless of what you do
--------------------
 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
|
|
|
Dark Yoshi |
|

this is the end of an epic
![Ultra Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/uhappyheart.gif)

Group: Members
Posts: 4742
Member No.: 122
Joined: 2-November 03
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (MechaBowser @ May 20 2009, 09:07 AM) | I have been asked this recently, and I feel the subject needs to be shared with anyone who might've missed it.
Question: Is it possible to create save files or save states for our games using MechaSource? Answer: No. MechaSource does not support saving a file locally that contains any kind of progress data. This is entirely based on that we have a much better solution up our sleeves. Save files can be shared, spread, modified. None of these are intentions meant with save files. The solution is simple, and was on the first page until recently: globals. For those of you who might have missed what a global is, it is a simple custom-named variable or string, however, it can be easily transferred to the MechaSource Network. When a player starts up a game, these globals are automatically loaded back into the game. All globals are bound to each account. That means that A cannot cheat his globals over to B. There is as of yet no limit to how many globals you can have in a game, however, it is always best to keep it to a minimum so transfer packets are smaller and won't take as long to send and receive. Naturally, since globals are shared through the network, they are shared between all computers, which is a great solution for your 'save files', if you switch PC or format your partitions. The game is also able to delete these globals at any time, the player, however, is not unless the game wants that to happen. |
can we save created games locally?
because if i cant work offline then it's automatically a dealbreaker for me
This post has been edited by Dark Yoshi on May 26 2009, 10:41 PM
--------------------
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
[ Script Execution time: 0.2023 ] [ 14 queries used ] [ GZIP Enabled ] [ Server Load: 0.77 ]
| |