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> MechaSource - Beta SDK Discussion, Develop, share and play games
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NorskSengir
Posted: May 14 2009, 10:46 PM
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Poor Leno...
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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?
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Homeroe
Posted: May 15 2009, 06:24 PM
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QUOTE
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?


Its a "Program" to make games, kinda like MMF and Gamemaker, usin xLua as programming language.

Also...

QUOTE
when is mechasource coming out


"When its Done" cool2.gif

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This post has been edited by Homeroe on May 15 2009, 06:27 PM
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Outgoing Guy
Posted: May 15 2009, 09:07 PM
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I've seen this on TDC, looks very interesting for a Click game. nod.gif


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Jon Lambert
Posted: May 15 2009, 10:51 PM
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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.

Oh, and hi Matthew Wiese!


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Mecha the Slag
Posted: May 16 2009, 01:26 AM
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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.  nod.gif

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~


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Outgoing Guy
Posted: May 16 2009, 07:00 PM
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QUOTE (MechaBowser @ May 16 2009, 01:26 AM)
Would you mind linking me to the TDC where it was posted or linked? Thanks!

I thought I saw it as a project awhile back, or maybe in the forums. It might have disappeared though, because I searched it on the site and nothing popped up.

@ Jon Lambert

Yep it's me, Matt, never knew you were a member of the forums. I've always love Mario, so I saw it fit to join this site.


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1: a weak enemy in almost all Mario Games. Have tendancies to die when pressure is applyed to the head. - Definition of a goomba from Urban Dictionary. (def. #3)
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blackcat12
Posted: May 17 2009, 10:55 PM
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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?


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Mecha the Slag
Posted: May 18 2009, 12:01 AM
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QUOTE (blackcat12 @ May 18 2009, 05:55 AM)
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?

MechaSource isn't photoshop. It can aid you by adding to the graphics, but it can't make the graphics for you.

and I can't remember what the Wario Land 4 wrap zones were like


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blackcat12
Posted: May 18 2009, 01:01 AM
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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. ohmy.gif

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?


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Mecha the Slag
Posted: May 18 2009, 03:15 AM
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QUOTE (blackcat12 @ May 18 2009, 08:01 AM)
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 multicoloured spiral spinning in a vortex fashion?

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)


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blackcat12
Posted: May 19 2009, 02:56 AM
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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. headslap.gif


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Mecha the Slag
Posted: May 19 2009, 12:56 PM
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Runtime
added a ms.friends table which can get any friend name from a friend list.
Example would be that for me ms.friends[1] would return "Neopolis".

added ms.name. Can't believe I hadn't added that yet. Variable containing the player's account name.

added ms.avatar(name), which returns an image of an account's avatar. Incredibly handy.

added ms.notify(name, message). Sends a custom notification to any person that is in the player's friend list. Still wondering if I should add a spam security for this without pissing the developer off.


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Dark Yoshi
Posted: May 19 2009, 02:13 PM
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this is the end of an epic
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QUOTE
MECHASOURCE IS OUT?

>that website
user posted image


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DR. Demon Lizardman
Posted: May 19 2009, 06:11 PM
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QUOTE (Dark Yoshi @ May 19 2009, 02:13 PM)
>that website
user posted image

this


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kane]deth[
Posted: May 19 2009, 06:24 PM
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11 are twin sisters. Pick one. It'll be the last light in your path

This post has been edited by kane]deth[ on May 19 2009, 06:25 PM


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Mecha the Slag
Posted: May 20 2009, 12:07 PM
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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.


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Xgoff
Posted: May 20 2009, 12:34 PM
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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


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Mecha the Slag
Posted: May 20 2009, 01:00 PM
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QUOTE (Xgoff @ May 20 2009, 07:34 PM)
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

if, for whatever reason, the server is down, the data will be temporary stored locally, then send once a connection has been made.

The main priority wasn't to stop the sharing of data, but to cure the frustration that is caused if you happen to switch PC a lot, or format regularly (>:)


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orange452
Posted: May 26 2009, 10:09 PM
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I R mad.
Finally I realise Mechasource is out. I goto the site to download it, and my internet crashes. Everytime I goto the site, it loads halfway, and crashes. blank.gif


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Dark Yoshi
Posted: May 26 2009, 10:41 PM
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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


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