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> MechaSource - Beta SDK Discussion, Develop, share and play games
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Mecha the Slag
Posted: May 30 2009, 09:14 AM
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no that's jumping a bit to conclusions.

Developers of game have a Developer Pad. In here, they can chose when to update their games. You can still have a modified version of your game while everyone else has an older version.


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Denmark
Mecha the Slag
Posted: Jun 1 2009, 07:44 AM
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Minor update with the physics engine and xLua. Instead of constantly checking if data variables for the physics objects were correct, I've changed it to only do that for objects that are actually active. This also forced me to check which objects that are actually moving, but it seems to have worked out alright. Only issue now is some incorrect values for some objects, and I need to look at that. Oh, and Super Mario Coz doesn't like the update at all, but that's understandable since it had about 200 inactive objects and only around 7 active in average.

edit: I managed to correct the incorrect values for the objects, it was a minor mistake. Coz still hates me though, I'll have to look at that at a later point.

This post has been edited by MechaBowser on Jun 1 2009, 08:17 AM


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Mr. Bird
Posted: Jun 1 2009, 10:11 AM
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SUPAH DUPAH
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... God dangit I just had a dream that I finally got to use MechaSource.


No, really. Why must this take so long ;-;


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Denmark
Mecha the Slag
Posted: Jun 1 2009, 10:18 AM
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it's all about quality over quantity


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Akruru
Posted: Jun 1 2009, 11:12 AM
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Scratch-o, hey!
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Question about rooms

Will we be able to make other rooms "subrooms" of other rooms (like, if world 1-1 has three areas, the other two are submaps. kind of like in rpgmaker)? If not, what about folders like Game Maker has? Or is the room sorting nothing like that?

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Mecha the Slag
Posted: Jun 1 2009, 11:20 AM
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That's not exactly how rooms work, but allow me to explain further!

Rooms are used for completely different parts of the game. A brilliant example would be Now You're Thinking With Portals where I use room 1 for the actual gameplay, and room 2 for the title screen etc.

The name room is probably a bit misleading as what you're thinking of when you hear room is map/level, but that's not the use at all. Well technically you could but that'd be a mess.

What you would do is have the gameplay engine in your room, then load a map containing the level (this is where Eedit is useful!). You could select which map to load by setting a global (which is a global variable of sorts) and loading a specific map depending on that global.

As for subrooms, it really depends on the game. If it's a game like RPG Maker's engine, you could probably just make it load the new map you want and it should be alright. As for SMB 1-1, I'd think you could put these small areas somewhere far away from the actual level in the map, then warp Mario there when needed.
It really depends on how you want to do it.

Hope that answered your question!


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Mecha the Slag
Posted: Jun 1 2009, 11:31 AM
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Maps, on the other hand, you can pretty much do with whatever you want. How you arrange your game files is none of my business, but what I would suggest is something like this:

maps
-> World 1
->-> Level 1
->->-> Main
->->-> Underground 1
->->-> Underground 2
->-> Level 2
-> World 2
->-> Level 1

etc etc

but it's really up to you


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Denmark
Mecha the Slag
Posted: Jun 16 2009, 11:44 AM
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Major update with the network server and interface. Thank god that thing is finally getting near completion.

Working a bit on the developer's pad and trying to figure out a neat way to modify all player's globals. The figure out part isn't going too well but hopefully I'll get ideas while I sleep


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DR. Demon Lizardman
Posted: Jun 16 2009, 11:52 AM
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No comment
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Slowly but surely eh Mecha?


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Denmark
Mecha the Slag
Posted: Jun 16 2009, 11:55 AM
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QUOTE (DR. Demon Lizardman @ Jun 16 2009, 06:52 PM)
Slowly but surely eh Mecha?

the hardest part is keeping up contact with the people who actually knows ****

I've had to bug Jamie for the last two weeks in order to fix a memory leak in his extenion that crashes and will make you wish you could rip eyes out
luckily he fixed it yesterday and thank god for that


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XutaWoo
Posted: Jun 16 2009, 11:56 AM
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this didn't go as planned
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QUOTE (MechaBowser @ Jun 16 2009, 11:44 AM)
Major update with the network server and interface. Thank god that thing is finally getting near completion.

Working a bit on the developer's pad and trying to figure out a neat way to modify all player's globals. The figure out part isn't going too well but hopefully I'll get ideas while I sleep

Sounds like we're going to get this soon unless another bug pops up or you guys get a new idea for something.

Although I'd think the former would be more likely since it seems like you have mostly everything needed without making the games for us. :P


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{NPC} Astley puts an arm around Alex. "The bees polinate the flowers, then the hummingbirds eat the pollen and 9 months later the humming bird turns into a stork and brings a human baby fromt he cabbage patch to the hospital for the hummans to buy!"
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Mecha the Slag
Posted: Jul 7 2009, 01:33 PM
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HELLO

Lately I've been brewing a few examples. I will share them here, and beg that you understand just a bit of it...!! It won't get you full insight in the programming language, but it will help you understand some parts.
Though I am most certain most of you won't get it anyway! It's always easier to understand something when you actually have it in your hand.

I would post it in a code tag, or upload the file, but since none of these have proper formatting, I figured I would post an image instead.

THIS FIRST EXAMPLE SHOWS HOW TO MAKE ECHOS

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'
If you understand this, ++ props to you!! I will look greatly forward to you programming in MechaSource wink.gif

(ps. "sound.play(channel, path, repeat)" is predefined! Same for "sound.volume(channel, volume)" ...! )

This post has been edited by Mecha the Slag on Jul 7 2009, 01:35 PM


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Thingy
Posted: Jul 7 2009, 01:38 PM
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So long MFGG 2.0~
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Looking good.


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Old ref, Current ref
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DJ Yoshiman
  Posted: Jul 7 2009, 01:42 PM
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My post is to the right.
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awesome for those who don't have sufficient audio editing abilities


but i'll stick to doing it via my method when making games with this cool2.gif


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Xgoff
Posted: Jul 7 2009, 01:46 PM
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<):|
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also because i like doing this a lot:

your if delay == nil then delay = 40 end and if fade == nil then fade = 0.6 end can be rewritten as delay = delay or 40 and fade = fade or 0.6


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Mecha the Slag
Posted: Jul 7 2009, 01:49 PM
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QUOTE (Xgoff @ Jul 7 2009, 08:46 PM)
also because i like doing this a lot:

your if delay == nil then delay = 40 end and if fade == nil then fade = 0.6 end can be rewritten as delay = delay or 40 and fade = fade or 0.6

thank you! I had no idea you could actually do that ph34r.gif


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Xgoff
Posted: Jul 7 2009, 02:03 PM
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QUOTE (Mecha the Slag @ Jul 7 2009, 12:49 PM)
thank you! I had no idea you could actually do that  :grin:

it's pretty nice when you have to do something like:

var = try_this or try_that or maybe_this or hopefully_this or 0

one you probably won't ever use but could still be handy is to use 'and' instead of 'or', which basically tests if a variable ISN'T false or nil

so something like:
var = arg or 2 -- assigns 2 if 'arg' is false or nil, otherwise assigns 'arg'
var = arg and 2 -- assigns 2 if 'arg' is NOT false or nil, otherwise assigns 'arg'

This post has been edited by Xgoff on Jul 7 2009, 02:13 PM


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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
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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
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Mr. Bird
Posted: Jul 15 2009, 10:24 PM
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SUPAH DUPAH
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Hey do you mind showing what ragdolls would be like on MechaSource? Could you make some small example or something. I have a game plan and wanted to see if it could be implemented.


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Mecha the Slag
Posted: Jul 17 2009, 03:43 AM
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QUOTE (Mr. Bird @ Jul 16 2009, 05:24 AM)
Hey do you mind showing what ragdolls would be like on MechaSource? Could you make some small example or something. I have a game plan and wanted to see if it could be implemented.

Ragdolls are essentially a lot of physic objects simply connected. While showing that is a bit more on the advanced side (but not extremely advanced!) I will wait for the release of the development tools before showing how to do that wink.gif


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Mr. Bird
Posted: Jul 18 2009, 02:08 PM
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SUPAH DUPAH
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Oh is there nothing you will make us wait for you sly dog.

Well I suppose the wait will be worth it when we finally get a great new program.


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