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What are you working on? (Game Making Thread)

I have some resources made for my game that are really quite specific and wondering whether or not they're worth posting to the resources board. I doubt they'd be useful as they're catered to my game, idk.
 
I am secretly rewriting the body of my network engine so it is more object oriented. Shhhhhh!

In other areas the OOP design has failed, so I'm resorting to a split paradigm when it comes to the packets. It was originally rebuilding packets every time the engine says "oh wait you are supposed to be this class", now it treats received packets as data structs with no OOP flavour and outgoing packets are constructed as classes. It also means that custom control packets can now be created as it's just defining a new data struct for an incoming packet to fall into and giving it a unique type number.

Is anyone still interested in my planned RM hook? I am planning on an inbuilt scripting system and console display for the server side but using ruby as the scripting language would be extra work only to make server development easier for the RM developers
 
Xilef":3a65zjk4 said:
I am secretly rewriting the body of my network engine so it is more object oriented. Shhhhhh!

In other areas the OOP design has failed, so I'm resorting to a split paradigm when it comes to the packets. It was originally rebuilding packets every time the engine says "oh wait you are supposed to be this class", now it treats received packets as data structs with no OOP flavour and outgoing packets are constructed as classes. It also means that custom control packets can now be created as it's just defining a new data struct for an incoming packet to fall into and giving it a unique type number.

Is anyone still interested in my planned RM hook? I am planning on an inbuilt scripting system and console display for the server side but using ruby as the scripting language would be extra work only to make server development easier for the RM developers

Theory and I wrapped up statically embedding ruby into something about a week ago. At the moment I'm just enforcing coding standards and cleaning house in something I made. Cutting things to 80 character lines, splitting long functions into several smaller ones, organizing, commenting, documenting, the works. It's a pain to do when someone hasn't been enforcing them on their end, but hey, things are so much better by the time I'm done.
 
Xilef":1ahx4qhp said:
I am planning on an inbuilt scripting system and console display for the server side but using ruby as the scripting language would be extra work only to make server development easier for the RM developers

What kind of "inbuilt scripting system" do you mean? You may be dramatically underestimating the difficulty of creating an effective programming language. Ruby already has a strong inheritance model, closures, and a large library of basic functionality, as well as the whole gem package distribution system behind it for less common features. It's also been through several iterations of performance optimizations. What makes you think you can make anything quite as powerful in less time than it would take to link in Ruby?

If by "inbuilt scripting system" you just mean another language though, that could work fine. There's a reason lots of game developers use Lua (which I've only heard of so this isn't my experience talking): it links into C/C++ effortlessly and it performs well. It's more of a close-to-the-metal performance-oriented abstraction tuned for speed, and I also doubt you could make anything quite as performant as Lua in less time it would take to just use Lua.
 
rey meustrus":qx17ev5x said:
If by "inbuilt scripting system" you just mean another language though, that could work fine. There's a reason lots of game developers use Lua (which I've only heard of so this isn't my experience talking): it links into C/C++ effortlessly and it performs well. It's more of a close-to-the-metal performance-oriented abstraction tuned for speed, and I also doubt you could make anything quite as performant as Lua in less time it would take to just use Lua.
Yes I mean it this way, so the server will default with a scripting system instead of the original plan of letting people plug in their own, I feel deployment would be much faster if you don't need to mess about with hooking in your own scripting language of choice.

Right now it is all done in AngelScript, I have plenty of experience in Lua as my first job in a game studio was all Lua, I originally was going to go with Lua but I explored all my options first, I was very excited about binding Ruby in but I don't fully understand the language quirks to do a good job with binding it.
 
Xilef":1b8omu9r said:
rey meustrus":1b8omu9r said:
If by "inbuilt scripting system" you just mean another language though, that could work fine. There's a reason lots of game developers use Lua (which I've only heard of so this isn't my experience talking): it links into C/C++ effortlessly and it performs well. It's more of a close-to-the-metal performance-oriented abstraction tuned for speed, and I also doubt you could make anything quite as performant as Lua in less time it would take to just use Lua.
Yes I mean it this way, so the server will default with a scripting system instead of the original plan of letting people plug in their own, I feel deployment would be much faster if you don't need to mess about with hooking in your own scripting language of choice.

Right now it is all done in AngelScript, I have plenty of experience in Lua as my first job in a game studio was all Lua, I originally was going to go with Lua but I explored all my options first, I was very excited about binding Ruby in but I don't fully understand the language quirks to do a good job with binding it.

Language quirks is giving Ruby too much credit. It was obviously intended to be used via the default interpreter, and the ability to implement and add on to it in C++ was initially added as an afterthought, and isn't nearly as well developed as the language itself.
 

Rast

Member

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Revisiting an old Phantasy Star remake I never got around to finishing. Or really working on, besides creating a somewhat animated intro, putting the graphics together and recreating the original battle system. Might work on it a bit more later, but it's more of a novelty at this point.
 
Been troubleshooting, searching for an explanation and a fix for Flash cs5.5 since it would either freeze on launch or get progressively slower and lag really bad after about 10mins. I finally found a post from someone else who had a similar problem and their fix seemed to help for now.

Also, did a little animating practice and discovered a new way to plan out movements for a top-down perspective with the brush tool and dots. Well, I think it'll be useful anyways. It's quick and messy but it helps me get a better idea of what I'll be doing since it's not like a side-view with a clear silhouette.
 
3.30am here and I managed to finally solve my SDL input problem. For some reason it suddenly stopped working about 2 weeks ago, the solution was; start SDL on it's own thread! I still have no idea why it used to work and then suddenly stop with no code changes, but now I can rewrite my nice gamepad system.
 
Finally implemented a zip archive loader, so now I can add in pk3 support so my map editor can load resources directly from file.

On top of that, patch file support comes built-in and installing custom maps and mods is much easier.
 
Christmas and family visits are over. Now, where was I? Sprites. Not much left to do now with LA2. But it's not the quantity that matters, it's the quality. How can I make these characters look good? How can I make battles entertaining?
Got to animate everyone different otherwise they'll look like synchronized dancers bouncing to the battle music.
 
Messed around in Rpg maker Ace today. Just experimenting. Ran into a bug when trying to delete a picture after moving it. Caused the project to crash. Turns out Ace has quite a few bugs. Kinda wish I never pre-ordered it since I haven't had much reason to use it and the price has gone down.

Got to limber up for the January Blues contest. Trying to write some short sequences for practice and reviewing storyboard lessons.
 

Jason

Awesome Bro

So I've just been messing around with a titlescreen, had feedback from Potion and my brother, they both seem to dig it, and so do I to be honest, so yeah, this is the final titlescreen (Probably not, I seem to lie a lot when I say final...) for Over The Horizon, my "game" for January Blues:

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Yay or nay?

PS. Yeah, the guys face in the background... he's the main character, lol.
 

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