Slife
Quiet Traveller

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« Reply #15 on: January 21, 2008, 06:21:23 PM » |
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Are you open sourcing it? If you aren't, I'd like to suggest that you do.
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JTE
Tribe Leader
Member of the Tribe

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« Reply #16 on: January 26, 2008, 02:14:29 AM » |
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Are you open sourcing it? If you aren't, I'd like to suggest that you do. Why's that? Open source ruined the Quake community as far as online gaming is concerned and caused everyone to rewrite their mods for Half-Life engines.
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andwhyisit
Quiet Traveller

Posts: 26
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« Reply #17 on: January 29, 2008, 12:18:47 AM » |
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1. png, bmp, pbm and gif support. This was already done. 2. Multiple save slots. (eg Profile.da0, Profile.da1, Profile.da2, etc.) 3. 320x240 view along with fullscreen. This was already done. (-fullscreen, and in certain versions -scale 1 (-scale 2 being default)) 4. mp3 support for sound effects.
Can't think of any more sorry.
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« Last Edit: March 12, 2008, 04:13:26 AM by JTE »
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Slife
Quiet Traveller

Posts: 3
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« Reply #18 on: February 04, 2008, 10:46:11 PM » |
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Why's that? Open source ruined the Quake community as far as online gaming is concerned and caused everyone to rewrite their mods for Half-Life engines.
I was under the impression that was an artifact of the genre. First Person Shooters rely heavily upon exact accuracy and information management. In a platformer you shouldn't have to worry about aimbots and wallhacks to nearly the same extent (if at all). And, honestly, if someone is determined to cheat, being closed source isn't that much of an advantage. Worrying about people rewriting their mods isn't going to be too much of an issue, since they haven't made any yet. The game would end up being more portable to other OSes, and it would increase the possibilities available for modification. If you're setting out to make "everyone's story", it sort of makes sense to make it open source. And, of course, if you have some real life business come up and can't spend the time to work on it, it would be nice if the project could continue on. Just my tuppence, such as they are.
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andwhyisit
Quiet Traveller

Posts: 26
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« Reply #19 on: February 07, 2008, 10:23:46 PM » |
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I was under the impression that was an artifact of the genre. First Person Shooters rely heavily upon exact accuracy and information management. In a platformer you shouldn't have to worry about aimbots and wallhacks to nearly the same extent (if at all). And, honestly, if someone is determined to cheat, being closed source isn't that much of an advantage. Worrying about people rewriting their mods isn't going to be too much of an issue, since they haven't made any yet.
The game would end up being more portable to other OSes, and it would increase the possibilities available for modification. If you're setting out to make "everyone's story", it sort of makes sense to make it open source. And, of course, if you have some real life business come up and can't spend the time to work on it, it would be nice if the project could continue on.
Just my tuppence, such as they are.
Can't he just work alongside the person who wants to port it? Besides, I think it would be better that Cave Story remains closed-source as that was how Pixel preferred it.
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Slife
Quiet Traveller

Posts: 3
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« Reply #20 on: February 15, 2008, 07:56:20 PM » |
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Besides, I think it would be better that Cave Story remains closed-source as that was how Pixel preferred it.
That's a point I hadn't considered.
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JTE
Tribe Leader
Member of the Tribe

Posts: 111
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« Reply #21 on: March 12, 2008, 04:16:19 AM » |
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I had intended that if I do it right, I wouldn't need to make my project open-source for people to be able to mod it in any way they please; Rather, I don't want to see any "SlifeAGL", "SP's AGL", and "AGL Hardcore" mods becoming completely seperate from my extensive work on this.
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Doomshifter
First Cave

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« Reply #22 on: March 18, 2008, 09:59:07 PM » |
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Hello. I don't mean to off topic, but this thread has the absolute latest post I could find. Hello, and greetings! I used to know JTE, somewhere near the time before he made a (Or is still making?) Kid Radd game. I have noticed that this place isn't what you would call active. It partially scares me. I hate the sound of an empty forum. WE'Z NEED MAW BOYZ OUT DERE, BOSS!
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JTE
Tribe Leader
Member of the Tribe

Posts: 111
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« Reply #23 on: March 18, 2008, 11:06:51 PM » |
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As usual, I blame myself for everything; It's inactive because nobody has any reason to stay. So what... It's just another forum.
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andwhyisit
Quiet Traveller

Posts: 26
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« Reply #24 on: March 21, 2008, 02:33:25 AM » |
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YAY! This place is somewhat active again.  Any news on Agora's Legends? Hello. I don't mean to off topic, but this thread has the absolute latest post I could find. Hello, and greetings! I used to know JTE, somewhere near the time before he made a (Or is still making?) Kid Radd game. I have noticed that this place isn't what you would call active. It partially scares me. I hate the sound of an empty forum. WE'Z NEED MAW BOYZ OUT DERE, BOSS!
A Kidd Radd game! Is there a link for that? I would love to play that.
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« Last Edit: March 21, 2008, 02:38:02 AM by andwhyisit »
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JTE
Tribe Leader
Member of the Tribe

Posts: 111
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« Reply #25 on: March 24, 2008, 07:12:44 AM » |
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It's just an old project I never completed. I made it before ever playing Doukutsu Monogatari, and far before working on AGL...
I am much more skilled now than I was back then, and I'm pretty certain I could do it a thousand times as good now. Then again, I have ported Kid Radd tile sets into AGL and made maps using them already... If only I could get the character select system down, I could make a Kid Radd mod to it instead, heh.
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andwhyisit
Quiet Traveller

Posts: 26
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« Reply #26 on: March 26, 2008, 04:41:30 PM » |
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And Agora's Legends, how much do you have left to do before the next release? A Kidd Radd mod for Agora would be fun. 
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JTE
Tribe Leader
Member of the Tribe

Posts: 111
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« Reply #27 on: April 04, 2008, 08:22:21 PM » |
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I'm working on one, actually. Well, it's more a needlessly wordy tutorial before the larger portion of the mod... I might make a "full" or "real" version later, though.
Next release? ... I'd have to rewrite/totally fix the network code again first, unless you'd prefer it removed for now. I did it wrong the first time ... used the wrong things.
But I've got some good stuff going now.
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andwhyisit
Quiet Traveller

Posts: 26
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« Reply #28 on: April 05, 2008, 12:19:51 AM » |
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I'm working on one, actually. Well, it's more a needlessly wordy tutorial before the larger portion of the mod... I might make a "full" or "real" version later, though.
Next release? ... I'd have to rewrite/totally fix the network code again first, unless you'd prefer it removed for now. I did it wrong the first time ... used the wrong things.
But I've got some good stuff going now.
Although not everyone will agree with me on this I think that getting the engine done first is the most important. Question:Can you activate infinite booster without editing the exe?
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JTE
Tribe Leader
Member of the Tribe

Posts: 111
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« Reply #29 on: April 05, 2008, 01:03:54 PM » |
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Answer: The point of Lua scripting all of the objects AI and physics is so you can do pretty much anything at all you'd want to without editing the exe. Including flight hax.
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