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Author Topic: Official PyGG2 Development thread  (Read 161078 times)

Orpheon

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Re: Official PyGG2 Development thread
« Reply #1050 on: October 30, 2012, 03:19:08 pm »

Yeah, and that's where the fatal flaw in communication here lies.
It still is practically binary data, unpacking every vector is not going to happen.
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MedO

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Re: Official PyGG2 Development thread
« Reply #1051 on: October 30, 2012, 03:53:14 pm »

Yeah, and that's where the fatal flaw in communication here lies.
It still is practically binary data, unpacking every vector is not going to happen.
If it is a text-based vector format (e.g. SVG) or even a JSON-structured format it has fewer things speaking against having it in the main JSON imo, but some still stand:
- easier to access/edit wallmask without special tools (unless it is a format we make up ourselves)
- readable main JSON (I'd still say moving a large blob that describes a single self-contained thing to its own file is cleaner)
« Last Edit: October 30, 2012, 03:54:25 pm by MedO »
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Quote from: Alfred North Whitehead
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[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

ajf

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Re: Official PyGG2 Development thread
« Reply #1052 on: October 30, 2012, 04:06:05 pm »

Yeah. Wallmask, vector or no, in some sort of binary blob (or image file). Rest of map data, including entities, in JSON.
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1053 on: October 30, 2012, 06:10:28 pm »

Wait, why do you guys want to change the map format again??
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notarctic

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Re: Official PyGG2 Development thread
« Reply #1054 on: October 31, 2012, 12:22:15 am »

Wait, why do you guys want to change the map format again??
^
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1055 on: October 31, 2012, 12:32:27 am »

Because the current one is an unextendable hack.
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notarctic

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Re: Official PyGG2 Development thread
« Reply #1056 on: October 31, 2012, 01:07:36 am »

hack? wut? =/
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1057 on: October 31, 2012, 01:27:52 am »

Because the current one is an unextendable hack.
Well sure it's not very conventional but it has its charms (mostly the part where it seems like a regular picture file) and in what way would we like to actually extend it?
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MedO

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Re: Official PyGG2 Development thread
« Reply #1058 on: October 31, 2012, 02:03:09 am »

By adding parallax layers, for example.
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Quote from: Alfred North Whitehead
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Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1059 on: October 31, 2012, 03:07:34 am »

You can keep things embedded in the image file if you really want, even if you change the data format to include for ex other layers etc, but that just makes it really hard to do things without specialized tools.
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1060 on: October 31, 2012, 08:14:30 am »

You can keep things embedded in the image file if you really want, even if you change the data format to include for ex other layers etc, but that just makes it really hard to do things without specialized tools.
Oh okay then I vote for a format which is just a zip file containing many PNGs (background.png, wallmask.png, or maybe layer###.png, possibly even animated layers for example for snow or rain, or even animated everything, like an animated wallmask so you could have moving platforms), a config file (that could specify parallax for each layer and whatever other parameter necessary) and either a .ENT file as GB uses now or we find a better way to store entities (I was thinking of a colour-coded PNG but then there's the problem of entity overlap, so no). This way you could do most everything using an image editor and text editor and a ZIP thing, save maybe for placing entities, and you could go from basic BG/WM/entities if you're lazy to a very fancy multi-layer parallaxed and animated world, and you could even probably throw some of your own sounds with it, like a global loop (for an ambient sound like the sound of rain and thunder (synchronised with the animated layer that represents thunder for instance), local sounds defined in either the map's config file or their own config file by their position and spatial range/loudness/whatever, maybe even event-based sounds (like for walking on snow). Maybe you could even throw some scripts in there (LUA maybe?). That'd be a pretty nice format. One small technical detail though is the animations, GIF kinda sucks, but what else is there in 24 bits?
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ajf

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Re: Official PyGG2 Development thread
« Reply #1061 on: October 31, 2012, 08:39:34 am »

APNG?
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1062 on: October 31, 2012, 08:48:02 am »

APNG?
I guess, but support is poor, even Photoshop and GIMP need a third-party plugin for it, but I guess that would be the best option.
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ajf

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Re: Official PyGG2 Development thread
« Reply #1063 on: October 31, 2012, 10:07:29 am »

APNG?
I guess, but support is poor, even Photoshop and GIMP need a third-party plugin for it, but I guess that would be the best option.
The more people that use it, the better support that will exist.
« Last Edit: October 31, 2012, 10:07:36 am by Mystia Lorelei »
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1064 on: October 31, 2012, 11:45:23 am »

Yeah. Anyway I tried setting up the whole thing but I got stuck at the SFML part, that part is a real PITA. I don't get why we are basing this game "off an unstable wrapper of an unstable library". We could have just done the whole thing in something like SDL... Also what was wrong with Pygraphix? By the way if there's any need for help with doing raster graphics I'm sure I can help, I usually do entire GUIs with my own code onto a framebuffer, even for variable-width fonts (here's an example http://photosounder.com/splineeq/images/screenshot.png)
« Last Edit: October 31, 2012, 11:48:58 am by A_SN »
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