December 23, 2024, 01:34:54 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 65 66 [67] 68 69 ... 77

Author Topic: Official PyGG2 Development thread  (Read 161166 times)

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12532
  • Another one --
Re: Official PyGG2 Development thread
« Reply #990 on: September 25, 2012, 10:25:58 am »

what are the maps based on? Are the tile collisions rasterized?
EDIT: Also, orpheon, remember that you can split this if it gets out of hand
« Last Edit: September 25, 2012, 10:29:57 am by Chartreuse »
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

ajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #991 on: September 25, 2012, 10:46:00 am »

what are the maps based on? Are the tile collisions rasterized?
let's see...

hmm, filesizes are quite small. Probably vectors of some sort, or tiles. It's a non-image and non-text file format. The data/mapres folder has a bunch of textures and map elements. Hmm...

Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #992 on: September 25, 2012, 12:04:04 pm »

AJF, I wish you luck in your endeavors, but I'll stick to this project for the moment.

EDIT: Also, orpheon, remember that you can split this if it gets out of hand
Yeah, I just like deleting. :P
Logged

GG2RBY

  • Guest
Re: Official PyGG2 Development thread
« Reply #993 on: September 25, 2012, 12:29:42 pm »

AJF, I wish you luck in your endeavors, but I'll stick to this project for the moment.

EDIT: Also, orpheon, remember that you can split this if it gets out of hand
Yeah, I just like deleting. :P
yay
Logged

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10312
  • Dust in a box under a table
Re: Official PyGG2 Development thread
« Reply #994 on: September 27, 2012, 06:44:52 pm »

There is a free and open-source game with a weird name I can't remember that involves blobs that jump around and shoot things. I would probably use whatever engine it uses.

Edit: TEEWORLDS. That's it.

Edit 2: It has shooting, it has physics, it has custom maps, it has two teams, it has CTF. I'm sure it could be adapted to serve gg2's needs.

AND WITHOUT REWRITING THE WHOLE BLOODY THING.

:D
I am pretty sure that teeworlds is nothing like gg2.

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12532
  • Another one --
Re: Official PyGG2 Development thread
« Reply #995 on: September 27, 2012, 07:21:02 pm »

dusty that is not how game engine building works
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Saniblues

  • Onion Knight
  • Administrator
  • *****
  • Karma: -1305
  • Offline Offline
  • Posts: 12206
Re: Official PyGG2 Development thread
« Reply #996 on: September 27, 2012, 07:28:46 pm »

Alien Swarm was nothing like any other Valve game.

It was programmed with the same engine L4D2 used.

In this case it'd be more like making L4D with HL2's engine though.
Logged
Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10312
  • Dust in a box under a table
Re: Official PyGG2 Development thread
« Reply #997 on: September 27, 2012, 07:42:24 pm »

dusty that is not how game engine building works
the reason why I said that is because I could understand trying it out if the games were similar in physics and mechanics
Teeworlds is not, and unless large set of changes are made, it just wouldn't feel like gg2.
It'd probably be better to work off of something basic or scratch like PyGG2.

(I can't really talk though, the new infected slaughter is built off of a multiplayer pong example medo made.)

NAGN

  • Developer
  • ******
  • Karma: 146
  • Offline Offline
  • Posts: 16150
  • Yeah so now I have an idea
Re: Official PyGG2 Development thread
« Reply #998 on: September 27, 2012, 07:53:32 pm »

Teeworlds is similar enough I'd reckon. I don't know the details as I haven't looked at the code, but its a sidescrolling networked game, which is all gg2 honestly is + projectile emphasis
Logged

notarctic

  • just arctic, what gives?
  • ******
  • Karma: 8
  • Offline Offline
  • Posts: 4888
  • 👎👀 bad aim ba̷̶ ԁ aIm 👎 thats❌ some bad 👎👎aim
Re: Official PyGG2 Development thread
« Reply #999 on: September 28, 2012, 12:36:17 am »

Google Python Class Day 1 Part 1

I am planning to watch all of this just to learn this and contribute to this. I am currently at 13:00 and I will watch the rest later
Logged
[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

ajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #1000 on: September 28, 2012, 02:59:20 am »

There is a free and open-source game with a weird name I can't remember that involves blobs that jump around and shoot things. I would probably use whatever engine it uses.

Edit: TEEWORLDS. That's it.

Edit 2: It has shooting, it has physics, it has custom maps, it has two teams, it has CTF. I'm sure it could be adapted to serve gg2's needs.

AND WITHOUT REWRITING THE WHOLE BLOODY THING.

:D
I am pretty sure that teeworlds is nothing like gg2.
open-source ctf multiplayer shootemup tile-based

Close enough
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #1001 on: September 28, 2012, 07:42:12 am »

Google Python Class Day 1 Part 1

I am planning to watch all of this just to learn this and contribute to this. I am currently at 13:00 and I will watch the rest later
Seems like a pretty good course. Good luck.
Logged

BassMakesPaste

  • Full Member
  • ***
  • Karma: 22
  • Offline Offline
  • Posts: 588
Re: Official PyGG2 Development thread
« Reply #1002 on: September 28, 2012, 10:27:50 pm »

Christ, that's a wonderful video. I might just get on this project if it works for me.
Logged
Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

Silent Boom

  • Lucky Member
  • *******
  • Karma: 17
  • Offline Offline
  • Posts: 1010
Re: Official PyGG2 Development thread
« Reply #1003 on: September 29, 2012, 03:03:17 am »

Codecademy has a new python course.

http://www.codecademy.com/tracks/python


I'm currently working on javascript and the bunch of webby stuff that goes along with it lately, and I think it's pretty good so far.

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #1004 on: September 30, 2012, 10:47:16 am »

In case anyone cares, I did a few hours of work today on PyGG2, managed to get teams up and working and damage almost. There are some problems in the networking that I'm just purposely ignoring atm, but at least those features can be more or less crossed out. None of it is public yet, but it someone else wants to work on it I can make a branch.
Logged
Pages: 1 ... 65 66 [67] 68 69 ... 77
 

Page created in 0.022 seconds with 36 queries.