Exclusive VergeC Editor Project
anonymous
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Thanks for Omni's advise (JUST write a simple polite letter).
And looks like I dont need to search for any other highlighters...(the author said YES ^^)
anyway, i'm looking for atleast two available tester. the project will be roughly done at the end of August or early September. Anyone?..
Posted on 2005-08-04 04:43:19
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CrazyAznGamer
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Quote:Originally posted by Unimportant NPC (Anonymous)
Thanks for Omni's advise (JUST write a simple polite letter).
And looks like I dont need to search for any other highlighters...(the author said YES ^^)
anyway, i'm looking for atleast two available tester. the project will be roughly done at the end of August or early September. Anyone?..
I'd be willing as long as the program does not require strange system requirements, strange permanent changes to my computer, and takes 5 minutes to download with dial-up.
My e-mail is alanlu1023 AT peoplepc DAWT com. I check it about once a week, so expect some delay time.
Posted on 2005-08-04 13:06:49
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Linachan
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I'll help with the testing whenever I am free! :D
Posted on 2005-08-04 16:02:26
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anonymous
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yey...
thanks in advance pipol...
ill be sending you the beta by around early september.
...got to work now... ^^
Posted on 2005-08-07 05:58:04
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creek23
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Lord Vecna...
some suggestion:
(i haven't read all around this forum so i don't think someone already gave this suggestion.) don't you think it would be better if you break Verge Engine into pieces. I mean, seperate the 'Runtime' from 'Compiler'?
and some question:
are the games created from Verge(Mac) can be run on Windows? if it is, maybe the 'suggestion on breaking up Verge will be *somehow* a good idea(?)'...
the point:
make Verge kinda-like Java, where it converts the source code into a bytecode...
respect,
Creek23
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Hey CrazyAznGamer and Linachan,
Obviously, my projects passed the deadline i set... Im having problems with the API im doing with Verge (it kinda messup the program itself - i dont comment lines). Do you think ou both could wait for it?
Posted on 2005-09-09 06:48:28
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Kildorf
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Hey, Creek... I'm not vecna but I can answer a couple of the questions there:
Verge already does compile the source code into bytecode. The system.xvc file contains all of your stand-alone vergec files, while each .map gets its scripting compiled right into it. When you turn on releasemode in verge.cfg, it's this bytecode that it's using. You can remove the source code entirely at that point.
Currently, bytecode is not cross-platform. If you release a 'compiled' copy of a game for one platform, with no source, you cannot play that game on the other. You can, however, easily 're-compile' it for either platform with absolutely no changes. The reason the bytecode is incompatible is because Macs and PCs store things in different ways internally (little-endian vs. big-endian). While it would be conceivable to write some conversion stuff into Verge, I don't think it was really deemed necessary enough to devote all that time to it.
A compile-only command switch for Verge would be handy, I think. I'm pretty certain that it would be a relatively simple matter to add it, too. I'll see if I can move and shake things properly to get something like this put in (or just see about sticking it in myself). I believe there are some other movements with the engine afoot right now, though, so it may be a while before that gets looked at.
Hope that helps a little bit, at least!
Posted on 2005-09-09 06:58:08
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creek23
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Hey, Creek... I'm not vecna but I can answer a couple of the questions...
yeah that helped...
too bad...
but its ok then!
and Kildorf,
...thanks for the fast reply!
Posted on 2005-09-09 07:07:15
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CrazyAznGamer
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Quote: Originally posted by creek23
Hey CrazyAznGamer and Linachan,
Obviously, my projects passed the deadline i set... Im having problems with the API im doing with Verge (it kinda messup the program itself - i dont comment lines). Do you think ou both could wait for it? Sure. It's fine. I've used TextPad so long that even if you don't finish the project, I won't be scarred for life or anything.
But it'd be nice if you did. The TextPad definition file isn't exactly up-to-date for Verge. We could also use an IDK that gave us the parameters of some functions, especially the long ones like GrabRegion...
Commenting is a universal good placed there for the benefit of mankind. Use its powers well!
Posted on 2005-09-09 19:39:20
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creek23
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Quote: Originally posted by Linachan
I'll help with the testing whenever I am free! :D
could you give me your email add? you can send me an email if you want to keep it private.
Edit:(i need it to send you the copy of the project...)
Posted on 2005-10-10 02:21:38 (last edited on 2005-10-10 04:30:37)
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creek23
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I have rewritten the project all over -- the old one became too complicated to debug.
Im currently using the new one with my VUI project and try to make it better as I see missing feature -- i think its better that way. developing it while using it -- just like VERGE.
right now, its pretty basic. its like a notepad that supports Vc syntax highlighting. I wonder if there's anyone who would like to help in the 'process' (beta testing).
Posted on 2005-10-18 05:23:46
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creek23
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damn! what a shame!
hey anyone, if you downloaded the Editor please bear with me. the installer crank the file-structure up. I'd be making another installer so please wait till you give your comments.
NOTE: Editor problem, cannot make a project.
sorry for the time wasted! =(
Posted on 2005-12-02 04:48:38
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anonymous
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I updated the cranked-up installer of VERGE editor. You can find it here.
it;s not yet well documented. you can email me at krixware@yahoo.com if you need help on anything.
again, sorry if you downloaded the stupid installer.
NOTE: to anyone concern, could you please delete the old crappy one it is here. Gayo? McGrue? Overkill? anyone?
Posted on 2005-12-03 04:21:52
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Kildorf
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It's removed now, creek.
Posted on 2005-12-03 09:01:21
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Omni
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Whoa! This is really cool.
I have one or two slight problems with it, though...
--shadows under the menus are a little...weird...
--open project directory doesn't seem to work with me.
--I can't choose where to save my project.
Besides these, though, it seems really functional. I like having the project breakdown sidebar; it groups things, unlike Textpad, and that's pretty neat. I also like having the function reference on the sidebar, too. Coming with an integrated help documentation is also cool.
Besides the problems with saving my projects, this thing is really neat.
Posted on 2005-12-03 14:25:52
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creek23
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Thanks for the review/report Omni.
Originally posted by Omni
Whoa! This is really cool.
I have one or two slight problems with it, though...
1. shadows under the menus are a little...weird...
2. open project directory doesn't seem to work with me.
3. I can't choose where to save my project.
the wierd shadows under the menus are some graphic bug from the OCX that I used, which is from vbAccelerator.
2. do you mean, the View Project Directory? I tested it to Win98 and WinXP and it worked. Please elaborate more on this.
3. the project/s should stay inside the Projects directory of TriPViCE. otherwise, it cannot be accessed by TriPViCE.
Originally posted by Omni
Besides these, though, it seems really functional. I like having the project breakdown sidebar; it groups things, unlike Textpad, and that's pretty neat. I also like having the function reference on the sidebar, too. Coming with an integrated help documentation is also cool.
Besides the problems with saving my projects, this thing is really neat.
so, what features/functionalities would you like to be integrated?
NOTE: To all who downloaded the editor, please, let me hear out from you.
PS Kildorf, thanks for the quick action regarding the crappy installer.
Posted on 2005-12-07 05:07:43
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CrazyAznGamer
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It's a really nice editor.
I guess we'll have to deal with the projects being forced to stay in the same directory as TriPViCE if we're gonna use it.
Good luck, and I'm thinking about using it instead of TextPad.
Posted on 2005-12-07 20:39:49
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Omni
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Why must the projects stay in the same directory as TriPViCE?
Also, I really don't know how to explain the View Project Directory problem. I just pick it and nothing happens. I'm not sure why. I'm not sure if it's related, but when I use the Classic Windows Start Menu (with right-clicking and drag/drop enabled), right clicking on any folder and clicking "Open" does not work. Nothing happens. Not sure why. However, I can Open folders by right-click context-menu on the XP Start panel.
Posted on 2005-12-07 22:40:54
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creek23
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Quote: Originally posted by Omni
Why must the projects stay in the same directory as TriPViCE?
This will make it a lot easier on assembling that editor. Please bear with me. ^^
Originally posted by Omni Also, I really don't know how to explain the View Project Directory problem. I just pick it and nothing happens. I'm not sure why. I'm not sure if it's related, but when I use the Classic Windows Start Menu (with right-clicking and drag/drop enabled), right clicking on any folder and clicking "Open" does not work. Nothing happens. Not sure why. However, I can Open folders by right-click context-menu on the XP Start panel.
How about setting the properties back to default? That would be much easier, won't it?
Originally posted by CrazyAznGamer
It's a really nice editor. Hey there CrazyAznGamer. Sorry I didn't get to email you about the release. But you got it anyway. So I'm glad. ^^
Originally posted by CrazyAznGamer
I guess we'll have to deal with the projects being forced to stay in the same directory as TriPViCE if we're gonna use it. Uhh... yup! That would be it. (for now I guess?)
Originally posted by CrazyAznGamer
Good luck, and I'm thinking about using it instead of TextPad. Thanks for the complement (?). D'you have any suggestions for revisions?
Is there anyone who wanna help with some tutorials regarding TriPViCE? Or any simple help? Please? anyone?
Posted on 2005-12-08 03:52:52 (last edited on 2005-12-08 04:16:10)
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CrazyAznGamer
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Quote: Originally posted by creek23
Is there anyone who wanna help with some tutorials regarding TriPViCE? Or any simple help? Please? anyone?
I'm sure it's intuitive enough so it doesn't need a tutorial. But that's just my opinion.
Revisions... err....
Not sure if any needs to be made, honestly. Try allowing other project directories, though. That'd be nice.
Oh, and a sort of data manager would be nice. So we can remember what chrs/maps/imgs/music/crap we have for the project. Wouldn't necessarily need to be able to open them, but having them listed by name and directory would be sweet.
Posted on 2005-12-08 16:29:34
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creek23
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Quote: Originally posted by CrazyAznGamer Revisions... err....
Not sure if any needs to be made, honestly. You think so? thanks...
Originally posted by CrazyAznGamer
Try allowing other project directories, though. That'd be nice.
Oh, and a sort of data manager would be nice. So we can remember what chrs/maps/imgs/music/crap we have for the project. Wouldn't necessarily need to be able to open them, but having them listed by name and directory would be sweet. Nice suggestion, I'll try...
Have you read Overkill's new tutorial, it's nice and neat. It teaches how to use all VERGE tools to make V3 games. ...my editor wasn't taught there though, it was TextPad again. *sigh* : (
(always TextPad...)
Posted on 2005-12-09 06:18:08
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