VERGE3, 04/21/04 Build Released
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vecna
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Howdy folks, I've just uploaded the 04/21/04 Verge3 Build. Here's what's new, and here's the new VergeC function listing.
One new thing is an early version of a new verge feature, the sprites system. Its a bit similar to the entities system, but more generalized. Its modeled after how console systems do sprites in hardware. This will be more developed in the next build, I didn't have time to finish everything I wanted today. Other than that, I mostly added a number of minor items the community had on their wishlist as well as fixed numerous bugs.
You might've noticed that on the sidebar there is now a link to the "V3 Documentation." This is an online, database-driven function library. The current database is quite old and outdated (and the interface isn't quite done yet, either). As the dev team have busy lives of our own, and since several members of the community are quickly becoming VC experts in their own right, I thought it might be nice to see if there are any volunteers to help us update/maintain this database. My hands are pretty full with the development of the engine itself, I would really like to serve mostly as editor to ensure the validity of information in the database, rather than having to write it all myself. Anyone interested?
Lastly, I just wanted to say my personal thanks to everyone that participated in the compo - you guys know that V3 was off to a rocky beginning with not one but two false starts, but it was definitely worth the effort. It was really cool seeing games like that developed so quickly after a release that was still pretty buggy. You guys rock! :D
Posted on 2004-04-22 04:00:23
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ThinIce
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wow, this is bizare. Last night I got fed up with some of the wierdness and the somewhat poorly documented API and went to work programming my own little database-driven function library;
That work in vain =\ lesigh.
Anyways, I'm very interested. I have a lot of time on my hands too and would like to contribute
Posted on 2004-04-22 06:27:33
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geronimo
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W000000000OOOOOOOOOT! Both features I was waiting not so long for!
*IS SO HAPPY*
Oh my god. I feel like I am reaching orgasm.
The sprite system sounds very exciting! I wish I knew more about it! (all I know is, I sometimes desire to work with sprites more like I would in assembly . . adding one number to the address to get the frame I want)
Congratulations to all who make this possible!
Posted on 2004-04-22 07:25:48 (last edited on 2004-04-22 07:28:10)
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Macadamia
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Hell yeah, how much do I love V3?? Practically instant bug updates and fixes, at least compared to the rest of the technology industry. This is awesome! Tested out a few things, and it runs wonderfully. And I don't think you need to worry, I'm sure there are plenty of peeps out there (including me) that would absolutely love to work on real, user-feedback based, V3 docs.
Posted on 2004-04-22 07:26:49
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mcgrue
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The editing feature will be in sometime today or tomorrow. I'm going to be changing things around for organization's sake.
Posted on 2004-04-22 18:05:33
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Interference22
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While my VC knowledge is not bordering on the outright amazing, I do have a reasonably extensive knowledge of it, having eat, slept and typed it for the last two months. I am very interested in helping to maintain a documentation database and would be more than happy to do pretty much whatever it entails, be it writing definitions for functions, tutorials or editing the work of others etc. Whatever, really.
Posted on 2004-04-22 23:08:27
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reed-1
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Yay! Too bad I can't explore this new release because of a lack of owning a PC. *drags himself back home to his learning python book in disgrace*
Posted on 2004-04-22 23:20:04
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Interference22
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While I'm here, can I just say that this release has me very excited indeed, although there does seem to be a problem with PauseEntities(): the compiler is ignoring it, ie. it doesn't register it as a function and instead returns an error. Is it actually IN this release or is it documented but not actually finished?
Posted on 2004-04-22 23:42:39
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vecna
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Sorry, SetEntitiesPaused() is the name as it says in the changelog, but I messed it up in the vergec.txt, I'll fix that in a bit.
Posted on 2004-04-22 23:59:53
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Interference22
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Sorry, SetEntitiesPaused() is the name as it says in the changelog, but I messed it up in the vergec.txt, I'll fix that in a bit.
Right. Cheers.
Posted on 2004-04-23 00:15:11
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rpgking
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Wow, what an awesome release... So many new features, and the fixed width font bug was even fixed the day I reported it :O This sprite system sounds really interesting even though it's still a bit confusing.
Posted on 2004-04-23 01:18:40
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vecna
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The sprite system will be better next build, with the think system in (plus flipping and stuff).
basically you'll be able to do:
sprite.thinkproc[spr] = "mythinkproc";
sprite.thinkrate = // how often you want sprite to think at.
which'll make automated animation/movement etc pretty easy.
thinkproc will also have event.sprite set so you can use the same thinkproc for multiple sprites (and know which one you're supposed to be thinking for).
Posted on 2004-04-23 01:31:18
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chanman
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can you make it so we can organize it by type of function (eg. Math functions, Music functions, etc...) also can you have a printable function list?
Posted on 2004-04-23 18:38:51
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mcgrue
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1) Yes, that was the plan that was keeping me from making it editable tonite. Also, there'll eventaully be the functionality to add v1 and v2's docs to the system, as well as all user defined v3 libraries (which it is our hope that people will make lots and lots of)
2) Oh god, most definitly. Actually, the original version was quite printable. I have a reference copy right beside me, actually.
It's a sinfully simple task to print the content to a plaintext theme. In fact, not only will I make printing links where appropriate, but I could craft a basic theme for you anti-design people out there.
Posted on 2004-04-23 19:06:11
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ThinIce
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*cough*ie: light theme*cough*
that theme breaks because there are no images in it by the way; if a spacer was placed on the top it wouldn't break.
Posted on 2004-04-23 19:50:49
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mcgrue
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There, it's in. However, it's a task up to you to edit the css file to look good with the site. It's currently an amalgam of the default theme and your supplied css, because I didn't want to spend hours fixing'r up. ; )
I'm going back to coding Sully Complete now.
Posted on 2004-04-23 23:38:43
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ThinIce
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Aye,
Posted on 2004-04-24 03:55:39
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geronimo
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basically you'll be able to do:
sprite.thinkproc[spr] = "mythinkproc";
sprite.thinkrate = // how often you want sprite to think at.
which'll make automated animation/movement etc pretty easy.
thinkproc will also have event.sprite set so you can use the same thinkproc for multiple sprites (and know which one you're supposed to be thinking for).
Whoah. Whoah my goodness.
Posted on 2004-04-25 00:43:28
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