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Re: Questions about loading maps and check out my new project!

Posted: Sat Apr 24, 2010 9:14 pm
by Ginto8
LeonBlade wrote:
Randi wrote:bruteforce wouldn't work, it kicks after 3 tries, unless if you use a proxy server, but you would need an awful lot of them, and it would most likely not worth it to hack into there, now I should probably say this so I don't get into trouble, I don't hack, and look down on people who do hack, there is no reason to do it, unless if you are using your own stuff, for prevention.
...

I was joking of course, and why in the world would you get in trouble?
It's not like you said anything that only hackers would know or something, just common knowledge.
Hacking = coding in a way that just works; taking something apart (be it software or something in real life; breaking into systems for educational reasons falls under this) to figure out how it works or to just learn more

Cracking = breaking into systems or manipulating faulty software for malicious purposes.

Get your shit straight

Re: Questions about loading maps and check out my new project!

Posted: Sun Apr 25, 2010 1:56 am
by mv2112
I should probably change this thread's name to "mvEngine progress" or something like that. I just finished rewriting my crappy inventory system and I will probably make a youtube video tomorrow. I have some new additions to my engine that will be shown in the video, i would make it now but its 2:55 am and i've been programming since 7'ish non-stop so, needless to say, im tired. :mrgreen:

Re: Questions about loading maps and check out my new project!

Posted: Sun Apr 25, 2010 3:00 pm
by MrDeathNote
Ginto8 wrote: Hacking = coding in a way that just works; taking something apart (be it software or something in real life; breaking into systems for educational reasons falls under this) to figure out how it works or to just learn more

Cracking = breaking into systems or manipulating faulty software for malicious purposes.
Very true.

Re: Questions about loading maps and check out my new project!

Posted: Wed Apr 28, 2010 7:42 pm
by mv2112
Ok, I'v decided to rewrite my engine with SDL instead of allegro. I'm also changing the thread name.

Re: Questions about loading maps and check out my new project!

Posted: Wed Apr 28, 2010 7:59 pm
by LeonBlade
Ginto8 wrote:
LeonBlade wrote:
Randi wrote:bruteforce wouldn't work, it kicks after 3 tries, unless if you use a proxy server, but you would need an awful lot of them, and it would most likely not worth it to hack into there, now I should probably say this so I don't get into trouble, I don't hack, and look down on people who do hack, there is no reason to do it, unless if you are using your own stuff, for prevention.
...

I was joking of course, and why in the world would you get in trouble?
It's not like you said anything that only hackers would know or something, just common knowledge.
Hacking = coding in a way that just works; taking something apart (be it software or something in real life; breaking into systems for educational reasons falls under this) to figure out how it works or to just learn more

Cracking = breaking into systems or manipulating faulty software for malicious purposes.

Get your shit straight
Yeah I know, I forgot. No need to be a Mr. Crankypants
P.S. I love you.

Re: mvEngine Development Thread

Posted: Thu Jul 29, 2010 9:18 pm
by mv2112
It's been a while since i posted anything on this thread and youtube. After taking a much needed break after finals :evil: i'm back to working on mi engine again. yay!
And now the mvEngine is on the Nintendo Wii, yes I did get the idea after seeing LeonBlade's posts but oh well. I also plan on being more active on the forums and youtube (more updates).
Here is a vid that i just posted:
http://www.youtube.com/watch?v=DBMTex0sGtg
The video quality of my camera is shit so i recommend that if you watch the vid you do so on a high def setting.

Hopefully this will bring this thread back from the dead, but until then, happy coding!

Re: mvEngine Development Thread

Posted: Fri Jul 30, 2010 5:33 am
by GroundUpEngine
Wii port!!! Nice one bro! I think everyone gets busy, but we just do what we can when we get time ;)

Re: mvEngine Development Thread

Posted: Fri Jul 30, 2010 6:14 am
by MrDeathNote
Nice job man, love it :)

Re: mvEngine Development Thread

Posted: Fri Jul 30, 2010 12:08 pm
by eatcomics
totally watched it it was great :D I can't wait till you get lua back in that's always fun to see what people do with lua, and I myself plan to be using lua soon, lua and Qt oh my :D

Re: mvEngine Development Thread

Posted: Fri Jul 30, 2010 10:28 pm
by xiphirx
I noticed that you don't have FPS control on your engine, I ran it way to fast it seems (animations were barely noticeable since they were going to fast). You're diagnal walking is also odd in the way that the character looks in two directions one after another very rapidly, and you move much slower. I didn't like how you disabled the close button for the main window, I had to close it from the console window that came up, and even then it took around 5 seconds.

The map editor's mouse code is very laggy, the blue square takes a bit of time to get to the position of the mouse. I couldn't figure out how to use it, but I noticed that you counted the number events in the top left. Again with the close button, and the time it takes to close.

Other than that it looks nice.

EDIT: just noticed that this is not a new topic X_X

Re: mvEngine Development Thread

Posted: Fri Jul 30, 2010 11:56 pm
by mv2112
xiphirx wrote:I noticed that you don't have FPS control on your engine, I ran it way to fast it seems (animations were barely noticeable since they were going to fast). You're diagnal walking is also odd in the way that the character looks in two directions one after another very rapidly, and you move much slower. I didn't like how you disabled the close button for the main window, I had to close it from the console window that came up, and even then it took around 5 seconds.

The map editor's mouse code is very laggy, the blue square takes a bit of time to get to the position of the mouse. I couldn't figure out how to use it, but I noticed that you counted the number events in the top left. Again with the close button, and the time it takes to close.

Other than that it looks nice.

EDIT: just noticed that this is not a new topic X_X
Where did you download the engine???
You must be using an old version because its not on the PC for the time being, its only on the wii (too lazy to rewrite input classes for pc).
EDIT:
It sounds like your using a VERY old version of the engine, the allegro version...

Re: mvEngine Development Thread

Posted: Sat Jul 31, 2010 1:22 am
by xiphirx
mv2112 wrote:
xiphirx wrote:I noticed that you don't have FPS control on your engine, I ran it way to fast it seems (animations were barely noticeable since they were going to fast). You're diagnal walking is also odd in the way that the character looks in two directions one after another very rapidly, and you move much slower. I didn't like how you disabled the close button for the main window, I had to close it from the console window that came up, and even then it took around 5 seconds.

The map editor's mouse code is very laggy, the blue square takes a bit of time to get to the position of the mouse. I couldn't figure out how to use it, but I noticed that you counted the number events in the top left. Again with the close button, and the time it takes to close.

Other than that it looks nice.

EDIT: just noticed that this is not a new topic X_X
Where did you download the engine???
You must be using an old version because its not on the PC for the time being, its only on the wii (too lazy to rewrite input classes for pc).
EDIT:
It sounds like your using a VERY old version of the engine, the allegro version...
Yes, I thought this was a new topic :P

Re: mvEngine Development Thread

Posted: Sat Jul 31, 2010 2:09 am
by mv2112
I need some advice:
Right now im using SDL on the wii for my engine and it is getting slow as hell! I see 3 possible options:

1. Use Libwiisprite, an easy to use c++ wrapper around the GRRLib library:
  • Pros
    Easy to use
    Hardware Accelerated
    Cons
    Not very hardcore :mrgreen:
    or Original
    Graphics Only
2. Use GRRLib Basically a c/++ wrapper around the Wii GX core:
  • Pros
    Hardcore
    Hardware Accelerated
    Cons
    Learning Curve
    Graphics Only
3. Use gl2gx An OpenGL wrapper for the Wii:
  • Pros
    Hardcore
    Gain GL experience for PC use too
    Most Likely Hardware Accelerated
    Cons
    Learning Curve
    Only Alpha version released
    Graphics Only
I'm not sure which path to take, any suggestions?

Re: mvEngine Development Thread

Posted: Sat Jul 31, 2010 7:00 am
by GroundUpEngine
OpenGL wrapper. 8-)

Re: mvEngine Development Thread

Posted: Sat Jul 31, 2010 5:07 pm
by mv2112
I've just tried the GRRLIB library and it is WAY easier than i thought, and ALOT faster than SDL. I think i'll be using it. THE BEST PART IS THAT IT HAS RESIZE-ABLE FONTS!!!