World: r3wp
[Games] talk about using REBOL for games
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Geomol 17-Mar-2008 [429] | LOL :-) I had some good sleeps this week-end, as I had a fever and a bad throat. I also had time to play Assassins Creed and the old Outcast some, so I do other things than coding. :-) I've been working on many of the things, I post here in REBOL3, for some time, before I post it. |
Chris 14-May-2008 [430x3] | I'm thinking of adapting Rebtris for a very basic network-based competitive play. The idea is several people log in (to a minimal CGI server), everyone starts at the same time and scores and game-over times of all players are constantly refreshed and displayed. Ultimately determining who a) had the highest score and b) lasted the longest. The game would be capped so that no one could realistically survive past 15-20mins (I have my reasons). |
Am I setting myself a reasonable goal? | |
Any willing helpers? (can't offer anything other than gratification, I'm afraid) | |
yeksoon 18-May-2008 [433] | speaking about games... this guys (I think its a Singapore based company) http://www.viwawa.com/ they run their games (Mahjong, Big2 etc) off Amazon's infrastructure to help handle the load. |
Oldes 5-Nov-2008 [434] | Maybe you know, that I'm using my Rebol/Flash dialect to create this Flash game http://machinarium.com/We are still far to complete the Flash version, but there is already a demand to create also non Flash based versions. It would be nice to have a Rebol version, but it's not too realistic in near future so any idea what one could use? Is there someone who knows for example SDL (Simple DirectMedia Layer) http://www.libsdl.org/? |
Vladimir 6-Nov-2008 [435] | Are you creator of that fantastic game ? :) |
Gabriele 6-Nov-2008 [436] | Oldes, one solution that is easy though a bit ugly, is to make the standalone version Windows only (ie. DirectX etc) but make sure it works perfectly in Wine. Then you automatically get a version that runs on Windows, Linux and Mac (intel). Anyone else can use the flash version. (Mac users would need crossover, or manually installing wine; but if you think you'll have enough users, you could license the transgaming engine and bundle it with the game so that it "looks" like a mac game to users - eg. just like Spore is doing) |
Henrik 6-Nov-2008 [437] | Oldes, any plans for XBox Live support? I think SDL works there too. |
Oldes 6-Nov-2008 [438x2] | Not just me. I'm just one of 5 people. |
One of the demands was to port it to WII. I think I can downgrade it to Flash 7 or something like that (not using some effects like blurs etc.), which is the last working Flash Player version on it but still you need also Opera to run flash content on such a machines which eats resources as well. I think I will wait. Maybe there will come someone who has the know how and I will prepare what's needed (as I have it in bits level as I'm using my dialect:) | |
Reichart 6-Nov-2008 [440x2] | Why not use OpenGL? It seems your game primitives are just that...primitive. A little physics, collision, sound, etc. Nothing difficult. IF you make it OpenGL, it can work on Mac, and even many Cell phones. You might be able to write an abstraction layer so you can keep a lot of your Flash code in place. |
If I were to make games "today" this would be how I would do this. | |
Rebolek 6-Nov-2008 [442] | Port it to Wii, Oldes, I'd like to be beta-tester ;) |
Gabriele 7-Nov-2008 [443x4] | I have a Wii too .... ;) (WiiWare or would you publish it yourself as a DVD?) |
i don't know what the Wii is using so no idea on what the best way would be. using opera might be overkill, otoh maybe it'll save you a huge amount of dev time. | |
this guy has a game for windows, mac, linux and wii: http://2dboy.com/games.php | |
maybe you can email him and ask :) | |
Oldes 7-Nov-2008 [447x2] | GOO is nice game.. he is using Python to design the levels http://sourceforge.net/projects/wogedit/ |
It looks it's not easy to get the Devkit to develop for Wii http://www.gamedev.net/community/forums/topic.asp?topic_id=424725 | |
Rebolek 8-Nov-2008 [449] | I think when 'Defend your castle' can be on WiiWare, it's probably not so hard to get some license. |
Oldes 8-Nov-2008 [450] | But it's just a simple Flash game (without any effects) which you probably can play in Opera on Wii... I don't know, I never seen Wii in real life. |
Rebolek 9-Nov-2008 [451] | The Wii version has Wiiremote controls (as I read, I don't have that game) so it's probably not Flash version. |
Oldes 19-Dec-2008 [452] | Weare thinking about using this https://www.scaleform.com/to get ourgame running on consoles, but it's quite expensive |
Reichart 19-Dec-2008 [453] | You can negotiate anything. |
Oldes 19-Dec-2008 [454] | I know.. we will see... but it looks it's an interesting product. And has a nice page. |
Reichart 19-Dec-2008 [455] | ...and these are great times to cut a deal! |
NickA 31-Dec-2008 [456x4] | Does anyone know if Ryan Cole's raycasting games are still available anywhere? ( previously at http://www.sonic.net/~gaia/games/wanderer/wanderer.r and ../see.r ) I've also just begun to look at cyphre's raycasting example - is anyone familiar with it? (in it's default state, it crashes). |
http://www.rebol.cz/~cyphre/raycasting.r | |
working: http://guitarz.org/files/raycasting.r | |
Very cool! | |
[unknown: 5] 31-Dec-2008 [460] | Reminds me of the old Wolfenstien game that had that maze-like movement. |
Henrik 31-Dec-2008 [461] | Wolfenstein had indeed the same type of engine. |
NickA 1-Jan-2009 [462] | I read about raycasting in Olivier's book, newly translated by Peter. It was so simple to understand - just 30 or so lines of REBOL code (REBOL has enabled me to explore every development curiousity in which I've ever had an interest). Digging in to Cyphre's code is a bit of a challenge - always is - but I'm looking forward to understanding it better. Does anyone know what techniques have superceded raycasting? I'd like to pursue that interest more. I was so amazed by Brian Hoadley's R3d scripts last year - thought they should've won the contest. Was he ever an active part of this community? Having brilliant code like that donated to the community is the biggest reason that I hope for stronger REBOL promotion in future. We need more people! |
Reichart 1-Jan-2009 [463] | Richard (Cypher) should be back from holiday soon, if you post to him privately he will respond. I don't know of any "better" system than ray casting for making that type of game. However, in general, everything is a sub-set of raytraciing. The game is to do the most with the least CPU. You should look at some of the Quake engine stuff. |
NickA 1-Jan-2009 [464] | Thanks Reichart, I will :) I've played a little with the OGRE engine in Purebasic - I think it's time more of these standard tools start getting wrapped in REBOL, now that the command potential of REBOL has been opened up. I personally think that the pay-for-api access was one of the main reasons that REBOL never became as popular as it should've. Wrapping cool tools should really help open more eyes as to what REBOL can do, at least on initial look'n'see. |
Janko 2-Jan-2009 [465x6] | yes, I completely agree with NickA... python's lua's haxe's very important strenghts were always that you got a easyer "scripting / dynamic lang" access to various c/c++ apis ranging from databases, openssl, libevent.. to wxwidgets to 3d and 2d engines (pyogre, pycap, pyglet) ... These bindings aren't all "perfect" fit to the language, for example coding xwPython app feels a LOT more low level than java swing app as you are dealing with direct c++ api, but they give you full world of choices that you otherwise just couldn't have, and you can always build wrap core api-s in more in this case rebolish shape. |
There is also other side of this equation that is also very good to have IMHO. Easy binding to c libraries, and the reverse, possibility to embed REBOL vm/interpreter into c++. Lua (and nekoVM) for example allows both these things very nicely, python seems to be much worse at embedding and it's generally discouraged for example. To give just 2 quick examples, when I was making BKSJOS game (still in the making) I could very simply embed lua into the otherwise BlitzMax game and I used just lua instead of something like XML to "define" the individual levels, so they could also include "dynamic" logic (via events) and special behaviours with no complex coding in the blitzmax side. If I could use REBOL for something like this it would be great. | |
Second example is direct game engines. I was making some games in PTK (it's a c++ library for mac and win) in the past. I wanted to use PTK with a higher level language and making a binding to it feels like a major pain to me, so after the BlitzMax+Lua experience I simply made a simple "engine" with it and embeded enkovm/haxe in it . I exposed some functions from c++ side like loadSprite, drawSprite and make some call-ins into the nekovm like "draw" and I could already code a simple game with it. So embedding if possible at all of course would mean a great strength for rebol in my eyes! I think I once noticed that this will be possible in R3 but I couldn't find it later and I remember it only vaguely. | |
links to what I mentioned: BlitzMax + Lua game: | |
http://itmmetelko.com/blog/2008/10/06/bravekids-summer-job-in-outer-space-2/ PTK+nekovm experiment http://itmmetelko.com/blog/2008/10/12/haxe-nekovm-meet-ptk/ | |
rebol would be very interesting choice for this because it can "do" and process it's own code at runtime and it would make for a *dream combination* of making games that you can code and edit at runtime without restarting! | |
Geomol 2-Feb-2009 [471] | Anyone got experience with Stackless Python? http://www.stackless.com/ It seems to be suited for game programming. |
Cyphre 5-Feb-2009 [472x2] | Oldes, I'd suggest you look at http://unity3d.com/unity/ |
This framework could be a good choice for your port of the flash game. You can publish on WIndows/Mac/Wii/iPhone. I have been playing with their IDE on Mac..it was not so great but not much worse than Flash IDE I know they are now building IDE for Windows. You can script the game using JIT compiled JavaScript or C#(Mono)..what a pity there is no Rebol support :) | |
Oldes 5-Feb-2009 [474x3] | Looks good.. but we first must finish the Flash version anyway. I'm now working on level 11 so at least another 11 still have todo. |
but.. it seems to be especially for 3D.There is no info how to import or use vector animations. And the price is quite high: * Retail: $30,000 per title * WiiWare: $15,000 per title | |
Also: You must be a an Authorized Developer for the Wii console and obtain a Wii development kit | |
Rebolek 5-Feb-2009 [477] | just do it. you already have one Wii customer. |
Maarten 6-Feb-2009 [478] | Joh,, I have used it years ago. If it is gane programming, you might consider Lua |
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