Showing posts with label crossplatform. Show all posts
Showing posts with label crossplatform. Show all posts

Thursday, July 18, 2013

Map Editor Progress

I don't know if you are aware of this, but we are working on gridarta now. That means modifying gridarta so that it works with wograld, and not just crossfire and a couple other games derived from the crossfire source code.

Gridarta is the new map editor written in Java.  It is much nicer than the old wogedit x11 Athena widget editor that came with the server.  Furthermore, it will be able to run under any operating system.  So you won't be stuck using Linux or another Unix system to run it.

We currently have it in the cvs under java editor and intend to submit a patch to Gridarta once we have all the folders straightened out.  The current build would break the other projects, and it has a few other bugs, but it does work, so if you were dying to make wograld maps you can now do so. 

One of the major bugs is the collected arches don't work.  There are also a few display problems when using certain functions. You can import archtypes for the the wograld folder and edit maps now, however.

I haven't been doing much coding on it myself, just testing it and continuing to submit new artwork to wograld.  The last commit I did, was the skeleton, I think. 

Tuesday, August 21, 2012

jwogclnt now connects to the sever but..

I figured out what was holding development up.  We were having some trouble importing the project into netbeans until I figured it out. Unit tests on jxclnt do not work in netbeans.  The orginal developer of jxclnt suggested using Intelej IDEA instead.  So I tried that.

We found some bug with the server as well, probably better not to blog about it here. 


so now, the new client connects to the sever, but does not display the tiles yet properly.  I hope to have that fixxed in the next few days.

Meanwhile, I wonder if our CVS version control is holding us up.  One of the things that concerned me is sourceforge is moving to the allura platform.  At first I worried CVS would not be supported, but it looks like it will be supported on allura.  Also, later versions of netbeans require you to download a plugin for CVS rather than it coming out of the box.



I've been looking at distributed version control systems, both git and mercurial are under consideration.  At first I was kind of leaning towards git, but it looks like mercurial is easier to use, espeacily for windows users, probably the main platform with lots of gamers who want to be developers. Of course the server probably does not work all that well on windows, but I havn't really tried it, not being a windows user myself.  One of the reasons I choose a java client is the fact it will just work regardless of the underlying platform os.

The thing I don't really like about mercurial, is it is written in python. Python is a fast moving language that changes to fast, so I worry if its going to break future releases, although I don't really think that's highly likely as I would think for smaller projects.

Wednesday, July 6, 2011

Top Ten reasons not to play Wograld right now

Most people go about promoting their games, saying how great they are, only to be disappointed by bugs and poor game play, as well as bad "programmer art" I on the other hand, will beg and plead with you do not go to the cvs, download wograld, try to compile and run it, and worse yet, try to actually play it. I will give you ten reasons that even though the code is right there, you should not touch it, compile it, run it, or even look at it.

10. Its only been tested on Linux... trying it on the windows system like enough said.


9. You have to follow the admin install directions, if you are the sort of person who is reading this and doing it anyway, even though I said not to , you are not a person who follows directions, so you are not going to do well with getting it set up so it works.


8. Missing artwork. There is only one character class and race that shows artwork in game, otherwise you will be playing an invisible character.


7. Same poor game play as crossfire, only with some missing artwork, so you won't even know what killed you half the time. If you want crossfire, just go play it, but why would you considering how awful it really is.


6. No permanent server set up, how fun is it really going to be playing with yourself...


5. You have to play as root or it won't save your character, or you have to change the permissions on some folders.


4. Did I mention the bad game play, lets go into detail, one hit killed as a newbie sorcerer with a swinging door. Should sorcerers really be that frail? No freaking way!


3.Level system, and experience loss when you die, you lose stats too, so you can get worse than a newb fast.


2. You don't have to die to lose stats and experience, fighting certain monsters will also do this.


1. Ta Da, the number one reason not to play Wograld right now... The user interface is really bad. You won't be able to figure it out. It is ugly, has buttons that do nothing, and no way to know what macros you have easily.

Monday, March 1, 2010

Evil Microsoft Windows Development

Yesterday I was thinking about something. I was wondering if I might get more people involved with a windows client and server. I don't have any windows later than 98SE though to test anything on. I was wondering if someone who already has windows (I would not want anyone buying or pirating ms windows just for this if they don't already have it, since you can just test and run the program on its native linux/unix anyway.) I found out about cygwin. http://www.cygwin.com/ How, supposevily, you can take any open source application written for unix and compile and run it on windows. I wonder how the performance compares to that of Linux. I have no idea (Linux performance is not what it should be either, but that is because we need to find a more efficent way to draw the tiles with out getting into requiring 3d drivers or dependency hunt, I am thinking either lower res graphics or if someone could redo the x11 client code.

The other thing I keep wondering is what do people really prefer in a user interface. I started to think people might like drag and drop, but most serious gamers just use macros anyway when they can get away with it, as drag and drop is too time consuming, so in that sense, maybe the User Interface is good how it is.