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Collab game for great OC

Name: Anonymous 2011-12-30 11:12

The 2012 resolution thread (http://dis.4chan.org/read/prog/1324897198) took a turn after some riders suggested collaborating to make a video game. This thread attempts to more formally continue that line of thought.

Main points from previous thread:
0. /prog/riders of 2012, unite
1. Collaborate to make vidya game
2. Should be easily extendable by non-programmers to make Original Content
3. Make a simple campaign to demonstrate scripting so others will be able to learn and contribute their OC

Goal of this thread:
0. /prog/riders interested in the game idea, stand up and be counted (please use a throwaway name#trip)
1. We can see what set of skills are available in the group (please indicate what you're able to contribute - code in [language], 2D/3D art, text - in order of your ability with each, most skilled first). Feel free to mention anything else that might be useful/important.
2. Based on skills available, we can brainstorm realistic game ideas ITT (simpler deliverable is going to be better, since we likely haven't worked together before - if a solid group forms from the experience, we can later try something more ambitious).
3. Reach consensus on a specific project (reply to any you like, add your own ideas, repeat...).
4. Set up communication channels (IRC/wiki/mailing list) for those who formed the consensus (it's possible more than one project attracts an interested group).
5. Work out details, responsibilities, timeframe, etc. on alternate communication channels.

tl;dr Read SICP.

Name: grouse !xdoz7cjaZY 2011-12-30 11:23

I'll have free time to help out beginning in January.
(Timezone is UTC+2, but very open schedule)

Skills
Python (2d, pygame as well)
English editing, some creative writing
C++ (some 3d experience like scene graphs and ray-tracing, very rusty)
Photoshop editing (2d, not original art)
Scheme (never a "serious" project)

Name: Anonymous 2011-12-30 11:25

The most realistic target for /prog/ is an MMORPG written in Scheme, full 3d, space/planet exploration with realistic physics, although not realistic enough so that it takes hours to travel to the moon and shit.

Name: Anonymous 2011-12-30 11:27

I can speak about JEWS.

Name: Anonymous 2011-12-30 11:34

skills:
- BB-code MASTERY
- Berating others
- Calling people retarded
- Making fun of Sepples
- Making fun of imperative programming

Name: Anonymous 2011-12-30 11:43

If it's in Common Lisp or Scheme, I may be interested.

Name: 6 !KaNBTm946s 2011-12-30 11:46

I can also help with the Savonian translation, but only if you're using Common Lisp or Scheme.

Name: Anonymous 2011-12-30 11:47

skillz
 - Touching little girls
 - Being drunk by 9am on the weekdays
 - I can write "hello world" in Java
 - I made it past the 11th grade
 - I know how to turn on a computer

Name: Anonymous 2011-12-30 12:16

>>6
I'd be fine with this, but I think the major problem will be that we lack artists (except for MDickie).

Name: Anonymous 2011-12-30 12:34

>>9
We can steal FrozenVoid's Velox ad Astrum assets! What he is going to do, sue us?

Name: Anonymous 2011-12-30 12:52

>>9
Probably you should ask some other board. /prog/ isn't particularly popular amongst artists.

Name: Anonymous 2011-12-30 12:57

>>11
Yeah, we are all atheists and scientists here, not to mention autists.

Name: Anonymous 2011-12-30 13:02

>>12
I'm not atheist. Nor am I Jewish or anti-semitic.

Name: Anonymous 2011-12-30 13:08

I'd be up for helping in a few weeks when I have more time.

I've done OpenGL programming in C, not for games though, for physics simulations, so it's more EXPERT MATHEMATICS than anything. I also have experience with GPGPU using CUDA and OpenCL.

Name: Anonymous 2011-12-30 13:20

>>14
I'd be up for helping in a few weeks when I have more time.

Let me guess. The jews are still after you.

Name: n !5nQJvPK/Lw 2011-12-30 13:41

I'm willing to help out.

Useful programming languages I know, from most to least experience:
- Python
- Ruby
- C (not much game programming, though)
- Scheme (could probably adapt to CL)

Other skills:
- Music/sound effects. We'll probably go for some cheesy game music, which I could pull off pretty well.
- Some basic 2D sprite art, but no big drawings.
- Could probably design a logo as well.

I'd prefer we write this in some kind of Lisp, apparently game design is really interesting in it.

We could make something MegaMan-like where the bosses are shitty /prog/ in-jokes. Or a beat-'em-up, which was suggested in the other thread. That way we can easily involve non-programmers in the project, for level design.

Name: Anonymous 2011-12-30 14:10

You guys realize that it won't ever happen if you decide on a Lisp dialect, right?

Name: THE MOST FUCKING NGGER MATURE 2011-12-30 14:43

anus
anie
anies
ANIES!!!

Name: Anonymous 2011-12-30 14:43

>>17
Shhh, don't bother the autists, this should keep them busy and out of the other threads.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 14:47

Mother fuck, I was the first Guy who suggested games. Away yeah.

I know:
SEPPLES (I am slowly beginning to hate)
Erlang (I want to smex all night)

I have experience in:

I once used a random number generator to generate a 2d isometric map that made no sense whatsoever

I once generated a few waveforms, I think I could do some on the fly sound effects, no promises.

I have used SDL.

Name: Anonymous 2011-12-30 14:48

I once used a random number generator to generate a 2d isometric map that made no sense whatsoever
Did you publish a paper?

Name: Anonymous 2011-12-30 15:07

THAT WAS /g/ QUALITY!

Name: Anonymous 2011-12-30 15:38

Games I've made:
* A top-scrolling shooter where you're a blind bat and have to use echolocation to catch insects and avoid walls. Written in C with Allegro.
* A console-style RPG, in limbo until I think of a decent original battle-system. Written in C++ with Allegro.
* A text adventure written in Scheme.
* Tetris clone written in C with SDL.
* Lots of minigames (Tetris, Dr. Mario, Minesweeper, Boggle, Set!) written in Javascript.
* Pacman clone written in Pygame.
* Currently working on a Donkey Kong clone written in Javascript.

Math experience:
* Calculus (three semesters)
* Linear algebra
* Differential equations
* Discrete math

Other experience:
* Artificial intelligence (two semesters, including one taught by Stuart Russell himself)
* SICP

Name: Anonymous 2011-12-30 15:45

>>23
You're still a dumbass.

Name: Anonymous 2011-12-30 15:54

>>24
ENTERPRISE QUALITY TROLLAN !!

Name: Anonymous 2011-12-30 16:03

>>25
Admit it. The person is a total douche. Seriously. If this idiot was really all that and a bag of chips, he/she/it would have given some quality technical responses on here. I mean, don't you always find it amusing when the so called "ideal candidate" shows up when they smell of money?

Name: Anonymous 2011-12-30 16:16

>>23

You seem serious.
Use a name#tripcode if you're serious.
So far, this thread has 3 serious people: grouse, n, and howdoicomputer.

Name: Anonymous 2011-12-30 16:21

>>27
Go back to /nambla/

Name: Anonymous 2011-12-30 16:25

>>27
Alright, if I don't count as `serious' despite using a `trip-code', I'm out. Thread over.

Name: kc !taZqHR8ods 2011-12-30 16:39

>>26
What do you want me to say? I have no experience other than arguing on the internet over which programming language is the best? This is a programming board, don't be surprised that some of us actually do program. If you don't, feel free to leave.

>>27
Here's my trip, for whatever it's worth.

Name: Anonymous 2011-12-30 17:02

forced identity drama of the /prog/

Name: n !5nQJvPK/Lw 2011-12-30 17:22

A top-scrolling shooter where you're a blind bat and have to use echolocation to catch insects and avoid walls. Written in C with Allegro.

This sounds cool. Where can I find it?

Name: VIPPER 2011-12-30 17:24

/prog/ cant even get together to make a simple chain program, you realize how much work a video game is OP?

I said this already, if you wanna go somewhere you better pinpoint exactly what kind of game it is and its mechanics. Also dont bother writing your own engine, just focus on game contents.
Otherwise you only end up with an engine with integrated common lisp and no game content whatsoever.

If you really are serious about this OP make a git or svn depo and start off with something and then try to motivate people to contribute.

Remember this is /prog/ and it hurts me so much saying this, its also still 4chan.

Best off luck OP.

Name: VIPPER 2011-12-30 17:27

On a side note.
Why doesnt /prog/ already have some kind of repo to dump stuff and make collective contributions?

This would increase programming talk by 300% instead of stuff about JEWS on the frontpage.

Name: Anonymous 2011-12-30 17:39

>>34

People would bitch about the revision control system used, and why it's not written in Lisp.

Name: VIPPER 2011-12-30 17:51

Make one system and implement multiple interfaces for it.
And write it in lisp.

Name: Anonymous 2011-12-30 17:58

I still think the best language choice was made in the previous thread: engine in C, augmented with scripting in a Lisp.

Is the general consensus to stick to 2D? If this somehow Sussman help us works out, we could start a 3D engine after.

Name: kc !taZqHR8ods 2011-12-30 18:03

>>32
It's not online. I wrote it for a natural history presentation in high school and it's still sitting on some ancient Windows XP laptop. I'll see if I can dig it up.

>>33
you realize how much work a video game is
Depends on the type of game. It's not uncommon to make games in three day hackathons, even from scratch.

As far as revision control, Git would be ideal since it's distributed and I assume you're all more familiar with Git than Mercurial.

Anyways, what kind of game do you guys wanna make?

Name: Anonymous 2011-12-30 18:05

>>37
I still think the best language choice was made in the previous thread: engine in C, augmented with scripting in a Lisp.
Please elaborate. Why would this be the ``best language choice''? Just because some random guy who hasn't used either for anything worthwhile says so? Lisp is more than capable of handling `engine' tasks by itself.

Is the general consensus to stick to 2D?
That's fine, but don't even think about not using OpenGL for the graphics from the ground up. If you need reasons, you don't need reasons, because you just have to do what I say.

Name: Anonymous 2011-12-30 18:07

>>38
I assume you're all more familiar with Git than Mercurial.
You assume wrong.

Name: kc !taZqHR8ods 2011-12-30 18:10

>>37
engine in C, augmented with scripting in a Lisp.
As much as people love to bash C++, and me being one of those people, it IS useful for two things: GUIs, and like it or not, games. Of course it depends on the game. Not every game needs to be object-oriented, but with some games it makes life tremendously easier, as long as you treat it like ``C with classes'' and ignore all the shitty features.

Name: kc !taZqHR8ods 2011-12-30 18:11

>>40
you're all
I assume you're only one person.

Name: Anonymous 2011-12-30 18:13

>>41
Are you sure you quoted the text you meant to? You reply doesn't seem to make any sense in that context.

Name: >>37 2011-12-30 18:15

>>43
I think he was implying I disliked C++.

Name: Anonymous 2011-12-30 18:16

>>42
By stating that even one person of this `all' lot isn't more familiar with Git than Mercurial, I've successfully proved your assumption wrong, and thus my statement in >>40 is correct. Just how stupid can you be?

Name: kc !taZqHR8ods 2011-12-30 18:17

>>45
I assume your Asperger's is off the charts and IHBT.

Name: Anonymous 2011-12-30 18:18

>>44
How does C++ even enter the picture here? This is about the shitbrained idea of using C+Lisp versus simply using Lisp.

Name: >>44 2011-12-30 18:23

>>47
God damnit, can't you fucking read? The quote in >>41 was rambling about C++. How does Lisp even enter the picture there?

The matter of C+Lisp vs. Lisp was not contained in either >>43 nor >>41.

Name: kc !taZqHR8ods 2011-12-30 18:24

Okay, well this is already turning into a shitstorm about programming languages. Does anybody have any ideas for an actual game they want to make?

Name: Anonymous 2011-12-30 18:27

>>48
Reread the thread, and this time, think.

>>49
Yeah, it should be written in Lisp.

Name: Anonymous 2011-12-30 18:28

>>49
I'd like to see a simple but old-style hacky-slashy RPG (no turn-based combat, please!). I wasn't thinking isometric, but that could be a possibility. What do you think?

Name: kc !taZqHR8ods 2011-12-30 18:35

>>50
Here's a game written in BASIC:
10 goto /g/

>>51
I'm down with something like that. A ``Link to the Past'' style game would be awesome. Those types of games are pretty ambitious I would suggest working a good design document and tilesets before writing a lot of code.

Name: Anonymous 2011-12-30 18:37

>>52
a good design document
Do that and don't come back until it's finished.

Name: >>51 2011-12-30 18:41

>>52
I'm down to start working on a design document, for reals. Are you an artist? I can do decent art, but nothing spectacular. Regardless, plot and setting and items and gameplay design all have to come first.

Name: Anonymous 2011-12-30 18:48

>>54
Considering you're replying to kc!taZqHR8ods, you probably meant: ``Are you an autist?''.

Name: COBOL engine, C++11 scripting 2011-12-30 18:49

The programming language part can be resolved, just agree on a language nobody likes.

Name: kc !taZqHR8ods 2011-12-30 18:51

>>54
I'm not a pixel artist, no. I would suggest finding some free tilesets online, even just placeholders. It isn't hard to swap tiles later if you have a decent level editor.

The design document should be collaborative. How should we do that?

Name: Anonymous 2011-12-30 18:54

google docs

Name: kc !taZqHR8ods 2011-12-30 18:55

Name: Anonymous 2011-12-30 19:04

Name: kc !taZqHR8ods 2011-12-30 19:09

>>60
>>58
How about a Google Code wiki instead?

Name: Anonymous 2011-12-30 19:12

>>61
Go ahead and start one

Name: kc !taZqHR8ods 2011-12-30 19:20

Name: Anonymous 2011-12-30 19:22

>>63
kc.taZqH...@gmail.com
wut

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:27

how to becum comitter lul

Name: kc !taZqHR8ods 2011-12-30 19:28

>>64
It's a throwaway account. If this project starts going something I'll use my real account. Till then it's not worth the spam and trolls.

Name: Anonymous 2011-12-30 19:30

Apparently mail delivery to your account on the wiki failed... 'does not exist'

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:33

Are we going to use seperate threads for different parts of the engine?

Name: kc !taZqHR8ods 2011-12-30 19:33

>>65
Email kc.tazqhr8ods@gmail.com with your trip to be added as a user. I'll give you pass phrase to post here to prove it's your trip, then I'll escalate your privileges.

Name: kc !taZqHR8ods 2011-12-30 19:35

>>67
Try again.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:35

>>69
The trip source or trip result?

Name: bs !i46na0DXp. 2011-12-30 19:35

I'm >>51 and such. Now creating a trip or you to see.

Name: kc !taZqHR8ods 2011-12-30 19:37

>>71
No, not the source. Just tell me who you are.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:37

>>69
If I send you the 'source' of the trip code you could just test to see if legit. No passphrase required.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:45

>>69
desu

DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU DESU
Happy?

Name: kc !taZqHR8ods 2011-12-30 19:48

>>75
Ecstatic.

Now which one of you is OP?

Name: Anonymous 2011-12-30 19:50

>>76
I dunno if OP is still here. It was not me. I'm >>51 and onwards

Name: bs !I7fwVWlXaE 2011-12-30 19:51

>>77
damnit forgot my fucking trip shit

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:51

>>76
Anonymous.
I think he left a while ago.

Name: bs !i46na0DXp. 2011-12-30 19:51

>>78 aaargh wrong trip. here it is.
I shall stop polluting this thread now.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:56

We should set up an IRC server/whatevertheterminologyis for great discussion

Name: Anonymous 2011-12-30 19:58

>>81
Or google chats, since we all have gmail accounts... invited.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:03

>>82'
>google chats

U MENA G+ HANGOUTS?

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:04

>>83
lol wtf am I thinking I forgot about chat of gmail.

Name: Anonymous 2011-12-30 20:12

what is this shit? /v/ and /g/ invades /prog/?

Name: Anonymous 2011-12-30 20:15

>>85
/prog/ was never really ours. :/

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:21

>>85
It;s /prog/ doing something collaborative.

Name: grouse !xdoz7cjaZY 2011-12-30 20:46

Looking at the tripfag skillsets, it seems there are two languages in common:
Python
C/C++

I like the idea of a 2D real-time action game like Legend of Zelda. Even if we don't have many autists artists, we could re-use the sprites from existing games (or just develop with placeholders until a wild drawfag appears. The biggest improvement over classic Zelda would be more (branching) dialogue, as well as the aforementioned level editor for easy customization.

The biggest weakness I see in a Zelda-style game is lack of multiplayer (which is why I was using beat-em-ups as an example in the other thread). In the spirit of making a simple deliverable first, I'm okay with that loss - the ability of others to extend the map/quests gives it enough multiplayer flavor.

I'm personally weaker at C/C++, but wouldn't mind trying, since that's the only language the tripfags ITT all have in common. I'm sure there are libraries out there that make life as easy as Pygame does ...right? Please point me to one, since I've been out of the loop for a while. If you can't offhand think of a good C/C++ library for this kind of game, I highly suggest looking at Pygame, since it's so goddamn easy to make this kind of game with it.

Name: Anonymous 2011-12-30 21:00

>>88
python
gtfo, no one wants your FIOC shit here.

1. Scripting languages for any game are slow and bad especially when you have a group of people who clearly dont know what the fuck they are doing.
2. Please don't associate C with C++, there's a big difference
3. back to /g/,/v/ with all of you.

Name: a !SOyC1Olqoo 2011-12-30 21:03

I'm in.

Experience:
- Languages: Mostly Haskell, C, Python, x86_64 assembly, and PHP (ashamed of it). Knows enough to be able to pick up something new quickly.
- Some experience with parsers/interpreters. Have implemented a few simple lisp-based languages in Haskell and PHP.
- A little experience with graphics, nothing beyond an animated 2D-character running around on a background or a bouncing 3D cube. The 2D-character was in python, but I kept trying to reinvent coroutines, so I started to switch to haskell, reinventing pygame + a DSL for actor handling.

In GMT+1, working 9 to 5.

I suggest a "Zelda: A Link To The Past"-like game, user extendable with maps using Tiled ( http://www.mapeditor.org/ ) and some language for scripting. Possible spin-offs of this core idea that I've considered, is:
- User-programmable spells, maybe some automatic problem generator where more advanced spells require more advanced programming.
- Focused on some kind of programmatically generated dialogue and history. Bethesda's Radiant Quest System on steroids.
- MMORPG.

Some sprites we can start off with: http://www.lorestrome.com/pixel_archive/main.htm (and there's a ton of Z:ALtTP rips…)

Also, I vote for IRC.

Name: Anonymous 2011-12-30 21:04

we should just make an artificial intelligence that creates a game engine by copying and pasting code found via google search.

Name: Anonymous 2011-12-30 21:11

>>90
>Bethesda's Radiant Quest System
so you're gonna make a game with shitty generic quests that keep respawning?

Name: a !SOyC1Olqoo 2011-12-30 21:13

>>92
Note the "on steroids"-part.

Name: Anonymous 2011-12-30 21:22

>>93
Basing anything off a shitty company like Bethesda is bound to fail

Name: a !SOyC1Olqoo 2011-12-30 21:32

>>94
Yes, it sucks, I agree. So let us not base it on it, but rather be inspired by its goals and faults, progressing to that perfect dialogue/history system.

Please just forget I mentioned it.

Name: Anonymous 2011-12-30 21:34

few ideas..

I never played Fable, but that was supposed to have some sort of open style of gameplay.. (probably too hard though)

materia in FF7 wasn't too bad (with slots in weapons/equip for customization..? maybe something similar?)

Ai is a good point... do you make enemies clever, or just tough?

Name: grouse !xdoz7cjaZY 2011-12-30 21:34

>>90
At a glance, Tiled looks great.

I think if we do the user-programmable part right, we'll get an limitless supply of quests/dialogue/history that would be infinitely better than anything we could dynamically generate.

I love the potential of the MMO idea, but I think that should wait until we can pull off a single- or (limited) multi-player version first.

I'm also happy you've got Pygame listed :)

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 21:42

freenode #progame
Get the fuck in here if you want to contribute

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 21:45

also, irc.rizon.net #/prog/ame

Name: kc !taZqHR8ods 2011-12-30 21:49

We're on #/prog/ame @ irc.rizon.net.

Name: Anonymous 2011-12-30 21:55

Another pretty good (although turn-based / probably a bit obscure) rpg was 'Legend of legaia'...

Would be great to see something like the combo-moves you could nut out in that game...

each direction would be a type of hit, and pressing a set combination of directions would do special moves, so something like up-down-[up] would be high-kick, low-kick, [backflip uppercut]... and with enough room in a turn you could get more than one special move in... Eg. down-up-[up]-down-[up] might be low-kick, high-kick, [roundhouse], low-kick, [backflip uppercut]...

also some moves needed to be taught(/unlocked), while others could be learnt just by guessing the right buttons

Name: a !SOyC1Olqoo 2011-12-30 22:15

>>97
Yes, I was thinking dynamically generated as basically programmable. We have some game state, and the dialogues are some DSL that modifies it and makes menus and stuff based on it.

Name: Anonymous 2011-12-30 22:45

Please consider the follow fellow /prog/mites:
->Portability
-->Shit should run on Linux,Windows and Macs
->Lisp
-->If it ain't lisp, it's shit.
->If you can't do Lisp as your main consider it as a scripting addon.

Name: Anonymous 2011-12-30 22:50

>>103
->No GC
-->GC IS SHIT

Name: Anonymous 2011-12-30 22:58

>>104
If it ain't GC'd nor C or assembly, it's shit.

Name: kc !taZqHR8ods 2011-12-30 23:25

>>101
I loved Legend of Legaia !!

Name: Anonymous 2011-12-30 23:31

/prog/ challenges work when they pit individual /prog/rammers against each other, because they exploit the natural impulses of the /prog/rammer. Collaborations never work, because the people who actually know what they're doing are too jaded to get along with the others.
This is going to be another Anonix.

Name: Anonymous 2011-12-30 23:58

>>106 yeah it wasn't too bad eh

Wonder how you'd go doing those types of animations in sprites (could settle for something a lot simpler than backflips / etc..) / or even making that type of attack input work in real time rather than between turns...

I guess you could hold shift, bash away at the numeric/arrow keys for a bit, then release (hopefully before the enemy smashes you or moves out the way..)

Name: Anonymous 2011-12-31 0:15

...probably wouldn't want every attack to be input like that, but it could be a nice addition

one last game to mention (not the best but eh) Dink Smallwood? fairly cheap pc game, i think it has a free-to-use engine though?

Probably not meaning open-source/ but i never really checked so it just might be open source..? could be worth a look anyway =)

Name: kc !taZqHR8ods 2011-12-31 0:49

>>107
Anonix was one guy pretending to be three girls who thought he could make an operating system out of shittily written 20-line C programs.

Name: Anonymous 2011-12-31 1:41

Cool, triples.

Name: Sepples Fag 2011-12-31 3:01

Wow, my post number equals the amount of emails in my inbox.
Coincidence? I think not!!!

Anyhow, I'm in for development.
Langs:
Shit load of C++
(And C)
Bit of Lua here and there.

Pretty good with the GIMP too, if it may come in handy.

Name: Anonymous 2011-12-31 3:12

>>108
Are you trying to reinvent fighting games?

Name: Anonymous 2011-12-31 3:18

>>112
Lua
One word: FORCED FLUSHING OF L1/L2 CACHE

Name: Anonymous 2011-12-31 3:35

>>114
LuaJIT, retard.

Name: Anonymous 2011-12-31 3:41

>>114

forced indexing into an array of length around 16 - 32.

Name: Anonymous 2011-12-31 3:42

>>114
I never said Lua was a good language, just said I knew it.

Name: Anonymous 2011-12-31 4:31

>>115
it still sucks

Name: Anonymous 2011-12-31 4:49

>>118
At least it sucks fast.

Name: Anonymous 2011-12-31 5:20

>>113 not really, just throwing a few cents worth into the (rather empty looking) bucket...

Unless they're building squabble-fighter-3... =)

Name: cabbage 2011-12-31 5:23

I haven't been to /prague/ in a few days, but this seems alright.

I'm fluent in C, C++, C#, and Java. Any C based language would be fine for me though though. I have enough of an understanding of Lisp that scripting in it would be cool too.

As for style, what say you guys to mixing the RPG and beat-em-up styles? Sort of like Castle Crashers I suppose.

Name: Anonymous 2011-12-31 5:30

...Actually that could be fun

first things first though, how to build an insult evaluator? =D

Name: Anonymous 2011-12-31 7:28

>>122
srand(time());

int InsultVal = rand();

Name: Anonymous 2011-12-31 8:15

This is a fun idea. My only qualm is with ``howdoicomputer''. You seem like a bit of a meme-parroting douche. Guessing you're from /g/ or /v/?
Tone it down a little.

Name: Anonymous 2011-12-31 9:37

No one's in either IRC?

Also, I've been part, or rather have watched many 4chan projects like this unfold. I'll give you two weeks before it all goes to shit.

Name: Anonymous 2011-12-31 10:29

ITT: unlimited troll works

I'm happy we've moved communication for this project away from /prog/ because seriously, fuck you guys.

Haters gonna hate!

Name: Anonymous 2011-12-31 10:57

>>126
No one asked for you to be here.

Name: Anonymous 2011-12-31 11:14

2^7 get

Name: Anonymous 2011-12-31 11:20

>>103
->If you can't do Lisp as your main consider it as a scripting addon.
Now that, is a great idea.

Name: u !HNcZybU4Z2 2011-12-31 11:26

Pros:
can program in C (kinda), C# (well), Python (ok), Haskell (EXPERT PROGRAMMER), Erlang (I only mention it because it's a cool language)
generally considered kawaii by his peers
is not much of an ``idea man''

Cons:
never finished a game
finds programming less annoying when drunk

Please contact my manager if you're interested in hiring me.

Name: Anonymous 2011-12-31 11:52

No way is /prog/ going to be able to do this.

Name: Anonymous 2011-12-31 11:52

GET 133!
Check out them dubz.

Name: Anonymous 2011-12-31 12:15

Yes, check 'em

Name: Anonymous 2011-12-31 12:34

>>131

I think we're capable enough, but what about this: who would install something on their computer if it came from 4chon?

Name: Anonymous 2011-12-31 13:00

>>134
Yeah, I think we could do it, but I don't think many people would want to install it.
Also think that it'd be difficult to get people to agree on a language, or to stick with the project.

Name: Anonymous 2011-12-31 14:08

>>134
Don't think that's the problem, if source and everything was open, /prog/riders can audit the code themselves. The problem with that most of us either don't have the time or lack the interesting in such projects or they would be more likely to just do it by themselves, but maybe I'm wrong about this.

Name: Anonymous 2011-12-31 14:19

>>136
they would be more likely to just do it by themselves
This is the biggest problem, I think. I assume that most /Prague/riders feel good enough about their programming skills that they'd rather be the ``head developer'' and make all the decisions, and at the same time most of them are experienced enough to know that most ``internet projects'' don't go anywhere.

Name: Anonymous 2011-12-31 14:29

>>137
I don't know about anyone else, but I refuse to work with a bunch of clueless idiots. Seriously. I don't mind being a code monkey a project. However, it just gets really fucking annoying when we have to backtrack and correct another persons mistake because the other team memember is just plain retarded.

Name: Anonymous 2011-12-31 14:30

>>137
But you're right in the respect that that a lot of "internet projects" don't go anywhere.

Name: Anonymous 2011-12-31 14:48

Past experience in previous strategy games, both turned based and real-time, all 2D though, special interests in path finding and AI strategy, in C/C++.
I'm a kernel programmer so interfacing, multithreading, fine adjustments are more my turf, not games, but h-heyy..!

On version control have used git and svn

So.. there, I don't really see this idea going forward though

Name: Phydeaux !IQnIq2e6Hs 2011-12-31 14:59

I am not particularly good, but if I can help...

My main experience is C#, but I can deal with C, SEPPLES, and a little of Scheme and Java. If other languages are put in, I can always read an emergency manual.

I can also compose some music.

Name: Anonymous 2011-12-31 15:07

>>139
>>140

It's easy to say Internet projects often derail, but to look at why and try to come up with ways to mitigate that would be a great help. Even if you're not personally invested in the game idea - analysis like that is something the Internet as a whole could use.

Fucking collaboration. How does it work?

Name: Anonymous 2011-12-31 15:20

>>142
alright, a small team 1-3 people start brainstorming on what the game should be, it's a good start

Name: Anonymous 2011-12-31 15:20

>>142

Easy. Most people are either unmotivated or shortsighted morons. Without motivation like your career depending on it or a mechanism to filter out the imbeciles from the environment, you end up with a conglomerate of time-wasting mongoloids that haven't even read SICP completed a more than slightly trivial program before, let alone a game.

EXPERT ANALYSIS

Name: Anonymous 2011-12-31 16:01

>>143
My Little Pony + Streetfighter

Firefly + Unreal 2

Star Trek Voyager: Janeway's Winter - It's a TBS game, where you have to interact with cultures while still trying to get your crew home. Like Oregon Trail in some aspects.

Name: VIPPER 2011-12-31 16:05

Id prefer a CS(magic) themed RPG.
Where you can use the usual shit like call/cc, segfault shit or just eval(apply).
Trade items like conses and other magic shit.

Also java dragons, c++ cyclopses and python trolls as enemies.

Name: Anonymous 2011-12-31 16:12

>>146

This sounds awesome.

Name: Anonymous 2011-12-31 16:16

who would install something on their computer if it came from 4chon?
Aah, this could be the axiomatic constraint to bring this /prog/ject into consensus:
1) use JavaScript LANGUAGE SOLVED
2) use FrozenVoid PROJECT LEADER SOLVED
3) use FrozenVoid naming convention and iterative pastebin driven development model. DEVELOPMENT MODEL SOLVED

Name: Anonymous 2011-12-31 16:44

>>148
We tried that, it didn't work.

Name: Anonymous 2011-12-31 17:22

>>148
FV is such a disgusting furry, everything he says, does, thinks... makes me want to puke.

Name: Anonymous 2011-12-31 17:34

>>148

I'm going to put "pastebin driven development" on my CV.
Haha... Easily the best comment I've read on /prog/ this year.

Name: Anonymous 2011-12-31 17:39

>>144

There are some open-sores games with more than a few active contributors. It's all remote collaboration, division of labor, and they manage to deliver without career pressure. It's more like pride.

Name: Anonymous 2011-12-31 17:52

>>124

Go fuck yourself with a rake.

Name: Anonymous 2011-12-31 19:11

>>152
I miss Vega Strike ;_;

Name: Anonymous 2011-12-31 19:23

The jews are after me.

Name: Anonymous 2011-12-31 19:32

>>155
Why are they after you?

Name: Anonymous 2011-12-31 19:44

>>156
Just because.

Name: Anonymous 2011-12-31 19:47

>>157
Ah, how serene. The jews chase you around for a while, then disappear, only to appear later again. This meaningless cycle repeats eternally, forever shimmering in the sea of darkness. Just like life itself.

Name: Anonymous 2011-12-31 23:17

Git is fine.

What does /prog/ think about making a real time strategy game like command and conquer. You can get away with it having shit graphics and the mechanics would be easy. The whole game could be an aerial view of buildings, men, vehicles, etc.

Movement is like in pokemon. It's a grid of a * b. An object takes up a certain amount of space on the grid. Objects can be layed on the grid and we only show the top layer.

This would be interesting because it presents the possibility of sophisticated AI and game play. We could also make it multi-player--the grid is hosted on a server--You spawn a great deal away from other people and you can begin looking for resources and building.

Name: Anonymous 2012-01-01 0:18

>>159

I've wanted to do something like this for a while, because I found the AI to be interesting. But I think that I would get involved with something like the star craft ai competition instead, rather than rolling out an rts from scratch.

Name: Anonymous 2012-01-01 6:10

>>159-160
I was thinking of that too, but I have more important things up my work queue.

Name: Anonymous 2012-01-02 4:36

I'd like to see some MMO or something based on the Red Alert 2/YR style gameplay

You could have it like active grids where people are, and they gather and spend resources and build bases and such, but building a base becomes less effective and can eventually "implode" sort of, with the result being someone who newly joins the server gains controls of almost all your military or something, like a coup.

The world could be randomly or procedurally generated where like the center areas are normal, but then as you go out the riches and ease of making large bases increases, but you have to more effectively use the landscape in battles, which might make for interesting battles among the gubment and the populace.

Could even have objectives like that, or choose your playstyle, so that it's pointless to try and build a colony as a war-leader (you have to conquer your old home city), and although invading peoples' bases would be good for the base/civilization, it becomes harder and harder to keep everything running, so you can only conquer a few cities before all hell breaks loose

Name: Anonymous 2012-01-02 6:05

>>162
but building a base becomes less effective and can eventually "implode" sort of, with the result being someone who newly joins the server gains controls of almost all your military or something, like a coup.

Sounds interesting, but you'd have to be mindful to player frustration. There's nothing worse than investing hours in making something only to have it taken away by forces outside of your control. Although I suppose the goal is to motivate the player to avoid those situations by keeping things small.

Name: Anonymous 2012-01-02 6:11

/prog/ will never be able to do this

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 (__)_) ┻━━━━━━━━━━━━━━┻ (__)_)     Thank you.

Name: Anonymous 2012-01-02 7:11

patience >>164-san, one day, /prog/ may accomplish something.

Name: name !hEpdoZ.tHU 2012-01-02 8:18

Since there are only me, you and the Sussman, I'll work alone and post my game sometime in the next decade.

Name: Anonymous 2012-01-02 9:03

I was working on a game engine a while ago. It was meant to be a clone of Game Maker, but I got in over my head. Let me know if you want to know about it.

Name: Anonymous 2012-01-02 9:16

link?

Name: Anonymous 2012-01-02 9:17

>>167 Please link.

Name: Anonymous 2012-01-02 9:52

>>169
It was a solo project, it's sitting on my comp collecting dust. The original plan was to make a c++ library that pretty much let you copy-paste your GML into your c++ IDE without much editing. When I started trying to remove some limitations, and implement some new features, things got a little too complicated. I still think it's a pretty good idea, making a game engine as easy to use as Game Maker, with the flexibility of writng it in c++ gives. Looking back on it though, it was pretty poorly written, and I only got as far as rooms, sprites, objects, backrounds, and views, and they weren't all fully implemented, or even fully functional. Perhaps it'd be better to rewrite it, but if you want the code, I guess maybe I could upload it some time.

Name: Anonymous 2012-01-02 10:26

Let's turn SICP into a game. It will be like a dating sim only your demonstration of satori is the defining factor to winning over girls.

Name: Anonymous 2012-01-02 10:27

No, no. No solo stuff. Do it with someone else or don't do it at all. This is my challenge to you /prog/. You might just be surprised by how much more you can accomplish with other people.

Name: Anonymous 2012-01-02 10:31

>>171
Initially, you start off with a low Satori level but throughout the game you meet such fun characters as Sussman and Abelson, even Stallman. These wizards tutor your player and you gain arcane understanding which manifest itself as spells. The game will use a heavy amount of actual coding and visual analogies wherever possible.

In order to win over the girls it will be impossible not to master SICP. Perhaps, within the game environment, actually challenges from the community can be submitted to challenge the player to complete them and create cool software. In this way, the user is forced to create original content.

Once satori has been achieved you are now a judge or mentor, and other players can go to you to gain satori levels.

Name: Anonymous 2012-01-02 11:13

>>172
I'd be very happy to continue working on it with someone else, except I ahve no idea how to work in a group, I never have.

Name: Anonymous 2012-01-02 16:01

>>170
I'll say again: please link.

>>173
The forced programming of cool software. Over.

>>174
Develop multiple personality disorder and team up with your (other) self.

Name: Anonymous 2012-01-02 17:58

>>173

When winning over girls, it can be like the you are out to dinner and she really wants to order the meal that costs exactly the number of destinations that a knight could move to on a chess board in 4 moves, divided by the number of squares a bishop could move to in 2 moves, starting from a corner. And you must solve this using your handy scheme interpreter.

Name: Anonymous 2012-01-02 18:06

>>173

Or you come home from dinner, only to find that an evil villain has encrypted all of her source code, and will provide the key for a ransom. But then you discover that she is an expert programmer, and cracks the cipher and gets all of her source code back, finds the IP address of the perpetrator and then haxes his anireports him to the authorities.

Name: Anonymous 2012-01-02 18:40

>>177
>>176
Oh god where can I play this game ;__;

Name: Anonymous 2012-01-02 20:09

>>176
If I pay the bill, I want to be blown.

Name: Anonymous 2012-01-02 22:00

>>178

We could make it. It wouldn't be too hard to get eh code together, but the art and character development would have to be in depth, otherwise it would just be a frontend to project euler or something.

Name: Anonymous 2012-01-02 22:50

http://code.google.com/p/progame/
Check out the engine so far

Name: Anonymous 2012-01-02 23:39

>>181
you made my eyes bleed with that indentation style

Name: Anonymous 2012-01-02 23:53

>>182'
>implying this was written by one person

Name: Anonymous 2012-01-02 23:59

>>183
dear lord, please stop

Name: Anonymous 2012-01-03 0:53

>>181
That's it. I've had enough internet for today.

Name: Anonymous 2012-01-03 1:20

>>181
You suck at internet.

Name: Anonymous 2012-01-03 4:11

Any screenshots yet?

Name: Anonymous 2012-01-03 6:55

Name: Anonymous 2012-01-03 11:42

>>188
That's a nice tileset.
Character sprite is eh though.

Name: n !5nQJvPK/Lw 2012-01-03 14:49

>>189
I read both are temporary.

Also, I should really get involved in this somehow.

Name: grouse !xdoz7cjaZY 2012-01-03 22:14

>>190

Check the Rizon IRC channel mentioned ITT.
Bonus: talk about programming with 99% less trolling!

Name: Anonymous 2012-01-05 6:49

Would it want some sort of targeting system(?) for ranged weapons/attacks?

Can i suggest using something quick to press maybe? i guess it depends on how you set up the rest of the keys, but CTRL + Z (z-targeting ^^ zelda 64) to flip up a crosshair or something?

Name: Anonymous 2012-01-16 3:15

Is this dead yet?

Name: Anonymous 2012-01-16 3:39

>>193
Was it ever alive?

Name: Anonymous 2013-07-31 19:06

So after a billion years in development, here's the end result. Good job team, We did it!

http://vault.digitalmzx.net/show.php?id=967

Name: Anonymous 2013-07-31 19:11

>>195
Release Date    2005-04-01
Uh, no?

Name: Anonymous 2013-07-31 19:15


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