TorVerse - A Work In Progress
#1
Posted 25 June 2013 - 08:23 PM
#2
Posted 26 June 2013 - 01:45 AM
I use Windows generally, but I do have a Linux machine (It won't run this, it can't run CC-Emu!)
#3
Posted 26 June 2013 - 01:55 AM
TorakTu, on 25 June 2013 - 08:23 PM, said:
#4
#5
Posted 26 June 2013 - 06:49 AM
PS:
I'm using Windows all the time.
#6
Posted 26 June 2013 - 06:58 AM
Freack100, on 26 June 2013 - 06:49 AM, said:
PS:
I'm using Windows all the time.
Thanks for the reply.
ZudoHackz, on 26 June 2013 - 01:45 AM, said:
You know, we tried my game in Linux earlier today, it worked so far. But you have to use WINE to do it. It requires DirectX 9.. sadly. Once I figure out what i'm doing to do, I might even port this to JAVA using OpenGL. I'm just not sure yet.
#7
Posted 26 June 2013 - 07:47 AM
I use a Mac all the time, but I do have a Windows 8 partition installed (never use it though). What language did you use to code this, and are you using OpenGL for 3D? Just interested.
#8
Posted 26 June 2013 - 08:04 AM
#9
Posted 26 June 2013 - 08:07 AM
GravityScore, on 26 June 2013 - 07:47 AM, said:
I use a Mac all the time, but I do have a Windows 8 partition installed (never use it though). What language did you use to code this, and are you using OpenGL for 3D? Just interested.
At this moment I am using a Windows Only compiler known as DarkBasic Pro. It uses DirectX 9. It's a crappy and useless compiler and software. But its been around for over a decade and I can make games with it really fast. It's just not stable nor is it very friendly toward anything other then windows XP. BUT... as you can see, I have made progress with it. I have made demos and given source code out for some of this project in the past. But I am tired of waiting on all the other indie devs out there to make a game that I want to play. Sooo.. I'm working on this once more. And this time, I have made a lot of progress. Then it dawned on me.. If no one really cares about the game, I just will make this in windows and be done with it. Or should I ? So I started to look around and I see a lot of Linux and Mac users who can't play. So I thought I would post messages like this one here and there to get some feedback. So far, I have 1 mac user and possibly two linux users.. but everyone else is using Windows. And yes, so far this does run on windows 7. Windows 8 sucks too badly, so I wont even bother trying to make the game run on it.
Your other question, OpenGL.. I have been studying OpenGL for the past 5+ years. I also have been studying and playing with JAVA ( using eclipse ) for the past 2 years. The problem is I can't find the help I need to be successful in making this game in JAVA. OpenGL is awesome.. I want to make it with that API. But its not a game engine. DarkBasic Pro is. So I needed to write this game out as fast as I can to show people something so they know that I am working on this. If I can get better at JAVA, then I might be able to write this game with it and that in itself will allow any OS to run it.
By the way, it would be nice if you all could Vote : http://www.minecraft.../#entry23057640
Recently I found out that the company that makes DarkBasic Pro is updating their other software known as AGK. It allows cross platform to practically anything. Yes, even phones and iPads. It also uses OpenGL. but it's lacking in the 3D GPU shader support. Well now they have a kickstarter for their Version 2 and it is supposed to allow 3D support. So I am looking into that as well.
#10
Posted 26 June 2013 - 09:52 AM
I'm running a tri-boot system.
Windows 7/Windows 8(SUCKS)/Linux Mint Cinnamon
Idk if I'm going to keep Mint. I am having problems with my sound. I might install Ubuntu...
#11
Posted 26 June 2013 - 11:50 AM
nutcase84, on 26 June 2013 - 09:52 AM, said:
I'm running a tri-boot system.
Windows 7/Windows 8(SUCKS)/Linux Mint Cinnamon
Idk if I'm going to keep Mint. I am having problems with my sound. I might install Ubuntu...
I have Ubuntu on my other computer and I gotta say, its a cool OS. But it is still unstable when it comes to non-linux games. So I am hoping that if I make this for cross-platform, that it will use native linux drivers, instead of needing Wine or some other emulator. However, I can do this with no problem with JAVA. So I am still looking into this as a viable alternative. The AGK I was looking at is not linux compatible. Figures.
Although, I wonder if their Version 2 will be.
http://www.kickstart...app-game-kit-v2
#12
Posted 26 June 2013 - 11:55 AM
Mac OS X (always latest version) ... I also have Windows 7 and Windows XP installed in Parallels, never use them though ...
#13
Posted 26 June 2013 - 02:04 PM
Here is where you can vote.
http://www.minecraft.../#entry23057640
Make sure to scroll up to see it.
#14
Posted 27 June 2013 - 07:57 AM
#15
Posted 27 June 2013 - 08:37 AM
I'm on Windows.
When I saw the title, I thought about... something else...
#16
Posted 27 June 2013 - 12:29 PM
And I would also suggest using OpenGL, no matter if you are only developing for Windows. It's faster, more flexible, and it's easier to set up a big rendering-system however you like, with shaders.
#17
Posted 27 June 2013 - 01:16 PM
I have decided to go with OpenGL. Since I am familuar with it anyhow. The choice now is, in what language. I'm not a C/C++ Guru, but I get by. JAVA is more likely to be my choice, but some of the stuff I could do in DarkBasic pro, I would have to figure out how to do in JAVA.. or heck.. even C++ for that matter. Darkbasic just makes it easy to wip out a game demo. No other language does that. So now I have to look more in depth at procedural textures using JAVA or C++. One way or another, i'll find a way.
The choice of my language will also determine if I use an already built 3D engine, or if I need to make my own, with OpenGL directly. If I went with JAVA I would use the LWJGL as my main API wrapper. I love that API. So easy to use. Problem is, its just that.. an API.. not an engine. So I am looking into engines such as JMonkeyEngine 3.0, which is still in beta, but I might still be able to use it. Either way, i'm getting there.
ON ANOTHER NOTE : I am also thinking of allowing LUA scripting in the game for the computers in the game. At least.. as a basic. Not sure yet.. not set in stone.. but I love the Lua language.
#18
Posted 27 June 2013 - 04:18 PM
Let us program events (like attacking ships) in lua.that would be awesome!
#19
Posted 28 June 2013 - 06:51 AM
Freack100, on 27 June 2013 - 04:18 PM, said:
Let us program events (like attacking ships) in lua.that would be awesome!
Yea, i'm not even sure i'll use LUA, but I am putting it into consideration at least. My problem is, I have no clue HOW to do it yet. Sure, I could make something with my own version of Basic, just like Notch did with 0x10c when he botched up his own version of assembly language.. which is a joke by the way... but I would like to use a REAL language. Lua is a real useable language that is used all over the world. Python is the other one. And python has ports for JAVA as well. Lua does not.. at least.. I havn't found any for JAVA yet. I just don't want to have to rewrite every freaking LUA function into the game. So I am trying to understand HOW to do this with minimal coding.
On another note : I'm going to have to find a free website for this. That way people can download the demo and get info on the status of the game when it comes available. I used to own a domain, but 50% of the time, the hosting company I was paying was down. I don't trust paying for websites anymore. So if it's going to be down half the time, then I might as well just find a free one. And there are a lot of free hosting sites. Anything but 000webhost.com though because they suck.
#20
Posted 28 June 2013 - 07:12 AM
TorakTu, on 28 June 2013 - 06:51 AM, said:
Not sure if this is what you want, but LuaJ? It's what ComputerCraft uses.
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