Packaging for any distro is great. I know someone is doing it for Arch Linux already. Let me know if I can help in any way, though I don't know much about packaging for distros/repos.
I do plan on looking into the openSuse Build Service when the game is a little further along.
If you would like to outline a base Units.cpp class, it definitely would be helpful to me. I could handle the trickier differences between Enemy and Avatar (just not immediately).
For timeline info: I plan on releasing v0.13 late April and v0.14 late May. That will probably come with a Beta tag and a freeze on major features. A lot of the coding I'll be doing in Beta will be refactoring, mostly to move hardcoded configs into text files. At some point in there I'll probably think about a base Units class, and maybe a separate UnitAnimation component.
I prefer using composition when possible, rather than inheritance. I think of inheritence as a necessary evil complexity saved for extreme circumstances.
Having a base class for units/entities I'm okay with. Right now there's only Avatar and Enemy so I didn't bother (my style of actually getting a project done: write it sensibly now, refactor it to be pretty later). It would be good to have a Unit class eventually because it'll help with moving NPCs or multiplayer avatars.
It's something floating on my to-do list that isn't a priority (better to write new features than refactor old ones while in Alpha). If you want to take a crack at it though, feel free. Simple is better -- if you spend more than one new class (e.g. Unit.cpp) I might not accept the solution.
Sorry to be a hardass about this, but I'll be the one looking at and maintaining this code for the rest of my life :)
I vaguely understand the concepts of branches and tags, but so far I'm not using them in Flare. So far they haven't been strictly necessary so I skipped it.
One (inconvenient) way to see which commit number goes with which point release is to look at the google code update history. https://code.google.com/p/flare-engine/source/list I'm the only committer, so it should be in order.
Ok, partially added pennomi's scrolls
https://code.google.com/p/flare-engine/source/detail?r=336
I know these are kind of messy but they'll work: http://opengameart.org/content/elemental-scrolls
Packaging for any distro is great. I know someone is doing it for Arch Linux already. Let me know if I can help in any way, though I don't know much about packaging for distros/repos.
I do plan on looking into the openSuse Build Service when the game is a little further along.
Yes I'll merge these scrolls in soon.
If you would like to outline a base Units.cpp class, it definitely would be helpful to me. I could handle the trickier differences between Enemy and Avatar (just not immediately).
For timeline info: I plan on releasing v0.13 late April and v0.14 late May. That will probably come with a Beta tag and a freeze on major features. A lot of the coding I'll be doing in Beta will be refactoring, mostly to move hardcoded configs into text files. At some point in there I'll probably think about a base Units class, and maybe a separate UnitAnimation component.
hennr, I'll start tagging with v0.13. Thanks for your pointers!
I prefer using composition when possible, rather than inheritance. I think of inheritence as a necessary evil complexity saved for extreme circumstances.
Having a base class for units/entities I'm okay with. Right now there's only Avatar and Enemy so I didn't bother (my style of actually getting a project done: write it sensibly now, refactor it to be pretty later). It would be good to have a Unit class eventually because it'll help with moving NPCs or multiplayer avatars.
It's something floating on my to-do list that isn't a priority (better to write new features than refactor old ones while in Alpha). If you want to take a crack at it though, feel free. Simple is better -- if you spend more than one new class (e.g. Unit.cpp) I might not accept the solution.
Sorry to be a hardass about this, but I'll be the one looking at and maintaining this code for the rest of my life :)
I vaguely understand the concepts of branches and tags, but so far I'm not using them in Flare. So far they haven't been strictly necessary so I skipped it.
One (inconvenient) way to see which commit number goes with which point release is to look at the google code update history. https://code.google.com/p/flare-engine/source/list I'm the only committer, so it should be in order.
Congrats to p0ss: his 3 dead trees is OGA's favorite!
http://opengameart.org/content/3-dead-trees
Check out our entries tagged Fauna: http://opengameart.org/search/art?keys=fauna
The entry with the most Favorites will be declared the challenge winner!
Pages