I've imported several assets from PARPG and will try to be consistant with that style from now on (since it is more directed towards where I want to take the game.)
Here is a sample map (you can see it in the background.)
I've resolved various bugs, discovered some new ones. Notably, I discovered a very sneaky thread synchronization dead-lock that occured.
I've also been polishing up the game (and code.) Here is the latest online play (the is running over a stressed server [video recordings really drop my fps for some reason]) so don't be surprised if you see a bit of rubber-banding in the video:
"However what i understand from the license conditions it means a work basing on the original work lets say a foto must be licensed alike, that would not mean i have to license my code which i created completely independent from it need to be licensed alike when i bundle them (and use the foto from the code).... I feel this is a strange interpretation of the cc sa"
That was my understanding too. If someone could 'unofficially' clarify that would be great.
"It's not the CC license which is vague, but how copyright law defines a derivative work (adaptation) which is vague."
"So it seems to me that it is OK to use CC-BY-SA music in a closed source game. But there is always a possibility that you will be sued and the court will have to decide whether your code derives from the music."
I've just finished networking quest synchronization and character dialogue, I am now at the stage where I am going to develop a bit of a foundation in terms of story for the game.
This is what I've written so far (I am not a good writer, so please keep that in mind when providing feed-back):
Yeah, some computers are having some performance difficulty, I assume it is due to the way Java automatically configures the graphics environment for my application. Some devices run it very well others run it very poorly.
I'm pretty sure it has something to do with Java's preference for OpenGL on platforms where support for it is lacking, but it also sometimes opts out of hardware acceleration on some intel-chipsets arbitrarily, I will contact oracle about it maybe they can give me some advice.
I have done tons of optimizations on the networking since though.
The interesting bit is near the end. Ignore the poorly written JavaScript codes, they are very quicky hacked up and rehacked and rehacked until they don't work anymore. They're not well written because they only last a couple of days until the engine has some changes that need to be reflected in the scripts.
Several bugs were also found and resolved in the way the engine deals with entities.
I managed to recover my development platform. Faulty video drivers abruptly reset my computer, which was in the middle of some sort of file-system operation. This corrupted the NTFS file-system. This was pain-stakingly fixed by grabbing an external HDD and plugging it into my computer to run chkdsk via the functional OS on the other storage medium as my computer does not have a USB-HDD boot option and I have no spare CD ROMs.
In the mean-time, JevaEngine's underlying Communication library has been improved in such a way that it will reduce the difficulty of managing remote connections and thus help me not encouter bugs when I am using it. Specifically, it now supports object pairing graphs.
The Server is now able to run multiple instances (worlds) parallel to each-other. The server also partitions these instances well, if one goes down the remaining can (in theory) remain fully operational. Players can travel between these instances by walking over a scripted trigger that will transport them to another instance.
Instances are lazzily initialized (but can be pre-cached in server scripts.) They're also weakly referenced which means if they remain inactive for too long (and the server is in need of some memory) they will be shut-down and reinstantiated when needed.
Anyway, I've got bigger problems now. I came home from school today, tried to start up my computer and it got stuck in an endless cycle of half-booting windows and then resetting... (I'm pretty sure it's a graphics driver issue, it was the cause for crashing my server a while ago constantly and seemingly arbitrarily)
So... I'm going to have to install linux in the mean-time and I mid as well give those scripts a shot on linux. I'll try to have them running sometime over the weekend.
Thankfully jevaengine was built over Java and has no native dependancies so I could very easily swap over to a linux dev platform for the next few weeks.
I've imported several assets from PARPG and will try to be consistant with that style from now on (since it is more directed towards where I want to take the game.)
Here is a sample map (you can see it in the background.)
I've resolved various bugs, discovered some new ones. Notably, I discovered a very sneaky thread synchronization dead-lock that occured.
I've also been polishing up the game (and code.) Here is the latest online play (the is running over a stressed server [video recordings really drop my fps for some reason]) so don't be surprised if you see a bit of rubber-banding in the video:
http://www.youtube.com/watch?v=rWA8bajpVXg&feature=youtu.be
"However what i understand from the license conditions it means a work basing on the original work lets say a foto must be licensed alike, that would not mean i have to license my code which i created completely independent from it need to be licensed alike when i bundle them (and use the foto from the code).... I feel this is a strange interpretation of the cc sa"
That was my understanding too. If someone could 'unofficially' clarify that would be great.
Anyway, according to this guy:
http://stackoverflow.com/questions/8893135/using-cc-by-sa-music-in-a-closed-source-game
"It's not the CC license which is vague, but how copyright law defines a derivative work (adaptation) which is vague."
"So it seems to me that it is OK to use CC-BY-SA music in a closed source game. But there is always a possibility that you will be sued and the court will have to decide whether your code derives from the music."
Hmm, but I don't know anything about law.
I've just finished networking quest synchronization and character dialogue, I am now at the stage where I am going to develop a bit of a foundation in terms of story for the game.
This is what I've written so far (I am not a good writer, so please keep that in mind when providing feed-back):
https://docs.google.com/document/d/12k79pHAkgA9wigJMbbGr1ueyzQ9M7e-5nQZ7-_mOhaw/edit?usp=sharing
Thanks.
Looks awesome. I never realized how fast-paced the gameplay for Flare was, it's kind of cool.
I was going for a more boulder's gate gamplay style but this seems great too.
Thanks for posting, looks great.
Thanks @StumpyStrust
I've been playing around with the java2d flags and I'll post back which configuration I find works best.
I'm not sure forcing it to use OpenGL will help much, but I'll figure out shortly I suppose.
Thanks.
Thanks Ryan.
Yeah, some computers are having some performance difficulty, I assume it is due to the way Java automatically configures the graphics environment for my application. Some devices run it very well others run it very poorly.
I'm pretty sure it has something to do with Java's preference for OpenGL on platforms where support for it is lacking, but it also sometimes opts out of hardware acceleration on some intel-chipsets arbitrarily, I will contact oracle about it maybe they can give me some advice.
I have done tons of optimizations on the networking since though.
This video illustrates the server's ability to run multiple instances (worlds) in game and to transfer entities between them.
http://www.youtube.com/watch?v=HYgz8NRXDzw
The interesting bit is near the end. Ignore the poorly written JavaScript codes, they are very quicky hacked up and rehacked and rehacked until they don't work anymore. They're not well written because they only last a couple of days until the engine has some changes that need to be reflected in the scripts.
Several bugs were also found and resolved in the way the engine deals with entities.
Any frame-rate issues are induced via Recorder.
Thanks for the interest.
I managed to recover my development platform. Faulty video drivers abruptly reset my computer, which was in the middle of some sort of file-system operation. This corrupted the NTFS file-system. This was pain-stakingly fixed by grabbing an external HDD and plugging it into my computer to run chkdsk via the functional OS on the other storage medium as my computer does not have a USB-HDD boot option and I have no spare CD ROMs.
In the mean-time, JevaEngine's underlying Communication library has been improved in such a way that it will reduce the difficulty of managing remote connections and thus help me not encouter bugs when I am using it. Specifically, it now supports object pairing graphs.
The Server is now able to run multiple instances (worlds) parallel to each-other. The server also partitions these instances well, if one goes down the remaining can (in theory) remain fully operational. Players can travel between these instances by walking over a scripted trigger that will transport them to another instance.
Instances are lazzily initialized (but can be pre-cached in server scripts.) They're also weakly referenced which means if they remain inactive for too long (and the server is in need of some memory) they will be shut-down and reinstantiated when needed.
Thanks for the interest.
@Clint, thanks but I double checked that.
Anyway, I've got bigger problems now. I came home from school today, tried to start up my computer and it got stuck in an endless cycle of half-booting windows and then resetting... (I'm pretty sure it's a graphics driver issue, it was the cause for crashing my server a while ago constantly and seemingly arbitrarily)
So... I'm going to have to install linux in the mean-time and I mid as well give those scripts a shot on linux. I'll try to have them running sometime over the weekend.
Thankfully jevaengine was built over Java and has no native dependancies so I could very easily swap over to a linux dev platform for the next few weeks.
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