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General Progress Thread

#61 User is offline Rolken 

Posted 06 March 2013 - 03:23 PM

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Sofox, the solution to broken commits is to not use a single branch on which everyone has commit access. Get the team (if it exists) on git[hub] and use pull requests. You can't expect a bunch of mostly new programmers to produce top notch code. (Where is the code going anyway? I don't see a working repo link anywhere.)

If anyone involved lives in/near San Francisco, I can direct you to lots and lots of local resources for getting up to speed with basic stuff like editors and git.

But really, how are you going to make this a successful project if even the project leader won't/can't devote time to it? Life is busy, everyone has busy lives, that's life.

edit: Also, here's a talk on building communities around open source game dev that was pretty great and seems relevant.
This post has been edited by Rolken: 06 March 2013 - 06:51 PM

#62 User is offline Sofox 

Posted 07 March 2013 - 08:11 AM

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Our code repository is here: https://bitbucket.or...ius-game-engine
It's listed in the "New repository, code, and possibly license?" topic, but I'll add it to the source control topic to make it more visible.

Thanks for your offer for help. You're right about branches, we should have done that from the start.

I'll be managing my time as best as I can to develop this.

Also, good video link, I'll take a good look at it.

#63 User is offline Relick 

Posted 07 March 2013 - 05:00 PM

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I committed the mouse fix and a little bit of the Bullet stuff I got in. I want to take up this idea of the branches - I can then be fully comfortable in committing things as I see fit and you moderating it later.

#64 User is offline Sofox 

Posted 09 March 2013 - 10:21 AM

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Hey Relick, I tried to compile your code, and ran into a problem. Apparently Bullet3d development libraries are not in the default repositories of Ubuntu 12.04 (though in later versions). I could implement a workaround, but it'll also requiring updating the build instructions and we've already had someone bring up this issue on IRC.

I'm wondering, could you take the Bullet stuff out and put it in a separate branch? I'm sorry for the trouble, but since it's a big change I think we might hold off on putting it into main until we've got everything resolved. What do you think?

#65 User is offline Relick 

Posted 09 March 2013 - 03:39 PM

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View PostSofox, on 09 March 2013 - 10:21 AM, said:

Hey Relick, I tried to compile your code, and ran into a problem. Apparently Bullet3d development libraries are not in the default repositories of Ubuntu 12.04 (though in later versions). I could implement a workaround, but it'll also requiring updating the build instructions and we've already had someone bring up this issue on IRC.

I'm wondering, could you take the Bullet stuff out and put it in a separate branch? I'm sorry for the trouble, but since it's a big change I think we might hold off on putting it into main until we've got everything resolved. What do you think?


Sure, no problem! I'll get it setup tonight.

EDIT: Done. It looks like it doesn't show up on the Overview tab which branch I have committed to, but clicking the commits tab clearly shows I am in the 'Relick' branch.
This post has been edited by Relick: 09 March 2013 - 04:00 PM

#66 User is offline Sofox 

Posted 10 March 2013 - 06:34 AM

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Now it's compiling and running perfectly.
Brilliant, thanks.

#67 User is offline DaHog 

Posted 11 March 2013 - 07:46 AM

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I'm so exited to see how this is going! I want to make a fangame with it when it's completed.

#68 User is offline Sofox 

Posted 12 March 2013 - 09:01 AM

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Oh?

Could you tell us more about your fangame (preferably in a new thread so we don't go too off topic on this one)?

It'd be nice to know more about what people are thinking of using the engine for, and what requirements they have.

#69 User is offline DaHog 

Posted 12 March 2013 - 01:39 PM

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Okay! Sure. Always glad to help out.

#70 User is offline Sofox 

Posted 11 May 2013 - 05:22 AM

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I've been cruel to you guys. I've said I'd work on this and I didn't. I've been doing exactly what the guy who I took over did. I'm hearby resigning as leader from the project.

Anyone who wants to take over as leader of the project can. Relick has the most code contributions so he'd be my personal preference, though if there's any disagreements you can discuss it. All source code is sitting there perfectly fine in the Source Repository (Relick has full permissions, but it's easy to branch too).

I apologise to all you guys, everyone who depended on me and who I let down. I let the project stagnate and made promises I didn't keep and I shouldn't have done those things.

I really wish the best for this project, I hope it can continue on to great things, but it'll need someone to take action in order for that to happen, and looking over my behaviour over the past few months, I'm clearly not that person.

All the best,
Sofox

#71 User is offline Relick 

Posted 25 May 2013 - 02:24 PM

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The way I see it, this can go one of 3 routes:

1) Focus on being a 3D Sonic engine
2) Focus on being a multi-purpose 3D engine
3) Throw in the towel

Now my preference would be option 1 however SonicGDK already does an awesome job at that. Option 2 was the idea for a good while over the last few months but I doubt it could ever compete or even get close to an engine like Unity or UDK (especially in our spare time as open source).

It would suck to go down the third route but to be honest I have a feeling the only benefit a fan-game maker would have over GDK is not having the UDK baggage and so it may not be worth it in the long run.

What is everyone's opinion?

#72 User is offline Kharen 

Posted 25 May 2013 - 10:00 PM

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I kind of think it would be nice to have a 3D Sonic engine that's lighter on requirements over SonicGDK. I mean, BlitzSonic has a million different off-shoots and versions to the point where a single level only works properly in one version and even people who put videos out to show how well levels play when done properly still have to cheat and use anti-gravity debug tools just to play it properly. SonicGDK makes really nice levels and stuff, but it has some rather high requirements for the computer to be able to run it.

What would be nice would be if there was an engine that was as light on resources as BlitzSonic but had the better controls and playability of SonicGDK. As things are now, you either have one that's easy on the system but plays like absolute crap and is like winning the lottery on trying to find the appropriate build or version of the engine, or looks and plays really nicely yet will melt low to mid-range computers into slag.

Building a general-purpose easy-to-use engine seems like a rather big project. Some people would want to build stuff like Sonic, but others would be wanting to make something more like Star Fox or something else entirely. You don't know what the end user is going to want so you just have to try and cover everything. Would making a Sonic-only engine be an easier task since you already know what the end user is most likely to make with it and can focus attention on being able to achieve just that first? If you want to make a do-anything engine, you'd have something to start with and can add additional bits and features afterwards.

#73 User is offline winterhell 

Posted 26 May 2013 - 06:45 AM

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There is only one way to make a practical engine and that is to develop it against a particular game. Finding someone who is BOTH a good modeller and can code gameplay in C++ and willing to make a game in this engine. If the guy is only an artist, you can bet he wont be willing to learn C++ and would prefer to work with visual scripting languages like with UDK. And if he is just a programmer, well... programmers don't make games.

#74 User is offline Chimera 

Posted 09 June 2013 - 12:50 AM

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Exactly what Winterhell said. I look at Kismet and get the stupidest grin; there's just so much to do with it! As an artist, I can really make my ideas shine when I have something visual feedback with what I'm doing. Looking at C/C++ confuses the hell out of me. Even some simple stuff.

A team of two/three guys should be able to make something like this happen if they give enough of a damn, but nobody seems to be doing that. If anyone wanted to work with me and had enough programming knowledge to set up basic controls for movement at the very least, I'd be game, but it doesn't really look like anyone does...
This post has been edited by Chimera: 09 June 2013 - 12:57 PM

#75 User is offline Azu 

Posted 09 June 2013 - 11:25 AM

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I personally think maybe someone should use the SGDK or get in contact with Damizean and see if you can get the Egg Engine source.

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