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  Mercury: A Simple 2D Game Library | -> Beta coming soon <-  (Read 28730 times)
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Offline Simn
« Reply #90 - Posted 2013-11-16 10:22:40 »

Woah, you're getting far!

I browsed through your code and things are looking very sleek (very smart idea with a static resource manager by the way)!

- Simn
Offline wessles

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« Reply #91 - Posted 2013-11-17 02:48:51 »

I am glad I posted this all over reddit now. Already had someone point out an error with my Math. I love reddit. Grin

Managed to add in a new tutorial about the Logger. I also fixed the bug pointed out.

@Simn
Thanks man! Self-Motivation can only go so far, so it is nice to see someone appreciates my work! Grin

Offline saucymeatman
« Reply #92 - Posted 2013-11-17 16:11:24 »

Wow, im impressed. Can believe how much work you put into all those different media sources! I love the tutorials, really helped me understand how to use mercury, and the animation/spritebatching is awsome. (+1)
What are you planning to do next in MERCury, and furthermore, do you have an idea of what the finishgd product will look like?
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Offline wessles

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« Reply #93 - Posted 2013-11-17 18:48:04 »

What are you planning to do next in MERCury?

I plan to add in:
- Physics (either JBox2D or my own)
- GUI Framework
- Particle System
- Better Font System (really gonna procrastinate here  Tongue)
- Sound (probably just gonna use paulscode 3d sound)

I've got my work cut out for me, but I'm up for a challenge! Cool

do you have an idea of what the finished product will look like?

As for the 'finished product...' Well, the thing is, there probably won't be a 'finished product.' I plan to keep on working on this, adding utilities, making it faster and better, until I get bored with the project. It is really good for me to have a project that does not involve following specific rules and making it fun. This is more fun for me to develop, honestly. I like working on the technology that goes behind games, not the game itself. With that said, making games is still great fun!

Offline opiop65

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« Reply #94 - Posted 2013-11-18 04:20:31 »

I've got to admit, I'm impressed! You seem to have learned a lot over the past couple of months, and its starting to show in your work, good job!

Online kpars

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« Reply #95 - Posted 2013-11-18 05:58:35 »

Same here, he's progressing faster than I am with my old library. Sad

- Jev

Offline unenergizer

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« Reply #96 - Posted 2013-11-18 06:02:30 »

Keep up the great work sir!

JGO is AMAZING!
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Offline wessles

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« Reply #97 - Posted 2013-11-18 21:07:58 »

To unenergizer, kpars, and opiop65:
Thanks!

I knew that making a game engine/library would teach me more than making a game! (at least for me... being one who has made no complete game yet. Smiley)

I plan now to start on sound. I think I will use paulscode's 3D sound system, since it can be simplified or complexified with little code. If you have experience with paulscode Sound, I would like to ask for your help. Contact E-Mail: wesley.laferriere@gmail.com

Thanks a ton!

Offline wessles

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« Reply #98 - Posted 2013-11-20 01:58:00 »

New Update!



- Made a new package with various classes to help you load and play sounds of many different types! Wiki page coming soon.

- Massive change in Runner. Now, as requested on reddit, Runner is now a static singleton. You can now use runner either statically or as a singleton like so:
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// Static way...
Runner.getInstance().___();
// Singleton way...
Runner runner = Runner.getInstance();
runner.___();

It's a win-win for everyone!

- Made ResourceManager more efficient and flexible. Now, to load something, it just has to inherit the Resource class's code:

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runner.resourceManager().loadResource(Texture.loadTexture(...), "foo_tex");
...
Texture tex = ((Texture) runner.resourceManager().retrieveResource("foo_tex");

The list of things that are Resources are:
    - Textures
    - Sounds
    - Fonts
    - Animations
    - and Shaders
    There are probably more to come soon. Roll Eyes



I have now updated the Wiki, and it all works beautifully!
Let me know what you think! Whether it be critique or suggestion!

Offline wessles

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« Reply #99 - Posted 2013-11-20 21:05:28 »

I saw a very good point on a thread today from HeroesGrave:

Too many libraries you just want for one or two things but require everything else as well.

I thought that maybe I should break the engine up a bit into seperate libraries. Because this actually is a relevant point. Some people might not want to use my sound library, but the rest of the engine. Some might only want the (small, albeit) sound library, but not the rest of the engine. So I might just break the engine up into different libraries. One for Rendering, Sound, Textures, Runner, etc.

And for those that want the entire thing, they could take the full engine jar. This is a bit like what Slick2d did, with their 'slick-utils,' only more small-scale.

Just a thought!

What do you think? Should I break it up, or is it good like it is?

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Offline opiop65

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« Reply #100 - Posted 2013-11-20 21:42:17 »

That's what I'm going to do with my project, I personally like choosing which parts to choose, it just allows for more flexibility and you can integrate helper libraries with any type of library, whereas with an engine you're limited to what the dev allows. And you don't have to write as many functions and its easier to maintain. You can add in new features without worrying about lots of dependencies too!

Plus, I'm just lazy and writing an entire engine is a pain Wink

Offline wessles

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« Reply #101 - Posted 2013-11-20 21:50:56 »

Welp, that means that I have all the hard work done, and just have to decide whether or not to split it...

Offline opiop65

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« Reply #102 - Posted 2013-11-21 01:14:03 »

Like you said, split it, but still offer the entire engine as a option for download. I think some people would rather use the engine, and it would be silly to stop coding it after you've come so far!

Offline wessles

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« Reply #103 - Posted 2013-11-21 01:37:37 »

Quote
it would be silly to stop coding it after you've come so far!
Woah! Who said that I would stop coding it?!

Offline opiop65

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« Reply #104 - Posted 2013-11-21 01:44:15 »

Quote
it would be silly to stop coding it after you've come so far!
Woah! Who said that I would stop coding it?!
Sorry, I meant the actual engine. Creating a utility library is far different than creating an engine, and I just wanted to make sure you didn't just quit!

Offline saucymeatman
« Reply #105 - Posted 2013-11-21 03:20:15 »

I like the idea of seperate librarys working together to make an engine. Its much more flexible. I just
wouldn't suggest the separation if you think it would cause either a decrease in future features or it
would take an exorbitant amount of time.
Offline HeroesGraveDev

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« Reply #106 - Posted 2013-11-21 03:21:22 »

The point of my comment is not neccessarily to split it, but to remove dependency on every part of the library.

For example, Texture Loading.
If I want a utility to do it for me, I don't neccessarily want to have to use their Texture class, or have to find which overloaded method to call when all I need is a standard texture loaded from some path.

The point of utility code is to do one thing, and that thing is... wait for it...

What it is supposed to do.

If it is doing anything else without you wanting it to, it is not a very good utility.
In some ways, it can even be harder to write a utility library with all the functions as a full engine.

Offline wessles

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« Reply #107 - Posted 2013-11-21 03:34:09 »

@saucymeatman
Don't worry. I have kind of accessed how much it will take. Seems like I set myself up for this unintentionally  Roll Eyes.
And if not, don't worry. If anything, it will increase the amount of features, since they can just be plugged in.

@heroesgravedev
Exactly my point. I want to be able to distribute parts of the library, without that library depending too much on the others. That way people can take my utilities, and use them. Thanks for the more clear explaination! (+1)

Offline unenergizer

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« Reply #108 - Posted 2013-11-21 04:31:33 »

Wesley,

I sent you an email because I couldn't figure out how to PM you.  Hope you don't mind!

Cheers,
Andrew

BTW, the library is looking gooooood!

JGO is AMAZING!
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Offline wessles

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« Reply #109 - Posted 2013-11-25 03:26:02 »

Well, I decided that a snazzy logo and nice project page wouldn't make anyone want this engine. So I made a game with it in 2 days! Tell me what you think. It's called EtSplodera.

Thanks for all the support guys! Couldn't have done it without you!

Offline wessles

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« Reply #110 - Posted 2013-11-29 06:49:17 »

Welp, it finally happened. I don't know how, but I managed it  Smiley.


New GUI Update!
Featuring general improvements, and GUI's!


So without further ado, let's get started!

Added:
  • TrueTypeFont will load a .ttf file, and be used in the Graphics object!
  • GUISystem, and Component will be the base for a much larger framework of GUI's. Currently you can make a button that interacts with the mouse, keyboard, etc. and centers the text! How to set up:
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ActionCheck acheck = new ActionCheck() {
   @Override
   // The method for telling whether or not the component has                  
   // been acted upon.
   public boolean isActed() {
      return false;
   }

   @Override
   // Called every update frame that the component has been acted
   // upon.
   public void act() {
   }
                                                                                                 
   @Override
   // Called every update frame that the component has not been
   // acted upon.
   public void noAct() {
   }
};

// Make component.
Component comp = new Component("MERCury Button!", texture, 0, 0,
      texture.getTextureWidth(), texture.getTextureHeight(), true).setActionCheck(acheck);
GUISystem guisys = new GUISystem();
guisys.addComponent(comp);

/* ******************** */

guisys.update();
guisys.render(g);

  • Improved texturing techniques available! Now you can use sourcex, and sourcey's while rendering textures using texture coordinate ideas! Take a look here:
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// Will only draw the first 100 pixels of the image at 0, 0.
g.drawTexture(texture, 0, 0, 10, 10, 0, 0);


    Removed:
    • BitmapFonts are just plain inefficient. They are hard to find on the internet, low quality, and overall a pain in the butt. Just use the more popular and easier to use solution, TrueTypeFonts.


    Fixed:
    • Fixed background colors. Well, I just found out about glClearColor(), so not as botchy of a background-color solution as before. Way better.
    • Other stuffs...

    Blah blah blah... More GUI stuffs coming soon. Smiley

    Wiki update coming soon with Sound, GUI, and more!


    Grin Let me know what you think! Whether it be critique, or suggestion! Grin


    Offline Simn
    « Reply #111 - Posted 2013-11-29 07:13:27 »

    Really, really, really nice update!

    I can definitely relate to your pain with Bitmap fonts, they're horrible. I've just kept using them because I wont use Java2D and haven't found a better solution. Undecided

    - Simn
    Offline wessles

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    « Reply #112 - Posted 2013-11-29 15:06:21 »

    Why not use Java2D? I only use it as a loader for fonts, and stuffs, not rendering, and it works amazingly!

    Offline Simn
    « Reply #113 - Posted 2013-11-29 16:24:40 »

    Ah, my fault. It seemed like you used it for rendering too. Tongue

    - Simn
    Offline wessles

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    « Reply #114 - Posted 2013-11-29 17:52:12 »

    Well, I technically was rendering with it. Here is a little crash course:

    With every BufferedImage you make, you can take the Graphics from it, and draw on it, like a canvas. When you are done drawing, you can take the RGB data, and write it to LWJGL. Java2d can load just about anything your heart desires, so you are throwing away a lot by not using Java2d to load stuffs!

    Offline wessles

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    « Reply #115 - Posted 2013-12-04 00:08:27 »

    Well everyone, I finally made my first 'Tool Plug' for the engine. I saw that Doppler had made an AMAZING tiled level editor, and wanted to make a compatible utility for it. So here it is! Drumroll please!

    *tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*tap*

    Unveiling... DopplerTileMapReader!

    Here is how you can get an int[][], each number representing a tile:

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       int[][] TILES = DopplerTileMapReader.getTiles("res/fe/fi/fo/fum/level_1.txt");


    If you were to print it out, it would parse from this:

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    // level_1.txt
    0001000200030004000500060078
    0001000200030004000500060078
    0001000200030004000500060078


    To this!

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    // In game console
    1, 2, 3, 4, 5, 6, 78
    1, 2, 3, 4, 5, 6, 78
    1, 2, 3, 4, 5, 6, 78


    This is a fast and easy little utility I felt needed mentioning.

    Speaking of which, in case you haven't heard of it (how dare you), Doppler's GREAT tool!

    Please, if you find any bugs, report them here!

    Thanks guys!

    -wes

    Offline wessles

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    « Reply #116 - Posted 2014-01-02 22:46:07 »

    Well, we have a new contributor to the project!

    kpars!

    He will be adding in level stuffs, documentation, and a new way to save things with .merc.dat! He will also be organizing some stuffs, and fixing any bugs he finds!

    I am really excited to see what he brings!

    -wes

    Offline HeroesGraveDev

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    « Reply #117 - Posted 2014-01-02 23:21:26 »

    I see you're using the GPL. I'm not sure if that is such a great idea.

    Really if this is to be used for making games, people should be given the choice of whether they want to open-source or not.
    Otherwise you've lost nearly all you market straight away.

    Maybe the LGPL would be better suited? (If you wanted the GPL in the first place)
    You can use it as a library for non-open sourced games, but derived works must still be under the LGPL.

    Easy workaround: I doubt anyone would complain about you giving more freedom, but if you want to keep things legal, all you have to do is change the licence for all future versions, while keeping previous versions under the GPL.

    Offline ags1

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    Make code not war!


    « Reply #118 - Posted 2014-01-02 23:35:15 »

    Just use this license :-)

    http://www.wtfpl.net

    Offline wessles

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    « Reply #119 - Posted 2014-01-02 23:42:05 »

    I love wtfpl  Grin

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