kesiev / akihabara

A game engine for making classic arcade style games using Javascript and HTML5. We're starting moving on a re-organized repo here: https://github.com/akihabara
http://www.kesiev.com/akihabara
GNU General Public License v2.0
529 stars 53 forks source link

debugfont.png should be specifiable #14

Closed polm closed 12 years ago

polm commented 13 years ago

At the moment loadAll in gbox.js has a specific relative path ("akihabara/debugfont.png") for the debug font. It would be nice to have a way to override just this path to, for example, work on Akihabara games with jsFiddle, or more generally in situations where the page isn't on the same server as Akihabara.

kesiev commented 13 years ago

Hi! We can think to move the root path override on the game initialization phase - it shouldn't be very hard. I've added your idea on the new repo wiki: https://github.com/Akihabara/akihabara/wiki/New-Ideas Is not a very hard patch, so I hope to find some time in order to do that or - better - some of one collaborators can give an hand :) Thank you for your suggestion.

polm commented 13 years ago

Thanks! Sounds like a good plan - I'll give it a shot. -POLM

PotHix commented 12 years ago

@kesiev, @polm submitted this patch on the new repository. Can you close this one?

orubel commented 12 years ago

Well ideally, if you created a 'debug' class, you would load whatever font image/tileset you wanted to use separate from the maingame loop. This would remove that issue altogether. And 'font' would just be the font used by the maingame and would not change as it would be used for consistency.

PotHix commented 12 years ago

@foofoobar Look at the new repository https://github.com/Akihabara/akihabara. This code was applied and we're working on the new Akihabara major version. Feel free to help on the development :)

orubel commented 12 years ago

This looks to be a fork and not maintained by Darius/Kesiev. Is he involved in that? That looks to be all your work

PotHix commented 12 years ago

@foofoobar Darius was not maintaining Akihabara and @kesiev don't have time to work with it anymore. I talked to @kesiev and started working on Akihabara's new version. He helped me on the milestones and ideas for the new version and actually he is one of the organization owners: https://github.com/akihabara.

We added an information about the new repository on the this repository README: https://github.com/kesiev/akihabara/blob/master/README.markdown

Anyway, feel free to contribute to the new version The mailing list: groups.google.com.br/group/akihabara-engine :)

orubel commented 12 years ago

fair enough. Will take a look and check it out. I've been developing alot on older version to make it more client/server oriented. Will have to see what you have so far. Does it run as is?

orubel commented 12 years ago

pulled down source. do you have example of how to implement? Ran test but that LITERALLY was just a test :)

Nice one too. Want to start hacking and pulling stuff apart and building classes. Got any examples? Can the existing stuff port?

PotHix commented 12 years ago

@foofoobar Yes. We have a demo running on it: http://akihabara.github.com/experimental-demo-tlos/ As you can see this is unstable and the code is changing a lot nowadays to fit right on the new version.

If you want more information send it to the mailing list and I'll do my best to introduce you to the new code.

orubel commented 12 years ago

Excellent. Sign me up for mailing list. What is it? :)

PotHix commented 12 years ago

@foofoobar http://groups.google.com.br/group/akihabara-engine

orubel commented 12 years ago

Honestly in my efforts I'm finding that the shmup/sidescroller/topview are all the same game with objects using different functions. Those functions are shared at times; for instance fireBullet can be shared by all jump CAN be shared but doesn't do anything for shmup/topview except to provide a visual effect or possibly dodge objects (see classic 'bump-n-jump' arcade game). In effect, topview/shmup/sidescroll make no difference and what should be being separated are 'player.js','enemy.js','trigger.js','container.js','object.js','hud.js','menu.js','dialog.js',etc

The components that make the game are what should be separated and the games themselves should have all functions built into the objects that are the components. Thus when making a sidescroller, that then becomes a topview that then becomes a shmup... you can recycle all components and just do a transform with different tilesets if need be.

On Wed, Feb 22, 2012 at 9:00 AM, Willian Molinari < reply@reply.github.com

wrote:

@foofoobar Yes. We have a demo running on it: http://akihabara.github.com/experimental-demo-tlos/ As you can see this is unstable and the code is changing a lot nowadays to fit right on the new version.

If you want more information send it to the mailing list and I'll do my best to introduce you to the new code.


Reply to this email directly or view it on GitHub: https://github.com/kesiev/akihabara/issues/14#issuecomment-4108316

PotHix commented 12 years ago

@foofoobar mailing list, please.