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Author Topic: Official PyGG2 Development thread  (Read 37360 times)
notajf
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« Reply #420 on: January 10, 2012, 01:49:04 pm »

What woah woah. You completely misunderstood me.
Nightcracker and I do it. That doesn't mean you have to to help us. I mentioned it because that was my excuse to not having any real written documents apart from the code.
But anyway, if you want to help, there are a lot of stuff open.

For example, I heard you know your stuff well with the maps, programming the whole map format and maybe a new editor would be a very helpful and necessary thing that doesn't need loads of communications with us.
Would that be an idea?

Yeah, I actually already designed a new map format for my Garrison Builder rewrite.  I can dredge up those old notes and the Garrison Builder code and see what needs to be done.
Well, you're competing against me, I'm rewriting GB and integrating it into GG2...

well, there's also a good chance I'll stop randomly and not return to it.
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nightcracker
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« Reply #421 on: January 10, 2012, 02:42:09 pm »

What woah woah. You completely misunderstood me.
Nightcracker and I do it. That doesn't mean you have to to help us. I mentioned it because that was my excuse to not having any real written documents apart from the code.
But anyway, if you want to help, there are a lot of stuff open.

For example, I heard you know your stuff well with the maps, programming the whole map format and maybe a new editor would be a very helpful and necessary thing that doesn't need loads of communications with us.
Would that be an idea?

Yeah, I actually already designed a new map format for my Garrison Builder rewrite.  I can dredge up those old notes and the Garrison Builder code and see what needs to be done.
Well, you're competing against me, I'm rewriting GB and integrating it into GG2...

well, there's also a good chance I'll stop randomly and not return to it.

Yup, that's AJF  z7
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notajf
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« Reply #422 on: January 10, 2012, 02:43:49 pm »

What woah woah. You completely misunderstood me.
Nightcracker and I do it. That doesn't mean you have to to help us. I mentioned it because that was my excuse to not having any real written documents apart from the code.
But anyway, if you want to help, there are a lot of stuff open.

For example, I heard you know your stuff well with the maps, programming the whole map format and maybe a new editor would be a very helpful and necessary thing that doesn't need loads of communications with us.
Would that be an idea?

Yeah, I actually already designed a new map format for my Garrison Builder rewrite.  I can dredge up those old notes and the Garrison Builder code and see what needs to be done.
Well, you're competing against me, I'm rewriting GB and integrating it into GG2...

well, there's also a good chance I'll stop randomly and not return to it.

Yup, that's AJF  z7
I know. I get lots of inspiration but only brief motivation... I start things and rarely finish them :<
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cspotcode
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« Reply #423 on: January 10, 2012, 03:23:48 pm »

Well, you're competing against me, I'm rewriting GB and integrating it into GG2...


I'm interested... are you using GM or Python?  Can I check out the code somewhere?  What kinda map format are you using?

No sense duplicating effort; if we can work together, that'd be cool.  Doubling the ol' bus factor, as they say.
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notajf
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« Reply #424 on: January 10, 2012, 03:29:11 pm »

Well, you're competing against me, I'm rewriting GB and integrating it into GG2...


I'm interested... are you using GM or Python?  Can I check out the code somewhere?  What kinda map format are you using?

No sense duplicating effort; if we can work together, that'd be cool.  Doubling the ol' bus factor, as they say.
GM in this case. https://github.com/TazeTSchnitzel/Gang-Garrison-2/tree/mapedit

Map format is the existing one (although I despise it).
The main change is the integration and interface, a foolish attempt at avoiding code duplication.

I might drop this and help with yours though. I haven't tried it.
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nightcracker
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« Reply #425 on: January 10, 2012, 03:48:28 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
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notajf
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« Reply #426 on: January 10, 2012, 03:49:28 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.
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cspotcode
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« Reply #427 on: January 10, 2012, 04:10:52 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
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notajf
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« Reply #428 on: January 10, 2012, 04:21:46 pm »

Off-topic, but one idea I thought of was that the GIF format would be good for GG2 maps. It's a simple format, 256-color, and its multiple frames support could be used for bg/wallmask/foreground image/item placement.
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Orpheon
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« Reply #429 on: January 10, 2012, 04:27:33 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
It would probably be beneficial that the map editor and the game were in the same language. For multiple reasons.
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notajf
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« Reply #430 on: January 10, 2012, 04:30:03 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
It would probably be beneficial that the map editor and the game were in the same language. For multiple reasons.
To reduce code duplication etc etc. Yes.

That doesn't mean we'll rewrite it in Python.
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Orpheon
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« Reply #431 on: January 10, 2012, 04:34:10 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
It would probably be beneficial that the map editor and the game were in the same language. For multiple reasons.
To reduce code duplication etc etc. Yes.

That doesn't mean we'll rewrite it in Python.
What? You want to import python code of the engine and stuff in Java? Why?

Also, why make everything more complicated for a new/GML-only modder? Why two three languages instead of one two?
« Last Edit: January 10, 2012, 04:34:22 pm by Orpheon » Logged

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notajf
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« Reply #432 on: January 10, 2012, 04:38:17 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
It would probably be beneficial that the map editor and the game were in the same language. For multiple reasons.
To reduce code duplication etc etc. Yes.

That doesn't mean we'll rewrite it in Python.
What? You want to import python code of the engine and stuff in Java? Why?

Also, why make everything more complicated for a new/GML-only modder? Why two three languages instead of one two?
No, I'm saying just because we *should* avoid having seperate languages does not mean we are going to trash perfectly good existing work just because some people want it done in Python.
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Orpheon
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« Reply #433 on: January 10, 2012, 04:59:08 pm »

Well, we'd really like a Python map build for Pygg2. We want to move completely away from GM.
Meh. cspotcode's is Java, the language really shouldn't matter.

I was using Java because it's easily cross-platform, has killer GUI libraries, and I thought the most realistic GG2 rewrite would happen in Java.  I was using the Netbeans Platform, which is mega-powerful for implementing complex editors, but also has a big learning curve.

I'm not opposed to Python but I'd have to research cross-platform GUI libraries.  They probably won't be as 'mega-powerful' as the Netbeans Platform, but having the speed of a scripting language is a plus.

@Terry: I also hate the old map format, I'll post some of my new ideas.
It would probably be beneficial that the map editor and the game were in the same language. For multiple reasons.
To reduce code duplication etc etc. Yes.

That doesn't mean we'll rewrite it in Python.
What? You want to import python code of the engine and stuff in Java? Why?

Also, why make everything more complicated for a new/GML-only modder? Why two three languages instead of one two?
No, I'm saying just because we *should* avoid having seperate languages does not mean we are going to trash perfectly good existing work just because some people want it done in Python.
That mostly depends on the size of the work done in Java. But yeah, whatever. Do what you guys think is best.
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« Reply #434 on: January 10, 2012, 09:07:07 pm »

Off-topic, but one idea I thought of was that the GIF format would be good for GG2 maps. It's a simple format, 256-color, and its multiple frames support could be used for bg/wallmask/foreground image/item placement.
PNGs can be palletized/indexed too, easily, as well as a hard 256 color restriction being bad for map makers.
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