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Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Wed Nov 27, 2013 3:56 pm
by Robin
"Dependancies" is misspelled. It's probably a good idea to change it to "Dependencies".

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Wed Nov 27, 2013 4:07 pm
by ArchAngel075
Robin wrote:"Dependancies" is misspelled. It's probably a good idea to change it to "Dependencies".
Hopefully renamed all _Dependencies correctly, updated build 10 with the fixes, redownload if you wish.

Renamed the .love from Physics Envy to "Insanity Games VA.2.3.08", error on my part as the folder i work with is a different name.

Comment-out a line of code that printed the cords of entities on screen, only useful for debug.

Note ill be adding a config to set whether a Log file is even created on startup, noticed an issue with having so many log files each only a few seconds difference...
-Will probably add a check on the last log and either append or create new one based on time inbetween logs.

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Thu Nov 28, 2013 10:56 am
by BozoDel
1- If I press ] and then [ I get an error:

Code: Select all

network/Server.lua:26: attempt to index field 'EntityMod' (a nil value)
Maybe it's case again?
(I get another error if I press [ and then ], but I guess I'm not supposed to do that)

2- I think the 'Collsion' folder should be called 'Collision', amirite?

3- Which is the mods folder? Is it assets?

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Thu Nov 28, 2013 11:24 am
by ArchAngel075
Freind of mine actually pointed out the mispelling of collision, will be fixed in build 11, not important to users atm

Mods/script files internally located, in the .love, are found in "assets/Scripts"

Mods user created are found in Appdata/LOVE/InsanityGames/UserData/Mods
For finding Appdata, use %appdata% in any explorer window, or in the RUN (task manager--->applications--->newTask---Type in %appdata%)

Issue on crash due to missing EntityMod, was issue myside as the naming of the internal mod was off, and the reason i ddidnt see this is i accidently had the mod loading in my UserData/Mods folder...

-Fixed missing EntityMod internally,
-Fixed assets not being loaded externally, assets located in the UserData/assets folder.
--

Dont forget the order of buttons for running the game is "]" "[" "p", both "]" and "p" must be pressed on the same LOVE instance, or "p" must be pressed server side - clients and servers ("]" , "[") can be done in two LOVE instance

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Fri Nov 29, 2013 2:37 am
by baconhawka7x
I'm just getting a black screen...

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Fri Nov 29, 2013 4:26 am
by ArchAngel075
Please read previous posts on starting game, oe look for "Using the Demo" on the OP.

Perhaps i should just add something to end of console prints to let users know for now :/, or use a minimalistic gui

Re: Insanity Games V.A2.3.10 [Mod support!][Fixed .love]

Posted: Sat Dec 07, 2013 12:42 am
by ArchAngel075
UPDATE, sorta

I bring you build 11.5

Whats new :

-Added a console message to inform users to usage of CLIENT and SERVER;

-SoundSystem! This adds audio file support to mod loader, but some changes to loading mod files :

First, when adding files to load in the _load list - it is required to list with extension, ie "ScriptFile.lua" , this includes audio file support, ie "SomeSound.wav"
Currently the audio file formats supported are : WAV, MP3, OGG

How to use the soundsystem :

After loading the sound into registry with modloader :

Code: Select all

 assetModule.newAudio(name,channels)
 -- name is the audio files name,
 -- Channels is the amount of channels you want to create, leave it blank for default 1 channel.
This will RETURN am asset ID, this ID is important if you wish to operate with the audio.

To play an open channel :

Code: Select all

 assetModule.getOpenAudio(ID)
 --ID is the ID returned by newAudio,
This RETURNS an open audio channel, that is a sound that is not playing currently or paused.
so using :

Code: Select all

 assetModule.getOpenAudio(ID):play()
will play the returned sound.

Currently sounds ARE NOT mod specific, this means sounds can overwrite another sound of same name... build 12 should see mod specific sound storage (similar to mod script files)

What else is new? :

LoveFrames added!

Yup thats right, loveFrames is now packaged with the game, this lets gui's be built easily and quickly (provided you know how to work LoveFrames)

As a precaution i suggest a common courtesy system of keeping frames in the clients GUI table, ie :

Code: Select all

function script.newClientGui(clientdata)
 clientdata.GUI[script._UniqueID] = {}
 local thisModGui = clientdata.GUI[script._UniqueID]
 thisModGui["MainMenu"] = loveframes.Create("frame")
 thisModGui["MainMenu"]:SetName("MainMenu")
end
Note how i store in the clientdata table USING the mods UniqueID as its key, this is the clientdata the client creates and uses upon creating itself (client Instance)
As needed the event "OnNewClientInstance" is fired upon starting a client instance, its arguments is only the clientdata table of the client.

Suggested that the mod atleast tries to save a reference to this clientData table for GUIs, to access the clientData table INSIDE the client in any other place use the [table] variable '_CLIENT'

The _CLIENT variable ONLY exists on clients, so to send things from it to server you will need to use 'NETclient:send()'

Instead of a universal 'tick' or 'ping' for clients, the Events 'OnPackageRCVServer' and 'OnPackageRCVClient' can now be used by mods for custom packages!.

WARNING :
As another common courtesy please use json to encode your package, example :
First pick a package append, as a preference its best to append your mods UniqueID with this to prevent overlaps :
"ArchMod" -- the mod UniqueID
"ArchMod:PlaySound" -- the ID appended with a package name
Next json encode and append like so :
"$ArchMod:PlaySound$" .. json.encode(something) -- MUST BE encased in "$" for the package name
[something] can be a table/string/etc BUT NOT userdata, ie love.physics objects, it is best to pick out what you need to send of a lp object and send that specifically.

Systems will be put in to enhance package handling, as of now this will suffice.

Lastly id like to mention the previous demo has been somewhat removed, and instead Im working on a more complete demo now using as much features of the engine as possible. Thus build 12 will be this demo/showcase release to show just what can be done using the InsanityEngine.

There is a primitive demo showing the gui system and SoundSystem.


If you have any requests, suggestions, complaints etc please put them forward!

(I apologize for slow work on this, family visit has put me out of my work space so i am less productive as I would like to be.)

Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]

Posted: Mon Dec 09, 2013 5:00 pm
by szmol96
I get an error: "main.lua:84: module 'Collsion/Collider' not found:
no file "Collsion/Collider.lua" in LOVE game directories."

Guess you misspelled 'Collision' as 'Collsion'. I added that 'i' and it works, howewer, I have a Hungarian keyboard and it does not have '[' and ']' keys. I think you should replace them with some letters or numbers.

Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]

Posted: Mon Dec 09, 2013 8:14 pm
by Jeeper
Will try the game when there is no research needed in order to start it, got way to little of an attention span to read that wall of text, like someone else already pointed out, a screenshot or two would be nice.

Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]

Posted: Tue Dec 10, 2013 5:21 pm
by ArchAngel075
I will eventually clean up the wall of text into a documentation, but working on the full demo is helping me find things i need to tidy up and fix, like I realized the modloader did not load assets included with mods (requiring you to go inside the .love and manually add assets)

Secondly I will provide screenshots once I have put together the demo game to showcase the features of InsanityEngine.

Only once the Demo is made will the actuall first InsanityGame be made, the erason for demo first is again to clean up issues and to help me get grips on the structure of things.
The demo is abit aways done, im working on the lobby for it and then the states - The idea of the demo is a swarm management of sorts.

Each player must use his swarmers to consume the other players swarmers - The focus is on managing your swarm to out manuaver your opponent.
-
Screenshots of the demo WIP will follow in some time (2 days max)