Author Topic: Enhancements  (Read 6546 times)

sfx1999

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Enhancements
« on: 2006-05-12 19:36:07 »
What kind of enhancements are you planning to do?

I was thinking that it would be a good idea to anti-alias the backgrounds and fix the palette problems, but here are some other ideas:

1.) Per-pixel lighting
2.) Particle effects in battle
3.) If necessary, a system to convert the vertex graphics to texture maps. This could help with things like eyes.
4.) Turn some effects into lights
5.) PSF support
6.) PSX Video Support
7.) Fix the automatic 256 color problem with movies
8.) MP3 support

Other less practical but cool ideas:

1) Bump mapping
2) Make it mod friendly
3) Make mod tools

halkun

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Re: Enhancements
« Reply #1 on: 2006-05-12 21:55:08 »
Look at the readme sticky above. Let's work on geting something to execute as a refrernce first. Then it's open source and anyone's game.

I don't want to loose the forest from the trees.
 

Covarr

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Re: Enhancements
« Reply #2 on: 2006-05-13 01:34:31 »
It seems to me that analog gamepad support would be a nice feature. It would completely eliminate the need for a run button for the select few.

Cyberman

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Re: Enhancements
« Reply #3 on: 2006-05-13 04:49:02 »
To prevent this from becoming a closed forum, READ THE STICKY.
I repeat READ THE STICKY POST first.

Thank you for your interest.

Cyb

sfx1999

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Re: Enhancements
« Reply #4 on: 2006-05-16 14:27:44 »
I did read it, but what is the relevence of that to this?

Anyway, is there a way for me to use CVS instead of subversion?

halkun

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Re: Enhancements
« Reply #5 on: 2006-05-17 05:17:37 »
It wasn't obvios in the sticky so I elaborated.

Quote
How about Enhancements? I would like Bump mapping/Per-pixel lighting/Particle effects in battle....
No, as it stands right now, the clear goal is to get an engine up and running. Things like enhanced backgrounds, battle effects, and the like are not on the table. We need it running as close to the original executables as possable. If you want to add your own effects go ahead and fork the code and go wild. If it's orthogonal enough, we could add it back to the main trunk.

Can you make it mod friendly? How about some mod tools?
No, not right away. I'm keen on using Square's original data first. If anything at least our engine will be a little more forgiving with what's accepted as input. However, there is a large likelihood that the system will be designed to make Square and non-Square data non-interchangeabe. This means you won't be able to add your mods to a stock game, but use new data with a different format to create new games. (most likely, text or XML) The less we step on Square's toes, the better.


We aren't using CVS. We are using Subversion (SVN) which is about  a bajillion times better.

1) You can commit biniaries with SVN
2) You can add/delete files without mucking around in admin directories
3) You can add/delete directories without mucking around with admin directories
4) The sourceforge SVN reposotory is more stable than the CVS one
5) There is a rational forking system in place with SVN

There is also lots of other stuff.

The offical book for SVN is free online. You can get it here. It's not that different. If you are famillar with CVS, read chapter 3, it goes into differences between SVN and CVS

http://svnbook.red-bean.com/

« Last Edit: 2006-05-17 05:23:37 by halkun »

sfx1999

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Re: Enhancements
« Reply #6 on: 2006-05-17 14:56:19 »
I can't get it to compile, though.

Cyberman

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Re: Enhancements
« Reply #7 on: 2006-05-17 15:08:56 »
Are you refering to Q-gears or svn?

Might want to be specific :D

Cyb

sfx1999

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Re: Enhancements
« Reply #8 on: 2006-05-17 15:25:45 »
SVN, however, I installed the binary version. Unfortunatlely, it doesn't like MSYS, so I have to run it in a dos prompt.

I just found out I need to install SDL-image. I have never had that working before. Wish me luck.

By the way, have you ever used Corona? It really worked for me. It is an image library, BTW.