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Messages - michal

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17
Offtopic / Freeablo 0.3 released - open source diablo 1 engine
« on: August 06, 2015, 08:54:28 am »
Still not playable, but they are making progress :)

Quote
Big features this time round are level 3 level generation, and some cool new gui stuff from knopka90 and Exairnous.

Im hoping that for v0.4 I can get a start on combat and multiplayer, so it should be a more exciting one (a lot of the stuff in this release is a bit “invisible” to end users).

https://www.youtube.com/watch?v=AwGktV5_N4g

https://freeablo.org/?p=70

18
Offtopic / SourceForge - can it get any worse?
« on: May 28, 2015, 08:18:20 am »
https://plus.google.com/+gimp/posts/cxhB1PScFpe
Quote
It appears that SourceForge took over the control of the 'GIMP for Windows' account and is now distributing an ads-enabled installer of GIMP. They also locked out original owner of the account, Jernej Simončič, who has been building the Windows versions of GIMP for our project for years.

So far they haven't replied to provide explanations. Therefore, we remind you again that GIMP only provides builds for WIndows via its official Downloads page.

Edit:

Their response:
https://sourceforge.net/blog/gimp-win-project-wasnt-hijacked-just-abandoned/

19
Offtopic / Resharper C++
« on: April 14, 2015, 12:56:59 pm »
Hello,

Jetbrains (they are doing many great programming tools) https://www.jetbrains.com has released Resharper C++ for Visual Studio.

It's great addon for VS which analyses code, adds refactorings, etc. Details here:

https://www.jetbrains.com/resharper-cpp/

Jetbrains provides free licenses for open source products: https://www.jetbrains.com/buy/opensource/?product=resharper

So, it may be useful for Openxcom development.

20
Open Feedback / Re: What will happen in OpenXcom in 2015?
« on: January 04, 2015, 05:28:07 pm »
Comunity edition mod? What that would be ?

21
Open Feedback / What will happen in OpenXcom in 2015?
« on: January 01, 2015, 02:08:17 pm »
Hello,

We already have 2014. In 2014 OpenXcom has reached 1.0

What do you think will happen in 2015 in OpenXcom?

22
Work In Progress / Scripting in Javascript?
« on: December 09, 2014, 09:47:21 am »
Hello,

First of all i have to say that i hate javascript ;)

Anyway, if someone is so crazy to try it in OpenXcom, there is some new project to easily embedd javascript into any application. You just need to add two (yes, two!) files to project.

Quote from project readme:
Quote
Duktape is an embeddable Javascript engine, with a focus on portability and compact footprint.

Duktape is easy to integrate into a C/C++ project: add duktape.c and duktape.h to your build, and use the Duktape API to call Ecmascript functions from C code and vice versa.

Project is here:
https://duktape.org/

23
Tools / Re: 3D pixel art editor using voxels
« on: November 05, 2014, 09:07:46 am »
Don't ask, just release source code on github, post link here.

There:
https://www.reddit.com/r/gamedev
https://www.reddit.com/r/programming

And here:
https://opengameart.org/forums/art-discussion
https://forum.freegamedev.net/

Also some other sites about gamedev.

Maybe someone will pick it up and continue working on it. You never know.

25
Wow, wow, wow !!!!

26
Offtopic / Re: X-com Apocalypse
« on: July 10, 2014, 09:02:40 am »
Well, having open sourced engine gives couple possibilites:
  • modding
  • tweaking / extending UI / gameplay
  • support for other oses - linux, mac, android

I think it's nice things to have. And those are IMO enough to reimplement engine.

We don't know what crazy things happen with OpenXcom in couple of years. Also, you can't know possibilites of OpenApoc - there are probably so many. Think about total conversions, etc.

27
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 08, 2014, 08:46:25 pm »
Exactly, more code almost always means more things to maintain. If SupSuper and Warboy would accept every feature, in couple years, OpenXcom code could just be lots of ugly hacks.

Also, this topic and whole situation can lead to one conclusion. If any developer wants to develop some new fancy feature, he should FIRST discuss it with community and ASK core team if it is interested in committing it to main / official branch. Otherwise one has to accept that his work can be rejected and lot of hours can be wasted. Of course there's always option for unofficial branch.

28
Offtopic / Re: X-com Apocalypse
« on: July 08, 2014, 05:22:21 pm »
I was going to stick one on my website, but I guess it saves people having another forum login if you want to. There's not really much to put in it yet though.

Remember that OpenXcom also started soon with forum ;)

Anyway, great project. I hope you will continue it and will find help.

29
Offtopic / Re: X-com Apocalypse
« on: July 08, 2014, 06:26:05 am »
So, should we already make a board for OpenApocalypse? ;)

30
Offtopic / Re: What do you think has caused OpenXcom to succeed?
« on: July 04, 2014, 08:27:13 am »
From my point of view, couple of things helped:

1) We created website and forum very soon. As far i remember, i've contacted SupSuper about month after he released code on sourceforge. That way community has been gathering since the beggining.

2) SupSuper attitude towards other developers - he quickly granted write access to repo to Daiky and Warboy. That way they could work on battlescape without delays (reviewing patches, merging them, etc).

3) Nightly builds - releasing new version took much time (as in other such projects), but nightly builds allowed community to track and test recent development. So community had something do discuss, experiment with, etc.

4) Scope of this project - instead of remaking whole game, with 3d engine and arts, SupSuper decided to reimplement only game engine. There are many programmers in FOSS community, but not many artists. Thankfuly OpenXcom haven't needed them. So programmers could see effect of their work immediately.

And most important point:

5) SupSuper - he managed to keep engagement in this project for so many years. There are many FOSS game leaders, which are very active at the beggining, but they are loosing it quite fast. So, big kudos for SupSuper !

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