QuoteHey! that's totally not what I meant
No worries. I know thats not what you meant. I meant it as a


Thanks AGA, I think if we knew what his goals and desires are for this, we could proceed more peacefully in mind.
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Show posts MenuQuoteHey! that's totally not what I meant
Quote from: Crimson Wizard on Mon 25/06/2012 23:56:16
First of all, I am not going to post any theoretic plans here, dream team lists (sorry, Di Perla), etc.
QuoteNow, that's a decision! It's a bit funny, I am getting this lesson for the second or third time in last year or so: if you see that everyone is hesitating - do it yourself. Even if you fail, others will see your example and give a hand.
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But - closer to the topic.
Di Perla, you've actually raised a very important question. I may be not an ideal programmer , but I have an experience in software development, and I've "seen things", as some use to say; I've seen projects being screwed up because people who wrote and maintained it forgot what they are doing and what the program is supposed to be.
It is impossible to make a successful project without explicitly defined idea and concept.
It is possible, but actually not recommended to make a project without an accurate design document, which would state what we are doing, why we are doing this, and what our program supposed to do.
And last, but not least, people should understand that no program can and should be universal. There's always a temptation to add this brand new feature and that additional functionality, and to extend the program core god knows where; I know this feeling too! but one should learn to restrain himself.
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There are other guys who are making a game engine with other properties, based on other technology (newer, advanced, name it)? Good for them! Haven't AGS had its own niche in game-making?
AGS is a tool, and as a tool it should be aimed for certain work, result and user.
Quote1. I can agree with that.
Regarding "Development rules".
1. I believe there is a way to hide Allegro behind a thin wrapper, like an base interface for example. I am not suggesting to switch Allegro for anything else, but that will give an opportunity to do so in uncertain future, if one would like to do so badly.
3. I actually do like your idea to separate Engine and IDE teams. There are people who know C++ more, and those who know C# more. Plus, implementing runtime functionality and making a proper user interface are much different tasks and not everyone is able to do both on high level.
QuoteHehe, sorry about that. Its hard to keep track of what skills everyone in the community has. Either way, you seem to be a talented programmer.
A side-note: I am happy you placed me in your list but I am no "Porting-guy". Unfortunately in my work as a programmer I mainly focused Windows; I did wrote couple of apps for Linux, but I used Qt library, which hid most of platform specifics.
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Quote from: timofonic
Are you a programmer?
Are you?
Sorry, but I wanted to ask this for too long
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Quote from: timofonic
What's your background in this? Are you making a poll or wants others to totally accept your words because are blessed by God
From what I know, he is a long time member of the community. And mind you, people here do not accept anyone's words easily.
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One of the biggest reasons why CJ probably never seriously considered swapping out Allegro for SDL isn't because Allegro is the "pure foundation of AGS", but rather because it's so deeply embedded into the source code. SDL does have better support for other platforms where Allegro is still playing catch-up, so I think it could be beneficial to do this swap. As a matter of fact, I think the general consensus is that we shouldn't tie ourselves to any graphics/hardware library in particular, but should abstract that out away from the engine core, and then we could allow various back ends to be implemented as needed/wanted.
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Wait, what the hell? Why does Calin Leafshade make your list twice but I'm only on there once? Also, I see you have other people listed here under "Module Team", but I'm not one. I guess the fact that I've written more modules than anybody else (except possibly SSH, haven't counted recently ) doesn't qualify me for the module team? Well, fine! I see how you're gonna be about this!
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I don't think we have anything to...wait for it...
hide.
Feedback from the community should be taken into consideration to help things. If we're taking things in a way that people feel goes "against AGS", then they should have the right to be heard.
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This is a silly rule. Just because that's where JJS' repo is presently located doesn't mean we should tie ourselves down to any long standing binds or ties to any particular versioning system/site.
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Yes, but they should also alert others that, "Hey, I'm working on fixing this..." and then keep them updated. If they don't get it taken care of, anyone else should feel free to come in behind them and get it done.
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Um, no. We shouldn't require threads to stay open for an artificially mandated period of time. Once a significant trend has manifested on a particular issue, we should be willing to follow that (whether it takes 2 weeks, 5 weeks, or 3 days). Ideas that aren't acted upon now shouldn't be thrown out forever though. That is beyond just closed-minded. We shouldn't be constantly spamming the same ideas, but if the paradigm of where AGS is at today has shifted from where it was at when the idea was first suggested, we should always be willing to give it fair review.
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This, is absurd. "to discourage clutter" is the reason why we need the bug/feature tracker, which AGA is currently working ('round the clock I'm told) to get up and running. Anyone should be able to offer suggestions at any time. We should not be artificially impeding growth just because we don't want the forums to have too many threads going at once.
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Again, this is something that...I feel anyone should be able to step up and implement anything at any time, as long as it is reviewed and determined to be good. If you're not fulfilling a particular role, someone else should have the right to step in and take it from you, in part or in whole. If you're that worried about stepping on someone's toes, or having yours stepped on, then maybe you should go write your own game engine. The beauty of a community like this is that we do have sufficient activity and membership that we have amazing skill and talent readily at hand, and willing to offer their time and services. It doesn't always mean that any given person will always be the sole party responsible for that particular role, but insofar as they are able to continue fulfilling it, they should be allowed to do so. There shouldn't be a required process by which to "step down", so much as just a fair warning if you're not going to be able to contribute as much as you have been (as a courtesy rather than a mandate).
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Development rules to follow:
1. No swapping out of Allegro for anything else, such as SDL. However, other graphics engines can be used to supplement Allegro for whatever reason. We want the core of AGS to remain the core of AGS.
No.
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2. AGS Script will remain the default scripting language for AGS and will continue to be developed on. However, if you want to add another scripting language, it should be as an alternative in the sense of how Extern C works in C++ or in the fact that one can add a module or script that can be used within AGS. However, AGS Script will still remain the primary Scripting language for AGS.
I agree with this simply because I feel that it is extensible enough that we can make it fit our own needs without having any wide-spread negative impact. As I said in the other thread, swapping out the graphic/hardware back-end doesn't change the way people are going to be using the program. Changing the scripting language does.
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3. If a member of the Engine Core Team Implements a feature that requires an adjustment to the IDE, they must post that adjustment within the bug tracker for an IDE developer to take on. Until someone takes it on and implements it into the IDE, that feature can exist within AGS, however, it will not be mentioned within the release of any version of AGS until it is supported within the IDE as well.
Again, we shouldn't artificially withhold this type of information. If the engine has a certain capability, we should be able to clearly and directly state that the engine has the capability. If the editor doesn't have a way to take advantage of it, then that should also be noted, but again, this just seems like artificially impeding growth for the sake of some bureaucratic political correctness.
QuoteWhoops! You're right.
Well the purpose behind the Beta version would be pretty much what you've defined as an Alpha version, and what you've defined as Beta would be more like a Release Candidate. Typically Alpha versions of software are labelled as such because they are not ready for public release. When an Alpha version is made public, it's typically to get more feedback on core changes (like CJ did when redesigning the editor) rather than feedback on feature implementations and bug fixes. Beyond that (arguing semantics, I know), it seems fine.
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Again, I don't think that "over crowd[ing] the team" is a realistic issue. There shouldn't be required prerequisites for assisting, so long as you're competent and willing to work within the defined methodology, work with the team, etc. Anyone who has the technical ability to do so, for example, should be able to implement a bug fix into the engine. We shouldn't have to wait for one of the "dedicated" team members to take it on if someone else can get it done sooner.
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5. No working with the SCUMM Team, atleast not for now. AGS is AGS, not AGS SCUMM. Perhaps way in the future, this can be considered.
This is ridiculous. If the ScummVM team (which by the way is completely different from those who made SCUMM ) is willing to work with us on developing AGS, they are more than welcome. It has already been well noted that due to licensing issues, that the official branch of AGS cannot and will not be integrated into ScummVM. Due to that, we should not devote our efforts on the engine directly to making it ScummVM-compatible. If we can do that within a reasonable margin, that's one thing, but we shouldn't be jumping through hoops to fill their needs. I think this may be what you were getting at, but saying "Nope, you are not allowed to work with them ever at all" just sounds a bit authoritative.
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Stage 4: Modernizing the engine a bit:
Just so AGS can keep up with other modern 2D adventure game engines: A) Remove Limits B) Allow more resolutions and custom resolutions. C) A compilation option for IPhone and Android D) Proper Paralax Scrolling E) A more fully integrated particle effects engine F) 2.5D Capabilities G) Advanced FMV.
See, here you've said that we're only allowed to make one suggestion to the engine per two months, and you've just come out with seven within the space of a single day. Thanks for proving my point about that! Removing the static limits should largely be dealt with as part of step 1, IMO. That's one of the things that should be reimplemented as a generic list so that we don't have to worry about these hard-coded limitations. Resolutions should simply be a matter of allowing Allegro/SDL/[insert graphical back-end here] to be initialized or have the video mode changed. I've done some minor tinkering with SDL, and even things like toggling full-screen should be technically feasible. Regarding compilation, we should have this more like Visual Studio/[insert other IDE here] where you can select the build target for compilation. This would require changes to the compiler and its association with the editor of course. The other points we could definitely look more into, but these first few seem particularly relevant suggestions.
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Well, the fact that such discussions appear could mean only that something is not right with organization. And in this context such posts serve their purpose right, whether everything that was written there is correct or not.
What I mean, it is not always important how the discussion started, important is that certain questions need answers.
Personally I try not to dive into discussing things I know not much about, or something that depends on outcome of other more urgent problems. Hence I am not going to write long posts here about Allegro or scripting language improvements, etc. There are people around who know better about that so they'll do. You may call that philosophy,... or maybe sheer pragmatism
I am totally sure that there should be an announcement made to the users of AGS, that would explain situation in general. Sooner or later people will start to wonder what's going on, and it would be impolite to make them read all those verbose threads Besides you may never know if a newcomer with skills would like to participate in development.
QuoteI agree about AGS community should start coding ASAP and form a proper team, merging efforts and organizing tasks. But your proposals are a bit monolithic, as you don't count on the personal motivations on this project runned by unpaid volunteer people. AGS is nor a Foundation or a Corporation, but a loosely community driven project (in the sense of not clear direction or strong management on it) with deep origins on a lone programmer that did a quite big effort.
QuoteTo make the infraestructure, the team needs to be formed in a progressively organical way first. If a Foundation were done, things would get easier and ask for donations and some commercial activities (a cheap licensing for propietary usage, advanced support and paying to have special features done quickly and having a limited exclusivity to them, teaching development of adventure games, etc.) to get funds and paying the most skilled developers to work FULLTIME on the project.
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Why that obsesion about Allegro? What's so special and cool about it? Are you a programmer? If yes, what are your facts about it? Despite SDL having some issues too (and still not usable on certain platforms) it's actively more developed and available on lots more platforms than Allegro. OpenGL is another good candidate for certain platforms, too.
You did put JJS as "code refactoring", but his goals are more related to portability. Instead, Crimson Wizard is doing a GREAT refactoring work and he's not listed as "code refactoring".
QuoteI agree about not being in SCUMM Team, because that Team focuses on the SCUMM engine only.
I'm not sure if you are using the correct terminology or got some concepts right, really. What's your background in this? Are you making a poll or wants others to totally accept your words because are blessed by God?
God? God is dead, as Nietzsche said
Quote from: monkey_05_06 on Sat 23/06/2012 17:12:39
One point where I somewhat shy away from Joseph is his apparent fear that AGS is changing too big and too soon. Replacing Allegro with SDL would be a great move, IMO, because from everything I've seen/heard/read, SDL is being more actively developed, and tends to be more readily available on other platforms. This would be one change that would not take away from the non-programmer developers, but would serve to benefit everyone. These are the types of changes I would like to see.
Later, once the issues with the engine's code base and compiler have been cleaned up (JJS and Crimson Wizard are doing a lot of good here, and I'm still trying to find a way to actually get in the door on this), then we can look at abstracting the scripting language itself out away from the core of the engine. From there, we could provide an interface with which it would be possible to plug in languages like Java, LUA, etc., without having to completely get rid of AGScript. Giving the end-user a choice of language would be better than forcing Java on anyone. Trust me.
Quote from: JJS on Thu 21/06/2012 08:01:51
About the repository: I gave Crimson Wizard commit rights to it. monkey_05_06, let me know when you sign up and I will add you too. Also anyone else interested is very welcome.
So how do you want to organize this? Do you want to pull all of the branches of the refactoring fork into it or just the latest one? I am honestly not well-versed into how to do that correctly.
As for the forum builtin bug tracker: That is pretty cool! And I would be for just giving everyone admin rights. I think the risk of nobody stepping up for it now is higher than that of people invalidating each others work.
Quote from: Calin Leafshade on Sun 17/06/2012 21:49:33
it occurs to me now actually that we dont really need a new construct for managed structs since there is already a construct for just that purpose. Namely "managed struct". If we could simply make the managed keyword mean something and implement the new keyword to instantiate them we dont need to invent anything new.
EDIT: Oh, also, we should definitely stick with AGS Script in my opinion since everyone knows it and changing it seems somewhat counter productive.
Quote from: BigMc on Wed 06/06/2012 11:08:16
Maybe if the other developers aggree here to merge their stuff into JJSs repository and JJS agrees to let them do it, the circle could be broken. I suggest the merging should take place in separate git branches of the ags-for-psp repository and slowly and carefully be merged into the main branch when everybody approves.
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