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Messages - cat

#1741
I like the idea but I'd like to have a broader discussion about the whole topic on the forum. I'll start a thread about it this evening.
#1742
Quote from: tzachs on Tue 08/05/2018 20:54:16
Running the tests is not something that game developers should really care about
Au contraire! Especially for developing templates/modules or non-adventure games testing would be very helpful. Maybe not running the engine tests, but the DemoQuest could provide some examples for actual gameplay tests.

Quote
Quote from: cat on Tue 08/05/2018 20:34:23
About that git/submodule thing:
I plan to port one of my games to MonoAGS for fun. How should I handle this in Git? Create a new repository somewhere else for the game and then include it in the solution? Or should I do this submodule thing?
You can do both. I think that the main advantage of the submodule is that it allows you to more easily update to a new version (or to restore to an older version), and easier to see which version you're actually running against. The disadvantage is that it's another tool that you need to learn and occasionally shout WTF at (it is part of git, after all, being intuitive was not part of its original goal).
Note that if you do the submodule thing, it's not instead of creating a repository for your game, it's about how you link from your game repo to MonoAGS.
I WTF git everytime I need to do anything else besides the regular branch/commit/push/tag. Maybe I'll give it a try nonetheless.
#1743
A bite late, but I just saw this and ;-D
#1744
Quote from: tzachs on Mon 07/05/2018 21:39:32
"To run the unit tests, please install the NUnit 2 Test Adapter (available from Visual Studio, tools menu -> Extensions and Updates... -> Online)." (from the readme)
Oh, I completely missed that readme. I just read the github.io documentation. Maybe you should add the info about test runner also to the "Getting Started" section there.
Anyway, tests are running now.

About that git/submodule thing:
I plan to port one of my games to MonoAGS for fun. How should I handle this in Git? Create a new repository somewhere else for the game and then include it in the solution? Or should I do this submodule thing?
#1745
So, you are suggesting a game you never completed without providing a blurb for pick of the month?
#1746
Before anything else, I want to say the following:
I took a somewhat deep look at the code and documentation yesterday. I have to say, I'm absolutely blown away by what you have achieved already, tzachs! It seems to be an almost feature complete new version of AGS in a clean coding style and thoroughly documented. Amazing what you have done so far all on your own.

And here I am back with more questions :P

  • What do I have to do to run the unit tests? Is there some additional stuff I need to install? I get the message "No test is available in D:\Daten\MonoAGS\MonoAGS\Source\Tests\bin\Debug\Tests.dll. Make sure that test discoverer & executors are registered and platform & framework version settings are appropriate and try again."
  • What files do I need to deploy of a game? Everything from DemoQuest.Desktop\bin\Release except .pdb?

Quote from: Monsieur OUXX on Mon 07/05/2018 09:35:06
About the code that needs to be manually written and the absence of actual puzzles in the demo :
I agree, there need to be templates instead of needing to copy stuff from the demo game.

Quote
So I'd suggest creating a separate library project in the solution with those features (the first of them being "rotating cursor", but I can give more examples : "scrolling inventory"). This library could then be included in each template (Sierra, 9-verb...).
I fully agree. I was surprised to see that RotatingCursorScheme is part of the engine when it should actually be more a built on top thing.

Quote from: Crimson Wizard on Mon 07/05/2018 19:08:37
Basically what it does, it creates a new Task in a already complete state using Task.FromResult API (Quote from doc: Creates a System.Threading.Tasks.Task that's completed successfully with the specified result.), and puts a new room object from IGameState, with ID identical to an old room object (that became no longer valid after loading the save).
So, it's something similar to a promise?
#1747
I voted for #5. This seems so joyful with nice puzzles and lots of interactions with other people.
#6 could also be fun.

#2 would be great if it wasn't for the life-sim part.
#4 could be fun if done well, but chances are that such a character would also piss of the player, not only god.
#1748
Then language codes are probably best.
#1749
The Rumpus Room / Re: Happy Birthday Thread!
Sun 06/05/2018 07:49:19
Happy birthday, Mandle, also from raeff!
(and happy birthday Ascovel, wherever you are)
#1750
Quote from: tzachs on Sat 05/05/2018 21:23:54
Not sure how useful it would be to change the language at run-time
VERY useful. This allows for implementing language change buttons in the in-game menu. It think it's much more elegant to do it this way than having to run an external setup. Please also add a subscription handle for language changes to implement custom logic there.
#1751
@tzachs: Thanks for the explanation, especially regarding .NET

I really like the AGS approach to translation. Just having to write the text in the base language and translation is done automatically is really convenient for the user. This could also be implemented without breaking the API, I suppose. Use a translation when available, otherwise just use the text.
#1752
It's already May and we need a new pick!
#1753
I'd prefer text over flags, since languages and countries not necessarily match.
I think the most important think is searching for languages. This could be easily done by adding one multiline field to the game page (just like authors) and providing an additional search for it.
#1754
The Rumpus Room / Re: Name the Game
Sat 05/05/2018 11:14:10
I love Doraemon! I have a few books at home (easy Japanese, still difficult for me :-[ )
#1755
So, I have a few questions/remarks. If you think this derails this thread too much, please tell me and I'll move it somewhere else.

  • In contrast to AGS, MonoAGS' output is .NET, right? This means, that not only developers but also players will have to have .NET installed on their PCs. Isn't this a problem? It seems that the newer Windows versions ship with .NET installed, but what about the older ones? What version would be safe for most Windows versions? I guess the engine build should target a low enough version? Any thoughts on that topic?
  • When starting the game, there are two windows opened. Why is that so?
  • Did you plan localization for games? ITranslate seems to refer to positions, not language. Adding localization support later on could be a pain in the a..
  • Why do the shaders not affect the player character?
  • Is there anything that can be actually done in the demo game?
#1756
Quote from: tzachs on Fri 04/05/2018 21:33:21
Hmmm, that is weird. Were there any errors during the install?
Not that I've noticed...
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I would check first if dotnet core was really installed
Right, looks like it wasn't installed at all. No idea what the VS installer was doing :-\

I installed it from your link, and now I was able to compile it and run the demo! ;-D
#1757
I'm joining you playing MonoAGS but I'm already stuck ;)

I checked out the source and installed Visual Studio but I get this "The current .NET SDK does not support targeting .NET Standard 2.0. blablabla" message. I installed the .NET Core and 3.5 development tools additionally via Visual Studio Installer but I don't have the dotnet command on the command line ???
For workloads I only picked .NET desktop development in the installer.

I'm really clueless, do I have to install some additional components? Seems weird this is not done automatically when installing VS.
#1758
Interesting! I've added links to the repo and doc in the first post.
#1759
+1 (I also wanted to suggest this when I saw the thread)
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