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For discussion of the code running behind the game
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Want to be a developer? Submit a patch? Start here.
Replies: 44
by
Roots » Sun Jul 03, 2011 5:51 pm
First post
This thread is for people interested in either helping out with development or who just want to submit a patch or two. Read through this top post...
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:hack: I've added a number of new tasks to our issue tracker in the last few days. Almost all of the tasks listed here are easy to moderate in scope...
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Last post by Roots
Mon Sep 12, 2016 12:03 pm
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Forum Rules
by
Roots » Wed Jun 16, 2004 2:54 pm
Hero of Allacrost Forum Rules
* Do not ask for anything illegal, like OST rips, ROMs, Warez, etc.
* Do not spam. If you want to advertise or...
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Last post by Roots
Wed Jun 16, 2004 2:54 pm
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I think we should split up global.h/cpp... your opinion plz
Replies: 17
by
Roots » Sun May 01, 2005 8:23 pm
First post
Ok, first of all here's a list of the stuff in global.h/cpp:
GameMode class
GameModeManager class
GameInput class
GameSettings class
various...
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Working on the global code now. Here's the classes I've got down so far:
//...
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- 3435 Views
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Last post by Roots
Sat May 21, 2005 4:01 pm
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Inheritence issues
Replies: 5
by
Roots » Wed May 18, 2005 3:36 pm
First post
I just realized something. I don't call base constructors in any of the derived constructors (GameMode -> WhateverMode and some derived stuff from...
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Same thing, Tim.
No it's not. Case in point, if he was using a debugger, he could have stepped through, and saw what function (in this case the...
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Last post by Balthazar
Wed May 18, 2005 9:47 pm
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Bug Tracker Classes
Replies: 7
by
Balthazar » Thu May 12, 2005 11:22 pm
First post
So we have this nice SF bug tracker now, but we need some classes to classify bugs with. And as it says in pretty red letters.
once you add a...
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Why do we keep you around again? :eyebrow:
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Last post by Balthazar
Sun May 15, 2005 10:39 pm
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Just Pop() huh?
Replies: 9
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Balthazar » Thu May 12, 2005 10:35 pm
First post
May 09 23:22:33 The stack is in GameModeManager. Just say ModeManager->Pop() and you're done
May 09 23:22:38 oh nice
Doing such, produces this...
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I'll do a CVS update and see what happens
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Last post by Balthazar
Thu May 12, 2005 11:35 pm
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YASC (Yet Another Singleton Class)???
Replies: 12
by
Roots » Sat May 07, 2005 11:00 am
First post
Ok, I was thinking this morning that we need some kind of class/structure to keep an instance of the game. It would hold all the player's stuff like...
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Ok great, I'm glad we are all in agreement about this new singleton.
I like GameSharedData/SharedDataManager. It sounds pretty intuitive....
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Last post by Roots
Wed May 11, 2005 10:09 am
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Roots, gorzuate, and snipe: the trio aliance!!! 0_o
Replies: 43
by
Roots » Sat Feb 12, 2005 1:58 pm
First post
Right, so you're probably wondering what this is about right? Well all 3 of us are working on different aspects to get the map code working, so we...
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Yes. I was animating her slowly so it would be easier for me to observe the NPC motion patterns and for debugging purposes. You can change that...
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Last post by Roots
Mon May 09, 2005 4:59 pm
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Resource Manager for Frequently Referenced Data...?
Replies: 22
by
Roots » Mon Mar 14, 2005 12:38 pm
First post
This is something I've been thinking about for a while, and I'm not quite sure how we should handle it. Right now we have every GameMode object grab...
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In addition, with my proposal to keep up to 3 maps loaded at one time, the only significant load time would occur when moving to a new map that...
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Last post by snipe714
Sun May 08, 2005 7:26 pm
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Regarding excessive commenting
Replies: 3
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Roots » Wed Apr 27, 2005 6:14 am
First post
There was an article on /. last night about the importance of documenting your code. I left a comment with my own opinions about the matter, and at...
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That section was a bit redundant, but another guy made the point of the top of file description.
The one line of commenting for every line of code...
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Last post by Balthazar
Thu Apr 28, 2005 1:26 am
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Gettext and translations
Replies: 1
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Roots » Wed Apr 27, 2005 8:52 am
First post
*casts thread necromancy, level 5* :devil:
Ok, well ignoring the majority of the posts above since they are not about translation but the old XML vs...
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*casts split thread level 10*
*casts royal kick in the pants ultimate attack*
:devil:
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Last post by Balthazar
Thu Apr 28, 2005 1:17 am
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Input event management
Replies: 4
by
Roots » Thu Apr 21, 2005 6:18 pm
First post
Alright, well the only developer so far that has worked with our input system besides myself I believe is snipe. Basically, I think it can be...
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While you're at it, please convert all those 'typedef stuct's into classes with public members. I say this because you can forward declare a class,...
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Last post by Roots
Fri Apr 22, 2005 6:25 pm
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GUI development
Replies: 7
by
Roots » Sun Apr 10, 2005 1:47 pm
First post
I want to start developing our GUI. Normally I'd give this task to CamelJockey/Farooq, but he's really busy with school right now so I thought I'd...
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Writing this link down here to look at later.
SDL_ttf with OpenGL:
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- 1840 Views
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Last post by Roots
Wed Apr 13, 2005 1:42 pm
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Handling Quit and Pause events
Replies: 3
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Roots » Sat Apr 09, 2005 10:26 am
First post
Ok, I haven't really talked about this but it's been in the code for a while. Basically I designed the code in such a way that we never have to worry...
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The user should be able to pause the game whenever they want don't you think?
Yes.
Also, I think we should stick to one pause policy - letting the...
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Last post by snipe714
Sun Apr 10, 2005 9:50 am
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CVS Server usage / account setups
Replies: 7
by
sadjester » Mon Jan 10, 2005 8:28 am
First post
All coders, please email me with a username and temporary password for your cvs account.
It's pretty straightforward. If you don't get what I...
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Michael, something is very wrong with the CVS. It won't let me commit anything. I did a checkout and got the latest versions that were in the CVS,...
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Last post by Roots
Sat Apr 09, 2005 10:04 pm
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Developer goals for March
Replies: 5
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Roots » Tue Mar 08, 2005 6:56 pm
First post
Alright, I was just talking to Farooq on IRC and we were discussing how the code is stagnating and we need direction. So here is what I propose that...
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I accomplished 1.75 bullets on my list :D
Dynamic resizing and ability to set different flag status is about 3/4 done.
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Last post by gorzuate
Wed Apr 06, 2005 4:12 pm
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Moving characters between modules
Replies: 5
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Balthazar » Sun Mar 13, 2005 1:00 pm
First post
Just had a thought after reading Eve's and Roots' discussion about the modular releases. How are we going to let the game know that you have...
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On an interesting note though, Battle for Wesnoth has all it's game data in plain text format and it's incredibly easy for some n00b to change their...
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Last post by gorzuate
Mon Mar 14, 2005 3:31 pm
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time-based movement: yeah or nay?
Replies: 8
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snipe714 » Mon Jan 10, 2005 1:16 pm
First post
There was some talk about frame rates, slow computers and stuff, so I think it deserves it's own topic.
So, right now our code uses a somewhat static...
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Finally someone understands me :cry:
:angel:
Yeah, that's exactly what I had in mind. BTW sorry I didn't check out the forum yesterday, I was...
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- 2361 Views
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Last post by Roots
Wed Jan 12, 2005 5:25 am
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Package/library dependency list and proposals
Replies: 30
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Roots » Mon Sep 20, 2004 2:20 pm
First post
Ehm, well I thought it would be good to have a thread specifically for discussing our package dependencies for the game. If you want to propose...
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*Thread Revives*
Updated Package Dependecy List
SDL 1.2.8 (new version, came out a month or so ago)
SDL_mixer 1.2.8
OpenGL 1.5 (version #???)...
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- 7231 Views
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Last post by Roots
Mon Jan 10, 2005 1:16 pm
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Coding standard
Replies: 54
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gorzuate » Fri Jun 18, 2004 4:23 am
First post
I think for this type of project we need to get/set some type of coding standard guidelines, otherwise interfacing everything together (and even just...
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About tab width... If we all deactivate that silly option convert tabs to spaces , and leave tabs as tabs, then everyone can define their own tab...
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Last post by sadjester
Fri Jan 07, 2005 5:25 am
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The new and improved video code/interface thread!
Replies: 48
by
Roots » Mon Sep 06, 2004 11:34 pm
First post
First of all a welcome to Kevin(kev82) who will be taking over the video interface code. He told me that he wants to completely re-design it, and I...
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I just found a winner font library I think:
Features (that we care about):
- Open Source License
- Cross-Platform
- Supports Unicode and a whole...
- 48 Replies
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Last post by Roots
Mon Dec 13, 2004 5:45 pm
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All audio code for the game is finished
Replies: 10
by
Roots » Sun Jul 04, 2004 2:57 am
First post
Well I had quite the productive day today. :D I managed to write a header file for an audio manager and all the code (and yes it compiles). I haven't...
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Leave the audio code alone, we want map code. Also, there's a reeeeeal easy cheat to do the intro/loop trick. You make two music tracks, one's the...
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Last post by Balthazar
Wed Dec 08, 2004 12:08 pm
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Data storage/retrieval code (w/ Lua)
Replies: 2
by
Roots » Sun Nov 28, 2004 12:10 am
First post
Well after spending the last couple of days learning Lua and the interface to C/C++ I've got something worth showing. :approve: I just successfully...
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So what do I need in order to get the above code to work on my system? Lua libs of course, but anything else? Like updated Hero of Allacrost code?...
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- 1189 Views
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Last post by Roots
Tue Nov 30, 2004 8:01 pm
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Code Update
Replies: 3
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Roots » Sat Nov 20, 2004 8:53 pm
First post
:approve:
Yeah, I pretty much spent all day today working on Allacrost code. :approve: Yay for me, I'm finally back. :angel: Most of my work was...
Last post
Any plans on using the CVS? But good job getting work done. I've broken some barriars to getting the site running, so looks like we're both doing...
- 3 Replies
- 1427 Views
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Last post by Roots
Sun Nov 21, 2004 11:55 am
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battle system
Replies: 30
by
sadjester » Sun Sep 12, 2004 6:16 pm
First post
I started the basic ideas of the battle system.
I created a /scripts directory, and added a battle_system directory in there. Inside of there, i...
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>_>
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Last post by hamiko
Mon Oct 11, 2004 1:32 am
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Game/event progression
Replies: 6
by
Roots » Sat Sep 25, 2004 2:24 am
First post
So thanks in part to Kev and Michael coming on board, I finally have the answers to almost all of the questions about how this game is going to be...
Last post
all these vectors are making me :eyespin: diagrams would definitely be good :approve:
and it's not like each map has millions of tiles in it...
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Last post by Roots
Thu Oct 07, 2004 11:14 pm
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message logging
Replies: 3
by
kev82 » Sat Sep 25, 2004 3:39 pm
First post
i need some sort of system to report whats happenning in my code, since we've not agreed on an error handling system other than immediatly abort. i...
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by gorzuate
What more functionality would you need? This seems pretty much set to go as it is already.
at least
1) multiple log files
2)...
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Last post by kev82
Fri Oct 01, 2004 5:19 am
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using cvs...?
Replies: 2
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sadjester » Sun Sep 26, 2004 2:13 am
First post
Now that we're all working on code and depending on each other's ftp directories for finding information about interfacing it all, could we all start...
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Ok, now that I'm back to reality I can elaborate a little. Committing faulty or otherwise untested code to the CVS is a sure way to get everyone...
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Last post by Roots
Mon Sep 27, 2004 10:29 pm
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New loader code!
Replies: 17
by
Roots » Thu Sep 23, 2004 1:08 am
First post
I spent a good part of today and yesterday to bring you this and I hope you'll be pleased. :approve: Taking into account our new game mode stack...
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I actually DID read that comment, but I could have sworn that somewhere you said that SINGLETON1 should be initialized inside the header. Oh well,...
- 17 Replies
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Last post by Roots
Sat Sep 25, 2004 3:52 pm
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heres my crack at some ogl video code
Replies: 7
by
kev82 » Wed Sep 01, 2004 7:38 pm
First post
it even comes with a readme, it took me a while to type so you should read it :)
Last post
i think i told tyler at the time but maybe i didnt. if you read the readme you will notice there is a video state called wipe, it does a box...
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Last post by kev82
Sat Sep 18, 2004 1:22 pm
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windows allacrost
Replies: 13
by
sadjester » Sun Sep 12, 2004 6:38 am
First post
windows build....
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by sadjester
try something like mandrake. it's pretty simple. it's easier then freebsd to install for sure
i dont want to start anything off here...
- 13 Replies
- 3216 Views
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Last post by sadjester
Sat Sep 18, 2004 11:11 am
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justification for the code standard stuff i said earlier
Replies: 7
by
sadjester » Mon Sep 13, 2004 10:47 pm
First post
Like I said earlier, I don't give a damn about braces...here is the code you wrote. I only changed the braces out of habit
You said that we won't be...
Last post
I believe the -ts switch for indent will convert all tabs to spaces. The specifics are in the man page though.
- 7 Replies
- 2124 Views
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Last post by Balthazar
Wed Sep 15, 2004 2:36 am
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One coding standard request
Replies: 1
by
sadjester » Mon Sep 13, 2004 8:27 pm
First post
Honestly, I don't care if one uses K&R braces vs. the other way, or whatever, but I have one (kinda 2) basic requests if possible...
Basically, Can...
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We talked about this a bit in the Coding standard thread recently. Basically you can code in whatever style you want, since the goal is to not have...
- 1 Replies
- 1119 Views
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Last post by Roots
Mon Sep 13, 2004 8:35 pm
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my files and stuff
Replies: 1
by
sadjester » Sun Sep 12, 2004 11:11 pm
First post
I'm just going to use my own cvs server. I'll setup cvsweb as well later so that you guys can easily take a look at things. Basically, I'll keep it...
Last post
Sounds good. What I have been doing is I keep a copy of the latest CVS commit locally. I don't modify that code. Instead, I copy it over to another...
- 1 Replies
- 1009 Views
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Last post by Roots
Mon Sep 13, 2004 12:07 am
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a note on casting
Replies: 1
by
sadjester » Sun Sep 12, 2004 8:46 pm
First post
I've noticed in some parts of the code that things like this happen.
srand(time(NULL)); // For initializing our random number generator
while in...
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GCC = Grover Compiler Collection??? :huh:
- 1 Replies
- 1070 Views
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Last post by Balthazar
Sun Sep 12, 2004 11:29 pm
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CVS StufF
Replies: 4
by
sadjester » Sun Sep 12, 2004 3:53 am
First post
my girlfriend stopped over a bit ago to watch some inuyasha, so now I'm more awake again.
Basically, when I rechecked out the cvs tree as...
Last post
my girlfriend stopped over a bit ago to watch some inuyasha, so now I'm more awake again.
Basically, when I rechecked out the cvs tree as...
- 4 Replies
- 1591 Views
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Last post by sadjester
Sun Sep 12, 2004 1:55 pm
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Lost in Translation (intended pun)
Replies: 14
by
Roots » Wed Sep 08, 2004 2:10 pm
First post
So, I know this is a ways off for us but I figured it wouldn't hurt to get a thread out. Now we already have the goal of making Allacrost easy for...
Last post
:think: Hmm, this has become a tad difficult to decide. I think Kev made a good point on where XML would be appropriate and where lua/python would be...
- 14 Replies
- 3730 Views
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Last post by sadjester
Sun Sep 12, 2004 1:49 pm
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Data structures, algorithms, important stuff
Replies: 20
by
Roots » Thu Jun 24, 2004 3:05 pm
First post
Well we're nearing the time where we are actually going to start writing code for the game and I think its important we discuss how things are going...
Last post
The AI class is contained within the enemy class (I think) since each enemy has its own AI algorithms it uses.
erm ... :huh: no. take a look at my...
- 20 Replies
- 5925 Views
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Last post by gorzuate
Sun Sep 12, 2004 1:40 am
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ogl programmer
Replies: 22
by
kev82 » Tue Aug 24, 2004 11:18 am
First post
sorry for butting in again but i have a few questions about the ogl programmer you need.
1) fog? you say you want your programmer to do fog, i hope...
Last post
by Roots
Well as a general comment after reading your post, you seem to think that SDL calls are bad for portability. What is your reason for this?...
- 22 Replies
- 15685 Views
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Last post by kev82
Fri Sep 03, 2004 6:51 pm
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CVS commits
Replies: 8
by
Roots » Sat Jul 31, 2004 6:50 pm
First post
Alright, I'm (slowly) teaching myself CVS here and performed the first commit. Here are a list of useful webpages for our developers:
A list of all...
Last post
Alright guys, I added the current map code to the CVS repository. I also included all the sprite and tile images I've been using, so you should be...
- 8 Replies
- 2922 Views
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Last post by Roots
Sat Aug 28, 2004 7:18 pm
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...I think we should hire a graphics programmer
Replies: 5
by
Roots » Wed Aug 11, 2004 10:19 pm
First post
Yeah ummm, this OpenGL stuff? It sucks. It sucks a lot. At first I thought I was getting somewhere and then I read some weird stuff like all image...
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FYI: I have put ads for this position out on the gamedev forums as well as a help wanted list on Sourceforge. I don't think it's going to be easy to...
- 5 Replies
- 4124 Views
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Last post by Roots
Mon Aug 23, 2004 4:14 pm
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Battle Animation
Replies: 8
by
Balthazar » Sun Jul 25, 2004 6:14 pm
First post
Well, I've been working on some Psuedo code / design for the battle animation. I've put a sort of cpp file on the ftp in my directory...
Last post
bah, you guys and making me work :axe: ;)
- 8 Replies
- 2909 Views
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Last post by Balthazar
Wed Jul 28, 2004 2:48 pm
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a few questions
Replies: 5
by
kev82 » Sun Jul 18, 2004 6:17 pm
First post
i was thinking of applying for you map editor job but im a bit confused about some things and wanted them cleared up before i applied
a) you say you...
Last post
yep, good example! that's exactly what i meant. i tried to come up with one but yours is better
- 5 Replies
- 4611 Views
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Last post by gorzuate
Mon Jul 26, 2004 11:22 pm
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CVS vs. Subversion
Replies: 7
by
gorzuate » Fri Jul 09, 2004 2:51 am
First post
:eyespin:
Ok. You're in for a treat. :D
what finally got me to post this was my :angry: and :bang: at trying to get all of the video and audio code...
Last post
I'm also for Sourceforge. Subversion *may* be better than CVS, but looking at our current options I'd say this is the best solution for our needs....
- 7 Replies
- 2715 Views
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Last post by Roots
Thu Jul 15, 2004 1:04 am
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Video code for the game is nearly finished
Replies: 10
by
Roots » Mon Jul 05, 2004 7:02 pm
First post
Yup, I'm on a roll lately. :D Well after I finished the audio code and found that it worked so well, I pretty much ported a lot of the same concepts...
Last post
Yeah it was all in hoa_loader.cpp, although some comments in the video code just seemed to be cut and pasted from the audio and not subsequently...
- 10 Replies
- 3758 Views
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Last post by Roots
Wed Jul 14, 2004 11:55 am
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The very first few lines of code!
Replies: 5
by
Roots » Thu Jun 24, 2004 11:26 pm
First post
I decided to test my skill today and wrote some C++ code using the SDL libraries. :approve: The program loads in a JPEG image at 800x600x24 screen...
Last post
Nice, Nice..
- 5 Replies
- 3868 Views
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Last post by hamiko
Fri Jul 09, 2004 5:50 pm
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Kyra, a C++/SDL sprite engine
Replies: 3
by
Roots » Wed Jun 30, 2004 10:33 pm
First post
After spending a large portion of today reading and researching, I found an interesting sprite library that works natively with SDL and C++. Kyra is...
Last post
As I said in the other thread, this library would be a pain, and a sprite class is not tough to make.
- 3 Replies
- 2127 Views
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Last post by Balthazar
Mon Jul 05, 2004 2:59 am
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