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Quote:ah I see! that's cool.
I plan to try out your puzzle studio set btw.
-to uyjulian-
can I contribute with my (very humble) art skills? It looks like the graphics could still use some work. I can't promise anything but if you give me some information like what program would be best to use, how large the files must be and what file type and any color restrictions. Also I love the concept of having puzzle pieces as chips, I hope that stays
I doubt anyone can help me but I have a difficult time running the game because my stupid antivirus keeps removing one dll file without asking.
nevermind, got it.
Yeah, feel free to edit the files with your favorite image editor.
When you have the modified image files send them to me.
I'm still working on compiling LuaGL, once that is done I hope everything will go smoothly.
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Oh, man, I just found a feature that will make things easier :-)
(search "LuaJIT ffi")
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05-Feb-2014, 12:29 PM
(This post was last modified: 11-Feb-2014, 5:02 PM by uyjulian.)
New version up, did some code cleanup.
To play and download Puzzle Studio, please visit this page for more information:
https://sites.google.com/site/awertyb/puzzle-studio
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I have ported important parts of the game to Linux, Mac, Windows thanks to CMake.
I'm getting there :-)
https://github.com/uyjulian/LuaGL
https://github.com/uyjulian/proteaAudio
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08-Feb-2014, 12:31 PM
(This post was last modified: 08-Feb-2014, 12:56 PM by Pilosus.)
I am impressed that this project has been brought back into attention. I was slightly involved with it back in 2008 or so, but at the time I was about 15-years old and had no experience with object oriented programming or LUA.
As for the puzzle pieces, they actually were chips in earlier buids. Chuck decided to change it to distinguish the game more from Chips Challenge, possibly to avoid any form of potential legal dispute. Most of the art was supposed to be preliminary, and the idea was to replace it with actual 3D models at some point.
One of the main ideas behind the engine was to have all blocks work as plugins. If you needed a very particular block for a puzzle, you would just code it in and included it along with the level file.
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09-Feb-2014, 4:01 PM
(This post was last modified: 09-Feb-2014, 4:10 PM by uyjulian.)
Quote:I am impressed that this project has been brought back into attention. I was slightly involved with it back in 2008 or so, but at the time I was about 15-years old and had no experience with object oriented programming or LUA.
As for the puzzle pieces, they actually were chips in earlier buids. Chuck decided to change it to distinguish the game more from Chips Challenge, possibly to avoid any form of potential legal dispute. Most of the art was supposed to be preliminary, and the idea was to replace it with actual 3D models at some point.
One of the main ideas behind the engine was to have all blocks work as plugins. If you needed a very particular block for a puzzle, you would just code it in and included it along with the level file.
Yeah saw the first post Chuck posted into the mailing list.
Also, it's Lua, not LUA hehe
Here's the changes I made to the engine:
- Removed unused code (there was lots of it)
- I've switched the compiler from Micro$oft Visual Studio 2010 Ultimate toolkit to MinGW.
- Switched IDEs from Micro$oft Visual Studio 2010 Ultimate to Code::Blocks. Bye bye that HUGE 30MB database file that was lurking around in my project directory!
- Removed GLAux (a very, very old OpenGL library) and replaced it with SOIL (http://www.lonesock.net/soil.html)
- Cleaned up most of the source code (removed the unneeded stuff, add proper spacing, and fix stuff that were causing errors with MinGW, for example, removed the redundent GLvoid args that contained them)
- Engine loads much faster now thanks to MinGW compiler :-)
- Lua upgraded to 5.2!
I think that's all I did to it.
TODO:
- remove old Lua OpenGL bindings
- replace the Windows OpenGL context creator with GLFW (http://www.glfw.org/) for cross-platform compatibility
- fix proteaAudio (it's the "proAudioRt.dll", it loads audio and plays it)
I think that is it... for now.
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09-Feb-2014, 6:27 PM
(This post was last modified: 11-Feb-2014, 5:02 PM by uyjulian.)
Notes for later:
clean up this CMakeLists.txt to add flags, etc (don't be win32 specific):
Code:
cmake_minimum_required(VERSION 2.8)
list(APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
project(proteaAudio)
find_package(Lua51 5.2)
find_package(DSound)
add_definitions( "-D__WINDOWS_DS__" )
include_directories(rtaudio/ rtaudio/include/ ${LUA_INCLUDE_DIR})
add_library(proteaAudio STATIC proAudio.cpp proAudioRt.cpp stb_vorbis.c rtaudio/RtAudio.cpp)
add_library(proAudioRt MODULE proAudioRt_lua.cpp)
target_link_libraries(proAudioRt proteaAudio ${LUA_LIBRARIES} ${DSOUND_LIBRARIES} winmm.lib)
(if you want to help cleaning up the above, you can :-)
add this for the luaopen function in proAudioRt_lua.cpp to github:
Code:
luaL_newlib(L, funcs);
(this fixes a crash)
I'm going to put a beta release out: (outdated link)
To play and download Puzzle Studio, please visit this page for more information:
https://sites.google.com/site/awertyb/puzzle-studio
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09-Feb-2014, 11:14 PM
(This post was last modified: 11-Feb-2014, 5:02 PM by uyjulian.)
This is the last build for today.
This build should fix the LAG issues:
To play and download Puzzle Studio, please visit this page for more information:
https://sites.google.com/site/awertyb/puzzle-studio
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Okay, a new version of Puzzle Studio has been now released, I've fixed some bugs :-)
You can download it here:
https://sites.google.com/site/awertyb/puzzle-studio