Source Release

flash · 15170

Offline flash

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on: February 18, 2016, 02:45:46 pm
Sorry for the massive delay in releasing the source.

Well, it's not quite there yet. Two reasons. 1, I have been busy on other things and 2, I have asked HK to check the code prior to release, and he is also rather busy.

The code has been improved and lots of comments have been added as well. So, it will be a breeze to fiddle with.

I will release the code on our SVN. I suggest Tortoise SVN as the tool of choice when using Subversion (for windows). For OS X, I use SmartSVN. If you need any help with using subversion, just ask. I will message those with access when the source is released with passwords and the svn address.

For now, I would suggest getting the latest Unity build. Currently this is Patch 5.3.3p3 and can be grabbed from here https://unity3d.com/unity/qa/patch-releases

When installing Unity make sure you choose to install the platform support you wish to build for. MM supports all targets.

Hopefully it won't be too much longer :)

« Last Edit: March 24, 2016, 11:21:49 am by Flash »

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Offline spacefractal

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Reply #1 on: February 25, 2016, 01:06:22 pm
like its take longer time than excepted :-).

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Offline flash

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Reply #2 on: February 25, 2016, 01:32:59 pm
I will release it soon. Sorry, got distracted. :)

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Offline flash

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Reply #3 on: March 24, 2016, 11:44:51 am
Manic Maker Source

Ok, well. Just done my final commit today and am ready to share the source with you if you are still interested. Even the project could almost be classed as retro ;)

The project was tested with Unity 5.3.3p3, though I have just looked online (link in first post) and notice that version 5.4.3p1 (patch release) has been released today. It should be fine to use that version, though I would not advise the 5.4 beta releases (it is always best to wait).

There have been a few minor additions to the code.

A title screen has been added. This is really just to demonstrate using different scenes for different tasks.
Encrypted Preferences are also added. This is just used for one thing, progress. So, it will now remember the highest level and you can continue at that point. This was added to demonstrate the saving of player data. I decided to encrypt the data as unity's standard PlayerPrefs library is a bit vulnerable if you were to use it to hold unlocked content, purchased credits, etc. Its best to start with encrypted preferences.
Shaders have been added. I thought I would add a little shader to non horace levels to give a bit more of a CRT look.
Blagger has been improved. Well, sped up a little. This uses fractional movement now to get almost the correct speed.
Hopefully the code is fairly easy to follow. HK has given suggestions to help maintain pretty good syntax.

I was going to add scene fades between levels and title/game (like Balders does), but decided to just add the fader script for now. So, it's there if wanted. I did add music fading between title and game. It will fade the title out whilst fading in the game audio.

Anyway.

The code is located on the SVN. I advice the use of TortoiseSVN in windows, or the free version of SmartSVN in OS X. Not sure if either of you use SVN, but if you are unsure - feel free to post.

Once you have the code, open Unity, and after activating with the personal licence, click "open" in the top right of the window and navigate to the ManicMaker directory, then click open. If at this stage it says it needs to update the project, allow it. This may happen on windows, or if you are using 5.4.3p1. All should go fine.
When opened, in the interface you will see a tab named "Project" and within that are all the files that MM uses. Click on Assets, and either double click on "Main Game" or "Main Title". These are two of the scenes MM uses. Which you choose is up to you.
Once selected, just press the "play" button in the top centre of unity to start things rolling, and again to stop.

To open the code in Monodevelop (in OSX or windows if VS is not installed), or VS in windows, Click on "Assets" in the menu, and then "Open C# Project". The source will then open in the relevant application for editing. Remember: When you edit any file, save it before testing. Unity will not compile otherwise (in Monodevelop just press CMD+B).

Hopefully that is enough to play with? "Anything" you want to know, feel free to post. I am on hand to help you as much as I can and happy to help.

I will Message with the url and passwords.

« Last Edit: March 24, 2016, 06:01:19 pm by Flash »

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Offline spacefractal

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Reply #4 on: March 24, 2016, 08:03:25 pm
im gonna take a look. Im got your PM. Currectly im have focus for trying to greenlight Genius Greedy Mouse on Steam. Actuelly have not started anything new game in a year or such, but im will diffensivt take a look :-).

You cant release a public version of the source code (with the copyrighted elements removed?)

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Offline flash

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Reply #5 on: March 24, 2016, 09:02:27 pm
No, I would rather not share it publicly. That being said, the code I share with you can be used for anything you want. So, if you do use it for anything (even commercial) that is fine by me and given freely to my fine Retrobytes friends :)

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Offline Lobo

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Reply #6 on: May 08, 2016, 09:34:04 pm
im gonna take a look. Im got your PM. Currectly im have focus for trying to greenlight Genius Greedy Mouse on Steam.

Good luck with GL, saw the KarmaMiwa game in there (but not the Greedy Mouse tho). Man, Greenlight is..phooeey..covered in titles, from real cool to utter garbage. I was thinking myself to put a game there, if I ever finish it.

How bout you Flash, gonna use the Steam for Balders? That and itch.io seems like best places to lob the game against.  :P



Offline spacefractal

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Reply #7 on: May 09, 2016, 05:23:56 am
Im not sure which username you use, howover im have just put KarmaMiwa on Steam yesterday. Im thinks its take around a month to greenlight it. Im got a publisher on both those game. Im do not have plans to put other games than those two.

Greedy Mouse is allready green lighted accepted, but waiting for some paperwork.

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Offline spacefractal

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Reply #8 on: May 09, 2016, 05:43:30 am
itch.io is not  the best place yet, but howover LOWRESJAM was fun. So hence im have one game there (The Beagle Jam).

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Offline Lobo

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Reply #9 on: May 10, 2016, 01:18:09 am
Ah, no..I did not put any games on Steam yet, just planning sorta, maybe, dunno  :) :)
You say it takes about a month? Not bad. What about itch tho, why do you think it's not so good? Maybe the sales won't do great yet but it does seems like a nice place to have a game there, beside Steam or whatever else, plus they got a nifty desktop client. :P



Offline spacefractal

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Reply #10 on: May 10, 2016, 05:58:19 am
the publisher (Stefan from OtakuMaker) said the sale is much higher on steam and on itch yet. Im thinks without him, the game would not been greenlighted in around a month.

Im do have one game on itch, The Beagle Jam, which was created for fun in around 5 days.

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Offline Lobo

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Reply #11 on: May 10, 2016, 04:20:30 pm
I see but why do you need a publisher, is it only to get accepted somewhat faster on Steam? I mean, everyone is publishing their own games on steam and acceptance seems to vary, so it seems (some titles are almost immediately approved while others take forever).
Also, I do agree that Steam sales are likely better for most people, I mean...Steam does have a larger crowd. :D



Offline spacefractal

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Reply #12 on: May 11, 2016, 05:47:13 am
The was mostly only acticity those time he promoted the game. Oterwise im would have got most no votes rather than yes.

They can also later publish on sites like gog.com and such sites its impossible for me to do.

Balders also could been a being a Steam game as well.

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Offline flash

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Reply #13 on: May 12, 2016, 11:11:51 am
I honestly have no idea what I am doing with Balders at the moment? I would like to release it at some point, but there is a lot of work still to do on it to bring it up to standard. At the moment, it will just have to sit and languish for a while.

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Offline Lobo

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Reply #14 on: May 27, 2016, 12:59:08 am
Languish, hehe, what a word.  :D
Anyhoo, seemed solid to me, bunch of levels + working editor, dunno what you're waiting for, Christmas?
I really think we should just do some DS stuff, hehe, perhaps Horace.



Offline flash

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Reply #15 on: May 27, 2016, 02:10:50 pm
There is quite a lot to do with Balders to bring it up to an acceptable standard. One of the main issues is the time it takes to go from editor-game and back (and title-game etc). Fixing that is a major recode :( I avoided it in the latest Stigma builds though. And it is much better for it.

DS - those were the days. I did enjoy coding for that little machine a lot, though not sure I would ever return to it?

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Offline spacefractal

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Reply #16 on: May 27, 2016, 09:39:51 pm
Im dont thinks its a major problem at all. Doom example, Snapmap is on with own code. Im did liked as its are, and not sure all would notice it at all.

Its howover mightbeen a issue on Mobile, but not on Steam (Windows and Linux). Im could also see a release on Apple TV as well. Did the graphican even do the graphics for it? Im remember Lobo did some for fun.

For steam wise, im is still waiting for the paper thing, which can been somewhere lengthly.

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Offline Lobo

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Reply #17 on: May 28, 2016, 12:14:52 am
"DS - those were the days. I did enjoy coding for that little machine a lot, though not sure I would ever return to it?"

Hehe, just look at these guys and think again >>>  :-[  :-X  :-*  :'(  ;)  ;D  >:(

SF, what papers? You mean contract? I thought it was all digital unless...not. :D
So both your games are accepted in there or what?



Offline flash

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Reply #18 on: May 28, 2016, 08:42:25 am
The main problem with porting balders to Apple TV is control. I have tested it and it is working fine for game play, but implementing joy style control for all the menus (and heaven forbid - the editor) would be a major pain. For stigma, I started with the design to make this a lot easier.

Horace on the DS would be cool and I must admit it would be a pleasurable challenge. There's just so much else going on at the moment to devote time to it. I don't think I would do it in asm though.

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Offline spacefractal

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Reply #19 on: May 28, 2016, 08:58:17 am
For glbasic im converted the GamePad MFI trackpad as its could used as its was a mouse.

Here im did "convert" the Micro gamepad profile trackpad and converted as mouse values and checking for bounds etc. Its was a little bit annoying, but im got it to work in the end.

When the trackpad can uses as its was a mouse with mouse cordinate, im thinks its would been much easier for the menu and the editor.

in glbasic im mangaed to even use the trackpad for the MOUSE commands in glbasic.

PS. Im got Karma Miwa greenlight accepted today and im are a full steam developer now and is checking out how thing works. There is a lots of NDA, so im  cant write very much about it here. So im have both Greedy Mouse and Karma Miwa greenlighted now and paperwork is also done and got it accepted.

« Last Edit: May 28, 2016, 08:58:58 am by spacefractal »

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Offline Lobo

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Reply #20 on: May 28, 2016, 06:22:45 pm

Horace on the DS would be cool and I must admit it would be a pleasurable challenge. There's just so much else going on at the moment to devote time to it. I don't think I would do it in asm though.

No hurry, I gotta finish a game myself and would like to see the one with Soks being done sometimes before deluge as well. As for how, hey, asm, lsd, gta IV, whichever way for as long as its pure css3 at heart.  :-*
Btw, I was playing the psion one lately and the movement might be just like that of 'the lost levels', plus the acceleration bouncy combo.



Offline Sokurah

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Reply #21 on: May 29, 2016, 11:14:57 pm
No hurry, I gotta finish a game myself and would like to see the one with Soks being done sometimes before deluge as well.
*Sigh*, so would I. There's just this one bit of code in my Spectrum game - that works...but not satisfactory - and I can't seem to get it to behave the way I want it to. It's close but there won't be a cigar until the damn thing works the way I want it to. Hopefully soon. :-[



Offline flash

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Reply #22 on: July 30, 2016, 04:39:54 pm
Just committed a minor update to MM improving Blagger.

Coding for the love of it!