Re: Digest for infiniteplatformer@googlegroups.com - 4 Messages in 1 Topic

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kdag

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Mar 5, 2011, 8:54:35 PM3/5/11
to infinitep...@googlegroups.com
hi chris and everyone, im exited to see this list active :)
i wanted to get in touch regarding the network side of the i8bp i've
managed to install and play with it locally but it will really be fun
to share it with others, im actually back un MUD land and have though
on adding some OSC port to tinyMux but im guessing that will be easier
to implement on the infiniteplatformer.. for what you might ask, well
to have some pd patch generating some more sound layers or controlling
some arduino board. yea, for fun.

:)

please let me know how far are we to have a networked platformer.

tx!

/a


On Thu, Mar 3, 2011 at 6:09 PM,
<infiniteplatf...@googlegroups.com> wrote:
>   Today's Topic Summary
>
> Group: http://groups.google.com/group/infiniteplatformer/topics
>
> ideas [4 Updates]
>
>  Topic: ideas
>
> JohnR <john....@gmail.com> Mar 02 07:35PM -0800 ^
>
> Well, I'll work on the sign/message if you don't mind, because it
> shouldn't be too difficult and it will help me learn the code layout.
>
>
>
>
> Chris McCormick <ch...@mccormick.cx> Mar 03 11:58AM +0800 ^
>
> Hi John,
>
> Wonderful, your patches are very welcome. I will accept a patch for a
> sign/message object for sure. If you are up for implementing the
> 'foreground'
> object after that, let me know. This is basically exactly like the
> Platform()
> class but it should get drawn after everything else.
>
> Cheers,
>
> Chris.
>
> On Wed, Mar 02, 2011 at 07:35:36PM -0800, JohnR wrote:
> -------------------
> http://mccormick.cx
>
>
>
> JohnR <john....@gmail.com> Mar 03 12:23AM -0800 ^
>
> Chris,
>
> Sure, I'll try to do a foreground as well after the sign.
>
> The issue with the sign right now is that I'm using the text entry box
> at the bottom and it is limited to about 80 characters. And with the
> font for the message display, it only shows about 75 characters, all
> on one line.
>
> So how do you think it should work? Allow longer text entry in the
> entry box that will just scroll left as you type? Allowing a message
> up to, say, 256 characters?
>
> And for the chat and sign/message display on the screen when the
> player presses enter, can we increase the word wrap column to about 30
> characters instead of what it is now(17?) ?
>
>
> More ideas for the future:
> *Auto character repeat in the chat box.
> *A chat/command history, so you could arrow up and repeat the same
> things
>
>
> Thanks,
>
> -John
>
>
>
>
> Chris McCormick <ch...@mccormick.cx> Mar 03 08:25PM +0800 ^
>
> Hi John,
>
> On Thu, Mar 03, 2011 at 12:23:56AM -0800, JohnR wrote:
>
>> So how do you think it should work? Allow longer text entry in the
>> entry box that will just scroll left as you type? Allowing a message
>> up to, say, 256 characters?
>
> Hm, I kind of like the idea of a twitter-style economy of words. I guess if
> they want longer messages they can make multiple message objects. I'm not
> sure
> how you feel about this, but to me it fits with the game design and
> aesthetic
> of this game to encourage less words. Hm, but I don't want to be a dictator
> about this.
>
>> And for the chat and sign/message display on the screen when the
>> player presses enter, can we increase the word wrap column to about 30
>> characters instead of what it is now(17?) ?
>
> Yeah, maybe it's too small here. I was thinking anyway about switching to a
> font with more utf8 character sets supported anyway, instead of the pixelly
> one
> (just for speech bubbles). I really would like non-english speakers to be
> able
> to write their characters in chat messages, and that should allow more text
> in
> the speech bubbles too. I've already written that code, I just need to
> enable
> it.
>
> So I guess you are using the same code for the sign as that to display
> SpeechBubble()s?
>
>> More ideas for the future:
>> *Auto character repeat in the chat box.
>
> This one is in the TODO list already.
>
>> *A chat/command history, so you could arrow up and repeat the same
>> things
>
> Good idea! Julian already added arrow-key navigation, so that is a big plus.
> I
> will add this to the TODO list.
>
> Cheers,
>
> Chris.
>
> -------------------
> http://mccormick.cx
>
>

Chris McCormick

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Mar 6, 2011, 5:54:49 AM3/6/11
to infinitep...@googlegroups.com
Hi,

We have a completely networked platformer. :)

The number of TODO-list-items-until-beta-release grew as I found some bugs and
added a couple of features, but it's back to 3 again now, so I am pretty
optimistic about getting this thing out within weeks.

The last feature I implemented was the ability to lock your level so other
people can't modify it (levels are unlocked by default).

Cheers,

Chris.

On Sun, Mar 06, 2011 at 02:54:35AM +0100, kdag wrote:
> hi chris and everyone, im exited to see this list active :)
> i wanted to get in touch regarding the network side of the i8bp i've
> managed to install and play with it locally but it will really be fun
> to share it with others, im actually back un MUD land and have though
> on adding some OSC port to tinyMux but im guessing that will be easier
> to implement on the infiniteplatformer.. for what you might ask, well
> to have some pd patch generating some more sound layers or controlling
> some arduino board. yea, for fun.
>
> :)
>
> please let me know how far are we to have a networked platformer.
>
> tx!
>
> /a

-------------------
http://mccormick.cx

lucas falcao

unread,
Mar 6, 2011, 8:02:03 AM3/6/11
to infinitep...@googlegroups.com, kdag
yeah man
really exited to see the project going on
:D cant wait
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