BitBrawl
Sunday, July 8, 2012 - 17:31
I have started posting about my intended submision, dubbed "BitBrawl", on my blog at: https://singpolyma.net/category/lpc/
Code is on GitHub: https://github.com/singpolyma/BitBrawl
I have started posting about my intended submision, dubbed "BitBrawl", on my blog at: https://singpolyma.net/category/lpc/
Code is on GitHub: https://github.com/singpolyma/BitBrawl
My one comment on your blog is to PLEASE nix the orange background with black text. It makes everything very hard to read :-/
Other than that, glad to hear about another project joining the Brawl! :D
Yeah, sorry. Every now and then someone complains and I lighten it for them or simlar. It seems some screens still render it poorly. Most people have no issue.
I have player joining / control configuration working now! Yay!
Screenshot at https://singpolyma.net/2012/07/bitbrawl-opening-screen/
Multiplayer is working, and art isn't hardcoded!
Screenshot and more at https://singpolyma.net/2012/07/bitbrawl-cleanup-and-multiplayer/
Is your blog paused? It has a resume button
I like to imagine the resume button calls forth soldiers that forces singpolyma to keep writing blog posts at gunpoint.
Sadly, it's the "background and skillsets" kind of "resume"
No blog post this time, just a quite note for the interested to say I've got more stuff in the repo. The git logs are petty verbose, but basically what I've got is working combat with ranged weapons and animated projectiles and such. Players can also die and auto-respawn now, though I'm not displaying how many times they've died anywhere.
All that's left mechanically (I think) is knockback and I want to do a simple stamina stat system, which is sort of roughed in but not really being used right now.
Is your game going towards something like an MMORPG or what ? I am confused. If it is, could you please retitle it ? For people like me who are interested to find only single player games it would make life much easier.
shirish: no, not an MMO, but multiplayer yes. I plan to add bot AIs for single-player combat, but that will likely not get done before LPC ends. So, multiple players all on one PC (on the same keyboard, or with different keyboards is better, just not using overlapping keys).
Support for multiple gamepad and "single-player-mode" bots will likely come after LPC, and networking may happen if there's interest.
@singpolyma what I read from people's reactions above it seems its a browser-based game. If so, could you Edit the first post so it reads 'Bitbrawl - HTML 5' or something like that so people who are interested to find HTML 5 or browser-based games can find and people who are more into desktop based games are not disappointed as well.
shirish: nope, not browser-based, written in SDL&Haskell :)
aha, then would clone the repo. Btw when can we expect a makefile to be generated or have some configure scripts ? I just read the 'README' hence asking.
Drats don't have one of the dependencies of the version required. The last one libghc-hipmunk-dev >= 5.2.0.9 . I have :-
$ apt-show-versions -a libghc-hipmunk-dev
libghc-hipmunk-dev 5.2.0.8-1+b1 install ok installed
No stable version
libghc-hipmunk-dev 5.2.0.8-1+b1 testing ftp.debian.org
libghc-hipmunk-dev 5.2.0.8-1+b1 wheezy ftp.debian.org
libghc-hipmunk-dev/testing uptodate 5.2.0.8-1+b1
I have asked the debian maintainers to see if they can upload either the 5.2.0.9 or 5.2.0.10 to experimental . The dependencies of all the minor versions are the same. I'll not be cloning it till I get some response from you as well as from the debian maintainers. See bugs.debian.org/682570 for the wishlist bug-report.
Wow, I really fell behind on blogging this.
Many more features, much more content. In fact, I've hit feature-freeze and got about as much done as could be expected.
I have a Makefile with build instructions in the README set up now. Because of version issues, the build instructions currently suggest installing all Haskell dependencies using cabal, but most of them have new enough versions in APT (Hipmunk being a notable exception).
LPC is over, but development continues. Today I was reminded about SDL.displayFormat! Wow I'm dumb for not having remembered that. So, the latest HEAD runs at < 10% CPU usage on my system now instead of ~60%
Woo!
Hey there. I'm trying to run this game on Fedora 17.
I managed to compile it using Fedora's built-in Haskell, but whenever I run it, it returns an error:
[Nushio@Serenity bitbrawl]$ ./bitbrawl
bitbrawl: Prelude.head: empty list
I have no idea what's wrong or missing! :(
Sorry about that! You know how it is: when you're on a tight timeline, things like good error messages are lower priority ;)
I've added some smarter error messages to a lot of the possible culprits. Could you try building HEAD for me and see what you get?
Thanks :)
Sure, I'll try it tonight and will report back. Thanks!