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Work in Progress / AGM, the independent game maker.

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Evil stick
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Posted: 10th Dec 2005 02:34
Ah reasons! The ease to read.


FORUM n00b THREAT LEVEL: ORANGE
Some thread revival/spam-Some bad grammar used, stupid questions or answers-No direct flaming
Kohaku
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Posted: 10th Dec 2005 15:24
That's a crappy reason, but it has occured to me that while parsing the code, I could check for both endif and { and }. Maybe I'll add it. Maybe I will.


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Insanity Complex
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Posted: 13th Dec 2005 05:34
Well, I feel useless, as I've attempted to be helpful here, and said I'd do helpful things, and yet I keep on coming up short, wether it's hardware, or just not worth the risk. I'd like to know if there's anything I can do.

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 13th Dec 2005 14:35 Edited at: 13th Dec 2005 14:36
You could put the kettle on.

In AGM news, I'm doing the bit that I said I'd do, with the


changing to



So far I have it down to



.. Which is good.


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Insanity Complex
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Posted: 13th Dec 2005 22:29
lol, I already have a pitcher of green tea in the fridge, don't need to put the kettle on.

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 17th Dec 2005 23:22 Edited at: 17th Dec 2005 23:23
Now it can work out the following;



Which is great.

Here's how I'm going to add this to AGM. At any stage of making your level, placing your entities and objects, much like you did AGE, you can go to a new tab named 'Script', where you can Load,Save and Edit your games script, to define the game.


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blanky
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Posted: 18th Dec 2005 11:37
Neatzor.. How automated is the engine?

I.e., does it have game-types built in or w/e? And if so, what's the net support like? (Is there a 'MMORPG' option )

16-colour PNGs pwn.
Kohaku
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Posted: 18th Dec 2005 18:32 Edited at: 18th Dec 2005 18:35
No, and yes. You won't be able to tick a box that says "FPS", but it will come with pre-built scripts, so you could load the script "FPS" instead. What makes this better is you can change everything that makes the game an FPS. As for the net support, that will be handled via commands in the script too, though I have yet to touch that side of the script, so I can't tell you exactly how that would be handled. I believe I'll have to make the server scriptable too.

It's so great, I sometimes cry at night just thinking about it*.

*This statement may be mildly exaggerated.


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Lynx
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Posted: 18th Dec 2005 19:28
This project looks cool. Good job aura .

Sorry haven't posted that earlier.. not really been on forums much

Kohaku
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Posted: 18th Dec 2005 20:23 Edited at: 18th Dec 2005 20:25
Thanks Lynx. Means a lot to me.

I'm adding some new commands now. So far, I can run the following;



Which is converted to;



And when you exit, the following variables are left;


It's wuvly.


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blanky
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Posted: 18th Dec 2005 20:46
Niiiice ^_^

16-colour PNGs pwn.
Insanity Complex
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Posted: 19th Dec 2005 02:08
-.- Go aura...**continues singing song**

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 19th Dec 2005 06:58
In the last few hours, I've done a load of work. Firstly, I totally rewrote the code that strips the users code down into AGM script code. This new code is MUCH faster. I then started work on a return variable function. This allows the following code to work perfectly;



Basically, the return variable function will work out whether it's dealing with a string or an integer, and handle the math accordingly.

In other news, I'm getting a cold!


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Insanity Complex
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Posted: 19th Dec 2005 15:03
Hope you feel better man, I recommend menthol...it feels so good.

Raise your god again, they don't give a damn. (Coal Chamber)
blanky
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Posted: 19th Dec 2005 19:40
So does marijuana.

Keep working, Aura... Don't make me call Benjamin, a.k.a. Bumhugpoopflicker-san!!!111!!1TWO

16-colour PNGs pwn.
Insanity Complex
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Posted: 20th Dec 2005 14:57 Edited at: 20th Dec 2005 15:03
Quote: "So does marijuana."


It's illegal in my area, and the one next to me...and most of the rest of the US (yes I count those weed cards some manics get as making marijuana legal to some extent)

Oh and aura, could you please auto-create me a user on your forums and email me the password? My home comp is having issues and I can't do email at school. (I can check email at home, but I'm having problems with random sites, probably due to my invisible but known to be there virus -.-) And I can change the password after I get on to the forums. And the name logically would be Insanity Complex. If you can, thanks, but if not, then thanks anyway.

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 20th Dec 2005 18:52 Edited at: 20th Dec 2005 18:56
Quote: "Oh and aura, could you please auto-create me a user on your forums and email me the password?"


Done!

Quote: "It's illegal in my area"


Go NORML!

Quote: "I recommend menthol"


Menthol gives me nosebleeds and general pain. I think I'll stick to my Nasonex.

As for AGM, woohoo, it's great. I've been making some neat condition and variable handling functions. I made some code that made a variable bounce to 100, and then back to -100, and then to 100 again, in a kind of, neverending loop. Something like;


It's quite impressive.


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blanky
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Posted: 21st Dec 2005 11:16
Thanks Aura. If I ever want to make a bungee-jumping simulation, I'll know exactly what to do.

Meh, very nice. What's left to do now?

16-colour PNGs pwn.
Kohaku
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Posted: 21st Dec 2005 21:40
Well, this morning I started the intergration of the AGM engine functions before going to bed. You can now load levels with this code. My next step, for later tonight, will be to take control of the player entity via the code, and then, the beta version of the AGM engine is done. I still have to add a few more things to AGM itself though, but not much!

I'm much closer to finishing it than I had let on.

I've also just watched Toy Story 2 again, and boy is that film good. Just thought I'd add that.


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blanky
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Posted: 22nd Dec 2005 12:29
W00t, go Aura... The fact that you can commit yourself to this much coding consecutively impresses me. o_o

16-colour PNGs pwn.
Kohaku
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Posted: 22nd Dec 2005 17:06 Edited at: 22nd Dec 2005 17:07
Aww, thanks Planky.

Last night I added one final thing to the script that I had somehow forgotten. Commands that return data! But now that's in. I also finished the intergration code, so now the engine is pretty much ready for testing, though I might add a load of other commands to it first, we'l see. My next real step is on AGM. I've still got to add that entity tab! No big job though. The rest of the work on AGM will be simpe. A peice of pie.

Pi.


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Making a Game making software
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Posted: 23rd Dec 2005 04:09
hey i want to test it out it seen great

Im a basic programer in just basic, liberty basic, Ibasicpro,dark basic,etc. But im making software.
Kohaku
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Posted: 24th Dec 2005 21:49 Edited at: 24th Dec 2005 22:02
That is only a good thing.

You're on the list!

What have I been doing?
Well I'm going to tell you!
Recoding if statements in the scripting system.
Not really exciting at all, is it?
Today, I'm going to code non-stop, and aim to have this script finished, and AGM beta ready by like tomorrow. I more than likely won't, but man will I try!

Armed with a Grolsch and a milky way, Kohaku sets off into the dark.

Oh and some Final Fantasy music of course.

But yes, everyone get excited, and panic! Nothing beats a good panic.


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Insanity Complex
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Posted: 24th Dec 2005 23:29
I have to say I'm off the beta list Aura...still don't have my own computer.

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 25th Dec 2005 00:17 Edited at: 25th Dec 2005 00:20
Ah that's a shame. You were the second person to take real interest in AGM, and to support its development aswell. I hope your interest in AGM remains.

Oh and I've just fixed up the 'if' thing, so I'm moving on to AGMs script selector. I also have to do that entities tab. I'll do this first though.


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dab
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Posted: 25th Dec 2005 00:56
Hey, I'll beta it... This is looking REALLY cool! It would be interesting to make games without having to do a whole lot of coding. :

Kohaku
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Posted: 25th Dec 2005 05:59 Edited at: 25th Dec 2005 06:06
You're on the list!

Here's a screenie of AGM supporting the new Script tab, aswell as the equally new script edit box.



Looking at that image now, I can see I forgot the sync command.


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blanky
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Posted: 25th Dec 2005 11:57
Nice, man. Keep us updated.

16-colour PNGs pwn.
Kohaku
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Posted: 25th Dec 2005 19:12
I'm back! I'm awake now. What a sleep that was.
I'm going to open DBP now, and continue. I may not have entities in the first beta btw, as I don't think I'll have time to finish them, but we'll see! Also, there aren't many commands in it yet, so, even though I don't particularly need requests as I know what's missing, if you guys and gal were to tell me what you wanted in first, then I'd add it, cause I can!
Me code now.


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Insanity Complex
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Posted: 25th Dec 2005 19:31 Edited at: 25th Dec 2005 19:32
Keep it on going man! I have by no means lost my interest in AGM, I still plan to mirror it, but everything I want to do requires me to get a computer which requires money which requires a job which requires....etc.


That would be AGE that I'd be mirroring now wouldnt it

Raise your god again, they don't give a damn. (Coal Chamber)
Kohaku
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Posted: 26th Dec 2005 01:34 Edited at: 26th Dec 2005 01:36
T'would.

So, it's been a day now, and I am actually ready to release the first closed beta now. I've spent the past half hour making a nice help document with scripting command lists, an editor explanation and a description of theme changing. Blanky volunteered to host the file for me, but alas, he has gone to bed, so it should be up tomorrow.

I'll leave you with a RwARed copy of the doc, which contains some pretty pictures too.


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Frozen Flame
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Posted: 26th Dec 2005 05:02
Hey when beta testing comes around.. unless it already did.. can you email me telling me? cause im not staying to active with this thread, let alone this forum and would like to test. so dont leave me out!

thanks.


Kohaku
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Posted: 26th Dec 2005 05:43
I'll be emailing everyone on the list, like some type of mad spam bot.


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blanky
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Posted: 26th Dec 2005 13:34
Dammit, I thought you were agreeing with me when I said that if it took any longer you may as well release it tomorrow anyway

Well, I'm ready. Like I ever leave this computer for longer than 45 minutes at a time.

16-colour PNGs pwn.
Darkbasic MADPSP
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Posted: 26th Dec 2005 14:33
@
Blanky

lol

@Haku

Can't waitto test it

Experienced DB http://www.greatgames3d.com (work in progress site)
blanky
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Posted: 26th Dec 2005 21:00
Quote: " @
Blanky"


Nuh-uh. Aura's been calling me 'Planky' for days now.

Btw, beta not released yet due to the distinct lack of Aura. (He's very much a nocturnal creature...)

Support the AAANJL by doing nothing! Visit teh site below..
Kohaku
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Posted: 27th Dec 2005 00:29 Edited at: 27th Dec 2005 00:35
The file has been uploaded, and the testers have been emailed.

Woo.

Oh, and I'd like to thank Planky for getting it hosted, and enduring the long msn based file transfer.

And, I forgot to add in the email, if you have some bugs, comments or additions that you'd like me to know about, stick either in this thread, or my msn inbox.


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blanky
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Posted: 27th Dec 2005 19:44
Beta has been rebuilt & re-uploaded to the servers as of 27/12/2005. You can redownload from the usual location (private beta testers).

To the rest of yeh, you don't know what you're missing

Support the AAANJL by doing nothing! Visit teh site below..
Darkbasic MADPSP
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Posted: 28th Dec 2005 11:20
beta rules !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Experienced DB http://www.greatgames3d.com (work in progress site)
dab
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Posted: 28th Dec 2005 20:12
Yah, this is actually really good. Escpecially for a beta.

Kohaku
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Posted: 28th Dec 2005 21:22 Edited at: 28th Dec 2005 21:59
You guys still have the first version. I've fixed a lot of bugs since then, and added some new commands to the engine. I'll email you all when the second version is up. Thanks for the support too.


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blanky
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Posted: 30th Dec 2005 00:23
From what I know, Aura's just spent 48 hours up coding again

He said he's implemented a neat plugin system, fixed all string, variable & expression handling, and'll release the new(er) beta when entities are fully implemented.

Uh-huh. Until then, dance or play Hl2 or something.

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Kohaku
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Posted: 30th Dec 2005 03:44
The plugin system rocks.
I'm now implementing... Entities! Have been for a while now. I stopped to watch Tomb Raider though. It's an OK film, but I've seen better. Though, Jolie does handle the Croft charater very well. She also rocks.


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Megaton Cat
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Posted: 30th Dec 2005 05:23
Beta is nice...future tools for thise would be cool!

Great work.


The cat era has begun.
Kohaku
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Posted: 30th Dec 2005 08:52 Edited at: 30th Dec 2005 13:01
Thanks Megapr0n. There will be future tools of course, like the terrain generator in AGE, accept it will be external(plugin!). I just don't like to talk about things that don't exist yet.

Anyway, I've now got the main part of the entities working in AGM. Now I have to get them working in the AGM engine, but not before I setup a visual interpretation system for them in the editor... Done.
Oh yeah, better update the level loading function to work with the entities... Done.

Ok, now I can move onto the engine.

STOP! Hold your horses. Shortly after making this, I went on a walk. I tend to do that after long coding sessions, like the one I had lastnight. I find that even though I don't think about my projects, or anything really, apart from the now snow covered fields around me, I return with a fresh mind, and new ideas pop up all over the place. After todays walk, I've though of how I can make the AGM engine faster, so here's my list;
Rip the compiler out of the engine. Right now I compile the code every time the engine starts. I'm going to change this so that the engine can read straight from a compiled file, so your apps will load much faster than before.
Have entities store code within them, so within the player entity you can have the code that controls the player. This would make the codes layout far more object orientated. It would allow you to just replace the player entity with another type of player entity for a totally different result. I intend to make a load of entities as soon as this is all secured.
Some new features to the compiler, like a #include command, so you can include a file full of variables to use through-out your app, and a "run entity" type command, which during compilation, will be replaced by the code of that entity, ensuring even more speed.
New variable handling commands that could save the engine trying to figure out how to handle a set of variables, so you can tell the engine that it's dealing with numbers, and it will handle them as numbers, totally forgetting the possibility of your variable being a string, because you've assured it that it isn't. Even more speed!
Using "Select Case" for pratically everything, which I'm not just yet, but have always intended to change. So yeah, you guessed it, more speed.

Neat, huh?


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blanky
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Posted: 30th Dec 2005 17:20
Very neat.

Sorry, I took a 4 hour & 20 minute break but i left my msn on... For one of my friends, that's practically a 'be right back'.

I saw King Kong. It was really good. But I didn't like the bit when the leech ate that man's head.

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dab
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Posted: 30th Dec 2005 19:29
Wow, and I thought the compiler was already pretty fast. This is turning out really cool!

Kohaku
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Posted: 31st Dec 2005 07:20 Edited at: 31st Dec 2005 09:04
The compiler itself won't change speed, but it won't be used every time the engine is run, unless specified.

I've been giving this a lot of thought now, and I think I may change the way that entities are handled. Right now, when you save a level with entities on it, the position and rotation is saved, and under that is the entity data, the script that that entity is the handle for. I'm thinking of having the script external now, and set via an id, so when you save an entity, it will still save the position and rotation, but it would also save its id, which links it to an external file where the entities script is held.
I could also store the entity data during the level load progress. Hmm. I think I prefer my first idea though.


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Insanity Complex
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Posted: 4th Jan 2006 03:56
Well, Aura my friend. My website is back up, at a new url(see sig) and is valid html and css! (score one for me) And now I will get AGE and host it on my site(tommorow, I have to go soon, not enough time to download file sadly). I will also have a description of AGE and AGM on the site, but sadly I need you to email me the descriptions again(or post them here for convenience). I am happy that I got it back up so quickly, at a different location, but it is up!


http://3dunited.50megs.com -under heavy construction.
Kohaku
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Posted: 25th Jan 2006 22:09
Hi!

So yeah, my internet died again, and I'm now searching for ISP #3. I'm currently borrowing a bit of bandwidth from a local motorbike shop, but you don't want to know about that.
AGM! It's big, it's shiny, and it's getting a very done ekki. I've added a load more commands to it, including some neat object ones. You can now run the following code quite perfectly;



It is all very hot. I've also finally figured out how entities will be handled and have started work on this too. Basically, there'll be two type of entites, internal one for lights and other stuff one day, maybe volumetric fog of sorts, and script holding entities, which will be used for the player, and enemies, and other neat thingd. The script holding ones will have three blocks, iscript, lscript and escript, initial script, loop script and end script. in the first we will get the entity ready by maybe load a character model and its variables for health and what not, in the second, we'll have the loop which will be run in the main game script's loop, for maybe moving the object based on key presses, and in the last, we'll erase the entity data, by deleting it's variables and objects, but as this is all set by the user, these things don't have to be deleted or made in this way at all. The initial script of an entity is run when you load the world which contains the entities. The loop script is run when you call the command 'runescripts' every loop, and the end script is called when you delete the world or load a new one.

I can't think of much else to say, accept maybe sorry for vanishing again, and making this quick and messy post so quick, and messy.

As a side note, I am alive and well, am starting a random course for getting a good job, or so they say, and I really need a new isp. Things are OK I guess.

See you all soon!


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