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game-engine-2d's Issues

Create spritesheet animation format

A format will be needed for the upcoming spritesheet animation implementation for entities. This should include animation names, and frame locations at minimum for the initial implementation.

Linux executable syntax error

As of current commit (19b68ed), when attempting to run the linux version of Grid-sdk, the following syntax error is given upon executing "debug game.sh":

dasomeone@NR-Desknix:~/Documents/GRID-SDK/grid-sdk$ ./debug\ game.sh

Grid Engine

Launching Grid Engine 64-bit in debug . . .

./bin/x64/macosx-x64/love.app/Contents/MacOS/love: 1: ./bin/x64/macosx-x64/love.���H__PAGEZERO��h�__TEXT�@@: not found

./bin/x64/macosx-x64/love.app/Contents/MacOS/love: 2: ./bin/x64/macosx-x64/love.app/Contents/MacOS/love: Syntax error: word unexpected (expecting ")")

Request for Spritesheet format specification

Hey folks! We'd like Grid v1.8.0 to include some basic spritesheet animation functionality, so you don't have to roll your own anymore. Below are comments regarding this format. @Planimeter would love to have your input on the matter.

Entity synchronization crashing clients before `game` interface is initialized

In v1.0.0-beta naive entity synchronization was addressed by sending entitySpawned payloads after a player connected. It's recently been discovered that sending these payloads before the client has initialized the game interface causes a crash in engine.shared.entities with the entitySpawned payload handler.

This critical bug affects all multiplayer Grid games and is scheduled to be fixed tonight.

Move game-related code out of engine

Request for functionality to move out of engine and into game for 1.7.0 scheduled this weekend.

Proposed moves:

  • engine.shared.entities.entity
  • engine.shared.entities.npc
  • engine.shared.entities.player

Grid should probably have an audio interface built into itself.

Löve2D's audio interface does lack in certain departments.

Features that probably should be in the interface:

  • Volume based on distance?
  • Sound effects - underwater, etc. (This is not a required, but still useful feature).
  • Equalization, Bass boost, etc?

(This is just an idea, not a requirement!)

Add chat interface

This is queued for v1.4.0.

Interface methods:

chat.addText( text )
chat.activate()
chat.close()

Move to Semantic Versioning 2.0.0 and Release 1.0.0-beta

Currently, Grid uses build numbers alone as indicated on its site and indicated by Vertex Adventure's internal repository on Bitbucket, because we're in a pre-alpha stage.

After the Entity Synchronization milestone, we'll officially be moving into an alpha/beta phase, and be stable with some features left to be desired, such as entity animations, and final additions to the GUI subsystem. There will not be a feature freeze at this point.

It's at this time, Grid will be 1.0.0-beta, with the Entity Animations milestone following as 1.1.0. 1.0.0-beta will be the start of us releasing binaries on GitHub in the Releases section.

I want to thank the developers at Facepunch, most notably the veterans from WAYWO who have encouraged me in Grid and Vertex Adventure's development since 2013 as a side project in my spare time, and the contributors who have helped along the way, including former volunteers from Team Sandbox and the Half-Life 2: Sandbox project.

Profile library might be broken?

I think it could perhaps be broken, or I'm doing some stupid error.

function thefunction(args)
    profile.start("a")
    **function code**
    profile.stop("a")
end

The above does cause an error which goes along the lines of 'attempt to index global 'profile' (a nil value) on profile.start(), this might be an user error, not necesarily something broken, just need new eyes on it.

Implement player movement interpolation

player:move() currently jumps players' positions to pathfinding nodes one at a time, rather than interpolating their positions. Research interpolating players' positions and solve the following questions:

Should Grid implement generic interpolating or easing functions for usage across various subsystems? gui currently has its own ease and animate functionality.

How should Grid provide player or general movement acceleration? Should this be done on a per entity basis?

How should this integrate with players' or all entities' animations if interpolating all entity movement? How should footstep sounds be integrated?

How should players teleporting or players moving instantaneously somewhere else over long distances factor into this?

Grid graphics crashes on startup (Windows 7 x64)

Attempting to run the engine in debug mode, from fresh direct clone of current repo (commit 19b68ed) gives:

Error: engine/client/graphics.lua:64: bad argument #1 to 'draw' )Drawable expected, got table)

stack traceback:
[C]: in function 'draw'
engine/client/graphics.lua:64: in function 'draw'
engine/client/graphics.lua:113: in function 'drawGrid'
engine/client/init.lua:158: in function 'draw'
[string "boot.lua"]:427: in function ([string "boot.lua"]:389)
[C]: in function 'xpcall'

Questions about Grid-SDK from an Artist.

Hey Planimeter -

I have a few questions about Grid-SDK.

  1. What platforms is Grid-SDK made to deploy to? (Windows? MacOSX? Linux? Android? iOS? Web? Other?)
  2. What is the Tiled-based region system?
  3. Is there support for normal maps in Grid SDK for Dynamic Lighting?
  4. How artist friendly is Grid SDK?

Thank you for your time,

HeadClot

camera.drawToWorld() draws next frame

Any functions pushed to be drawn to the world lag behind a frame, due to the hierarchy in which they're pushed.

Fixing this requires a pre-world draw pass for gui elements, in order to know where the worldspace panels need to end up.

Add console command autocompletion

Console commands should have an autocomplete callback. These can be implemented in engine.shared.concommand and should be called upon by the autocomplete private function in engine.client.gui.console.

graphics.rectangle() incorrectly drawing

When graphics.drawGrid() is commented out, the behavior of all graphics.rectangle() calls changes. graphics.rectangle() then proceeds to draw through subpixels.

Update player movement

Default player movement currently allows you to stop in-between tile positions. Add a path queue that prevents changing move paths while moving.

Implement advanced keyboard options

Clicking on "Advanced" in the keyboard options menu should bring up a modal allowing the user to toggle things like enabling the developer console.

Rewrite A* search algorithm implementation

There appears to be some inconsistencies with the current implementation in path.getPath(). It's probably better to rewrite this at this point having learned from it's integration with Grid what needs to be done in regards to interfacing with the region class.

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