[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Fri May 31, 2013 8:22 pm

Welcome back DiEvAl. I knew I recognized that name from somewhere. You may not know of me; I currently drive the project.

Here is a rundown of what happened once I took over.

  • Conducted modder surveys and did modding documentation to figure out how the Vanilla FTL engine worked
  • Assembled a list of requested features
  • Began the roundtable planning discussing (which should be ongoing) to discuss how feasible each requested feature is
  • Currently programming via XP method and attempting to implement an animation class in java

All of the above is available in googleDocs. My java code is available on gitHub.

Earlier, KuroSaru (the person I'm collaborating with) and I agreed that it may be better to write this program in Java.
He did say that he had ported the code over and made an XML tag parser. Unfortunately, I haven't seen any progress on that.

As for me, I've been burdened by summer classes. The reason why I haven't corresponded for a while was because I am trying to re-organize my schedule, and the modder community seems to be inactive anyways.

Any questions, feel free to ask.

Once again, welcome back.

EDIT: In response to your question about code, I'm also fluent in C and C++. Pointers and manual memory management are potent tools, but they can be tricky to use. I've crashed many a computer in trying to get C programs to work.
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Fri May 31, 2013 8:50 pm

John Luke Pack Hard wrote:Earlier, KuroSaru (the person I'm collaborating with) and I agreed that it may be better to write this program in Java.

Yeah, I know that program will be in java. But I was asking about mods.
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Fri May 31, 2013 10:05 pm

DiEvAl wrote:Yeah, I know that program will be in java. But I was asking about mods.


A mix of XML and Lua depending on whether more resources or more functionality is needed.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Kiloku » Sat Jun 01, 2013 3:57 am

Ok, then I missed all that and submitted a Pull Request to the old project! Egads! Cloning the new project right now!
Image
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Sat Jun 01, 2013 6:04 am

John Luke Pack Hard wrote:A mix of XML and Lua depending on whether more resources or more functionality is needed.

Sorry for saying it incorrectly. I didn't mean "What language should mods be written in?" but "Let's decide what language mods should be written in."

I agree that we should use XML, but I'm not so sure about lua. I'd go for jython, groovy or scala instead.
Here are some of the reasons why I think lua isn't the best choice:
  1. Lua doesn't have a built-in concept of classes (although they can be implemented using first-class functions and tables).
  2. I can't find a lua interpreter that allows something written in lua to extend a java class. But jython, groovy and scala can do it easily.
  3. Quoting someone on stack exchange: (sorry, lost the link)
    ... essentially lua is more suitable for integration with C. There are a bunch of other scripting languages with good java integration around though. Consider groovy, jruby or jython for starters.


On an unrelated note, what library should we use for GUI? I'd go for TWL (Themable Widget Library)
shark
Posts: 173
Joined: Thu Nov 08, 2012 10:11 am

Re: [MOD][WIP] FTL: Overdrive

Postby shark » Sat Jun 01, 2013 4:41 pm

EDIT: In response to your question about code, I'm also fluent in C and C++. Pointers and manual memory management are potent tools, but they can be tricky to use. I've crashed many a computer in trying to get C programs to work.

headshake.jpg

Here's an idea - why don't you run daily scrum meetings on skype and take it agile? Simply talk shit out as you encounter it.

If you're going with Java, the game will be rendered in a Canvas anyway, so it won't matter even if you use Swing for the surrounding gui, but it seems like you guys like trying out new shit and are heading for dependency hell soon.
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Sat Jun 01, 2013 5:23 pm

shark wrote:headshake.jpg

Here's an idea - why don't you run daily scrum meetings on skype and take it agile? Simply talk shit out as you encounter it.

If you're going with Java, the game will be rendered in a Canvas anyway, so it won't matter even if you use Swing for the surrounding gui, but it seems like you guys like trying out new shit and are heading for dependency hell soon.

I think you quoted the wrong person.

My skype is dieval96.

Yes, everything will be rendered in a Canvas. But we still need to have stuff like scrollbars, textareas, dragable popups, etc within the Canvas. Either we implement all of this manually and reinvent the wheel, or we use an existing library and head toward dependency hell. IMHO potential dependency hell is lesser of two evils here, but that's just my opinion and I might be wrong.
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Sat Jun 01, 2013 8:52 pm

Thankfully we're still officially in the planning stage.

That code I have on github? None of it is meant to be officially permanent. I was toying around with swing and awt to see if I could get a proper animation class running. Once done, it can easily be done again given another library's tools.

Also, Div (mind if I call you that from now on? The capitalization is hard to work with), I saw your cleanup. I forgot to mention, I've been working on it and haven't updated because I thought I was the only active coder. So far the thread to count frames works, as far as functionality goes.

Like I said, the code is meant to just get some basic idea of what we need to implement and how to do it.
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

Re: [MOD][WIP] FTL: Overdrive

Postby DiEvAl » Sun Jun 02, 2013 9:54 pm

John Luke Pack Hard wrote:Thankfully we're still officially in the planning stage.

That code I have on github? None of it is meant to be officially permanent. I was toying around with swing and awt to see if I could get a proper animation class running. Once done, it can easily be done again given another library's tools.

Also, Div (mind if I call you that from now on? The capitalization is hard to work with), I saw your cleanup. I forgot to mention, I've been working on it and haven't updated because I thought I was the only active coder. So far the thread to count frames works, as far as functionality goes.

Like I said, the code is meant to just get some basic idea of what we need to implement and how to do it.


Ok, you can call me Div. Or even <div> :P

Now you know that you are not the only one, so you should commit soon.

I've been working on main menu. I can't commit it yet because right now I just have images manually placed in src/resource.dat/img/. Right now I'm porting OP's Archive.cs to java so I can load resources dynamically.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Vhati » Sun Jun 02, 2013 10:39 pm

Are you still hoping to support Android?

Because Android doesn't have swing.
libgdx (and/or TWL?) will work across platforms though.

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