The OpenMapGame Framework (OMG) was originally intended for the sole use of T-ACT Engine and a tactical game. However, I decided to put on my thinking cap to start redesigning it work with other games. This means abstracting the use of certain classes which otherwise had a noticeably odd amount of more specific code embedded in them. So as of right now, my general thinking is this (Click the more button). Which I’ve already done but just have to rework a little.
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NRGsoft
Rethinking the OpenMapGame Framework and T-ACT Engine
I hate Ruby
I really do. I was thinking about attempting to create a separate parser for it so that Ruby could be used in T-ACT Engine. So that scripters who use T-ACT Engine wouldn’t have as many issues transferring. But Ruby is a horrible, sickening, language like it was when I first saw it. It attempts to combine certain languages and add stupid things, the attribute accessors among the worst. It’s like, “Hey, I defined this variable or function as public or protected, but you need to make sure you write a way to access it, otherwise you can’t!” So I’m going to opt-out of using it. I may support another language, but Ruby is not going to be one of them. Right now php is the only language supported. I think I might opt-in for Python too. As I actually do like and don’t mind Python at all. Don’t get to use it much, so this will be a chance, maybe.
T-ACT Engine is on the way
After a few years of working, thinking, re-doing, and conceptually designing things. I’m nearing a working release of T-ACT Engine. I’ve figured out how I’m going to deal with all of the non-helpers too! There are going to be three versions of the program. The first version is the “Free” version. All games made with it will not be allowed to make profit off of the games. In easy, they can not be used commercially. There is nothing required for this version. There will be a 3-second message that indicates that you’re using the free version. Everything will be pre-compiled and code read on-the-fly. The second version, “Pro,” will cost $20 and allows you to commercially make money off of your game. It will likely, eventually, have a built-in advertisement system. So that you can put ads into the game. This version also doesn’t require anything other than the program, and will not have any 3-second message. The third and last version is “Source,” which will cost $50(yeah, $50, you probably don’t need this version). Source will include the actual source code to programs as well as the game’s source code. You will need Visual Studio 2008/2010 and Monkey Pro to touch the source code. Visual Studio can be purchased from Microsoft and Monkey from Blitz Research Ltd.
Free and Pro version will output to…
- Flash (Web)
- GLFW (Windows) [Mac OS X later if I bother to buy one]
Source version will output to these, because of Monkey
- HTML5 (if you so choose to share your source code)
- Flash (Web)
- GLFW (Windows/Mac OS X if you own one)
- C# (Xbox-360/Windows Phone/Windows)
- Android
- iOS (iPod Touch/iPhone/iPad, if you own a Mac OS X)
Pro and Source versions will include these extras
- Generated code output obfuscator
A last thing to mention. All contributors will be given the “Source” version of the program. I am not responsible for getting Monkey if you want the other outputs. Contributors are those who showed interest and offered ideas or offered to test long before the final release.
These are the known and confirmed contributors.
- TheRexion / Rex Drakos / TheDraconic9 ( You have too many usernames )
- Dyhalto ( Creation Asylum )
- GubiD ( Creation Asylum )
- Rosseau ( RPG Crisis )
- ShadowBringer ( Creation Asylum )
- Sx2Kirby ( RPG Crisis )
- Atnas ( Lolipopsicle.com | Among other places )
Early “Alpha” Testers
- Atnas ( If he wants )
- TheRexion ( If he wants )
- GubiD
- ShadowBringer
Shown interest in helping in a way that they could
- The One Man Project ( GameDev, possible contributor based on more conditions I lay out later. )
If I missed anyone, tell me your username and a link to the old, contributing post.
NRG’s OpenMapGame Framework (For Monkey)
After the appearance of Monkey ( http://monkeycoder.co.nz ) and since buying it, I’ve pretty much dropped BlitzMax. Not that I’m stating I’m going to outright stop using it, but, BlitzMax is more useful for certain games that I definitely want to run certain ways with top-notch speed. For now though, changing the language for frameworks from BlitzMax to Monkey is a good choice.
So, without further delay, I introduce NRG’s OpenMapGame framework. The Monkey port + alterations, of T-ACT Engine’s framework.
Why is it named OpenMapGame, you may ask?
Because I wanted to make a pun on the interwebs slang “OMG,” which is “Oh my God.”
Can I get it, I’m some random person?
No, no you can’t.
So why are you talking about it?
Because it’s the framework T-ACT Engine is now moving to. So that tactics games can be made for the iPhone/iPad/Android/Xbox360 platforms.
I thought you stopped working on T-ACT Engine / What the hell is T-ACT Engine?
I never stopped working on the T(actical) ACT(ion) Engine. I just slowed progress severely and stopped writing updates.
Are you suggesting that you’ve made progress? Can anything be made on it yet?
Progress, a bit. Can anything be made with the GUI, no. Physically written by hand, yes.
Care to share any pictures?
No.
You like writing up FAQs like posts don’t you?
Probably.
What makes the OpenMapGame framework better than another Monkey framework?
I made a scripting language reader (php was the choice of syntax, and technically php is a scripting language). You can alter the text on the fly and have it run the code differently in plain sight. It took me over a night to write it up. It still has some things that have to be done, mainly the class and function handling inserted right into it. That way I don’t have to write the functions in Monkey and add them to the reserved keyword list.







