26

(14 replies, posted in Gossip)

Hey, Sponk. I just installed the .DEB file, but as soon as I launch the program, I get this error:

"Could not save history: Could not open /home/UserName/.maratis-manager/history.conf"

What do I need to do? Let me know.

---ADDED---

Also, when I try to "open with file manager" I get a "Failed to open URI: 'file:///Empty'" error. Mind explaining the application and what the buttons do?

27

(6 replies, posted in Plugins)

I haven't written the classes yet, so I don't have any sample code to show. I think I'll hold off on posting any further about this until I have some tangible results.

Thanks for your help, Anael.

28

(14 replies, posted in Gossip)

Hey, Sponk.

Just downloaded the .DEB package and it says that the "svn" dependency is not satisfiable. Are there particular subversion packages I need installed in order to get this to work?

Let me know.

29

(6 replies, posted in Plugins)

Ah, okay. Seems like I'd have to get a little creative. smile

For my purposes, it looks like I'd have to enumerate through the collection of strings on the C++ side, push those strings into Lua, and at that point they can be enumerated into a table or something like that? I'm kind of half-guessing here... >_>

Thank you for letting me know.

30

(6 replies, posted in Plugins)

Cool, but, I'm a little confused. : / ...in that instance, because you're pushing a "float" array, isn't the method expecting the values inside the collection to be floats? What about other types of arrays (like one containing strings)?

31

(14 replies, posted in Gossip)

<raises hand in the air>

Me me me me me!!! smile

I can download it later tonight and give it a whirl. Thanks, Sponk!

32

(6 replies, posted in Plugins)

So, I thought it'd be a cool idea to have a robust persistent store with a simple Lua interface integrated within Maratis.

I'd like to learn more about pushing C++ values into Lua so that Maratis can access them and vice versa. How would this work for collections (arrays, hashtables, etc.)? I think figuring this out would help streamline games where you have to worry about a player's inventory, or related mechanics.

If there's some Maratis documentation that covers this specifically, please let me know. I'd love to learn more about it.

Thanks.

33

(13 replies, posted in Scripting)

Cool. Thanks for explaining. Good luck with your game, Vegas! smile

34

(13 replies, posted in Scripting)

To add to the point of pre-allocating memory; are there ways for users to get more control over the heap? Or to be able to create our own?

35

(16 replies, posted in Engine)

Hey, Anael. Glad you like it!

Is there a way of being able to manually map the texture of a game object through the engine's Lua interface? Please let me know.

36

(16 replies, posted in Engine)

I found this just now: http://sourceforge.net/projects/libtheoraplayer/

It has a BSD license. Will that be more permissive for commercial purposes, Anael?

EDIT:

More info here: http://libtheoraplayer.cateia.com/wiki/ … =Main_Page

Sample class here: http://libtheoraplayer.cateia.com/wiki/ … e=Tutorial

37

(10 replies, posted in Plugins)

I sure do! I have both a Raspberry Pi and a Beaglebone Black. That covers both the ARM v6 and ARM v7 instruction sets.

38

(10 replies, posted in Plugins)

Cool. Sounds like I should get started on my original idea first (the Database plugin) so that I don't bite off more than I can chew.

Is there anything I could do to help facilitate the addition of Linux on ARM publishing? Or is that something you'd be better at handling since you're the engine's author?

I totally understand needing to incorporate OpenGL ES 2.0, and I don't think that requires too much tweaking...? Both OpenGL 3.0 and ES 2.0 utilize the programmable pipeline, if I'm not mistaken.

39

(16 replies, posted in Engine)

Ah, okay. It's says it's LGPL v3, which I think is pretty liberal? I used this site: http://www.tldrlegal.com/license/gnu-le … gpl-3.0%29 to try to figure out if it was worth bothering with.

If it turns out that this is something I'd have to manually build using Theora/Vorbis directly, I'll probably put it on the shelf until I get used to the Maratis plugin interface.

EDIT:

Also, is it currently possible to call game object textures from Lua? My understanding is that that's the only way to get the data from the video onto a plane using a plugin interface. Please correct me if I'm wrong.

40

(16 replies, posted in Engine)

I found this: http://code.google.com/p/liboggplayer/ as a potential candidate for helping achieve OGG video-playback functionality.

A Mac version of the library will have to be compiled, but I'm guessing we have some people here who can probably help out with that. smile

I could see this working as a plugin IF you're able to map the data streamed from the video as a texture while writing your game logic. Otherwise, I think it would be best if video-playback were a core engine feature, and you would access it through the visual editor.

41

(10 replies, posted in Plugins)

You're right, Anael, iPhone utilizes the ARM architecture.

My question is whether the Video and ARM publishing ideas are realistic as plugins, or if they should just be integrated into the engine directly? I know that, for my database idea, the plugin route is very workable. I'll check out that other thread in the meantime.

Hello!

I'm relatively new to the Maratis scene, but after looking at all the possibilities the engine offers (because it is extensible), I'd like to become active in its continued development.

I have a couple of ideas I've been knocking around for plugins, and I wouldn't mind some community feedback as to their usefulness and possible integration into the engine:

1. A SQLite Database plugin to add a robust persistent store to the engine (I would build a C++ wrapper around SQLite which would have its functions called from Lua/Maratis).

2. An OGG video player whose data can be streamed as a texture onto geometric primitives used inside the editor. I found this: http://code.google.com/p/liboggplayer/ and was thinking I could find a way to get OGG videos to play inside the engine. This would give users the ability to utilize cutscene movies inside their projects.

3. The ability to publish to Linux on ARM (version 6 and version 7 of the ARM instruction set). This would give developers the ability to deploy their games onto the Raspberry Pi and other, more advanced, Linux SoCs. I think there are some ARM Linux toolchains already out there, and it would just be a matter of getting that integrated into the editor.

I don't know about licensing restrictions, or how that may complicate things, so I'm open-minded to any alternatives if what I've suggested won't work. Thank you for reading, and let me know what you think.

43

(13 replies, posted in Engine)

Cool! Thanks for clarifying, I really appreciate it. smile

Also, does this premake script template have a specific file extension? Please let me know.

EDIT:

Hey, Sponk! I downloaded the DEB packages and they installed like they were supposed to. Thanks a lot, man.

44

(13 replies, posted in Engine)

Hey, Sponk, I'll download the new DEB file later and test it. Thank you for doing this.

Com3D, does your reply apply to my situation as well? If so, would you mind explaining the process and what's going on with the script (i.e. what kind of file it is, where it should be placed, etc.)? I'd like to understand it better. Thanks!

45

(13 replies, posted in Engine)

Hey, Sponk. Just downloaded the Debian package and GDebi tells me that it's the wrong architecture: "i368".

46

(13 replies, posted in Engine)

Hey all! I've just gotten Maratis to work on my Linux environment thanks to Sponk's Debian installer. However, when trying to build the fish behavior plugin demo, Codeblocks is claiming to be missing the header files for MEngine. Do I need to download the MSDK folder from the subversion trunk and bring it into the project? If you have any feedback, I'd really appreciate it. Thanks!

47

(5 replies, posted in General)

Just downloaded the .DEB and I've got it running on my bleeding-edge Jessie setup. Thank you so much!

48

(61 replies, posted in Editor)

A more detailed publishing pipeline which gives the user a greater degree of control over the window size and title.

49

(24 replies, posted in Engine)

More control over the window size, and the ability to call these functions from within the application (if the user wants to switch between windowed and full-screen modes, for instance).

50

(15 replies, posted in General)

Thanks for the tip, Anael. I'll have to look into recompiling it. smile

In the long term, though, would it be possible to add the "Title" as a publishing option when you click on it ("Publish") in the menu? Right now, publishing seems to be some kind of a background process that runs after you invoke it. It'd be a great user-experience if a small window popped-up letting me customize the project further right before building it:

I.E.

A window would pop up with options like:

"Game Window Title: [    ]" (Would contain a text field for me to manually enter in the game's name)
"Resolution: width[  ] x height[  ]" (The width and height would be text-fields that I could manually enter in the dimensions of the published application's window)
"Full-screen? [  ]" (Would be a check-box that I could click)

There could be other options, too, depending on whatever properties are necessary for the user to customize before they build their executable. Obviously, there would be a "Create" button at the bottom of the window to commit the changes and start the final application build process.

That's just my two cents, and I certainly don't mean to overstep my bounds as a user (I'm very grateful that Maratis is free and open-source!). This is just something I wouldn't mind seeing implemented at some point. smile