openLR project thread

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Re: openLR project thread

Post by [senpai] kevans on Tue Jul 18, 2017 10:23 pm

Neat little animation tool for development progress.

https://www.youtube.com/watch?v=8B8I5h8BxJY

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Re: openLR project thread

Post by [senpai] kevans on Thu Jul 20, 2017 2:16 am

Ten simultaneous riders

https://www.youtube.com/watch?v=fbCOfAimPsw


Worked right out of the box a lot better than I expected

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Re: openLR project thread

Post by Sheldon on Thu Jul 20, 2017 3:00 am

Thats pretty cool dude :O
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Re: openLR project thread

Post by [senpai] kevans on Fri Aug 04, 2017 6:05 pm

So I'm going to try to do this thing where every 100 - 200 commits I'll give a quick rundown of what's going on.




To start this off, the toolbar got a massive visual overhaul. One of the cool things openFL allows me to do is import native flash assets without needing flash player. The benefits of this include the ability to use assets as close to their native original sources, and provide infinite scaling without loss of detail. Why is this important, other than making things just look crisp? This video here will explain it: https://youtu.be/Toft6fMvByA?t=737

For those of you who can not watch, the basic idea is that as resolutions get bigger, assets get smaller. So to aid this ailment, I went through the process of completely overhauling the assets involved with the toolbar, and tossed in a really nifty scaling setting, which IMO, is a lot better than an automatic scale.



So rejoice! OpenLR can work on 4K and above monitors without having to click on smaller and smaller icons.




Next up is something that's being a bit overhauled on the engine internally. You have somewhat already seen it here, my track showcasing off 10 riders. In the thread I explain that I am adding support for infinite riders, and this is a promise I intend to keep. But there is a larger picture going on here. Since commit 5de650e, a lot of rework has been done to make the engine far more agnostic to it's inputs. What this means is I'm reducing how hard coded things are, and allowing a lot more customization for how we create our tracks in terms of the riders we can use. Here's a summary of what's planned that this can allow for:


  • Different rider types, Beta 1, 2, 3, unbound, and even custom defined ones.
  • Custom gravity
  • Custom start speed
  • Custom start angle
  • Control when the rider spawns and despawns
  • And whatever else you think we can change


The overall focus of this isn't just putting more power into track creators, but also providing more power to anyone who wants to take the source code and modify it by providing far easier to modify engine code. Or at least I believe I made this code far easier to modify.




Another set of things I have mentioned in the skype chat is easy to modify settings through JSON, and one of the more important additions is the inclusion of language support that can easily be modified and shared with the community. While the jsons found within the source are going to be embedded into the executable (so going back to defaults is easier) it will be read through the language.json file, which can be modified by the user. In the future, once I have everything adapted to the new language system, I'll be asking for help from anyone here who can speak a language besides english.

Thanks for reading, I'd appreciate your thoughts if you have any.

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Re: openLR project thread

Post by [senpai] kevans on Fri Aug 11, 2017 3:22 pm

https://www.youtube.com/watch?v=pKKo7Bscsrk

https://www.youtube.com/watch?v=2NDf0u6OP1Q


The default start velocity is (0.4, 0) and this I have it at a max cap of (5, 5) and min cap of (-5, -5). Will test to see where the comfortable range is.

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Re: openLR project thread

Post by [senpai] kevans on Sun Aug 13, 2017 4:58 pm

Hey, I need some testing. Nothing specific, feel free to report back with whatever. I have builds for Windows, Linux, and OSX: https://www.dropbox.com/sh/423mvu01bncd7v5/AADk6wx2sR5RS2UMZEmGvCa4a?dl=0

EDIT: Arbitrary start angle and velocities are in this. - and + will rotate the start, and the number pad will adjust velocities. 8/2 being up and down, 4 and 6 being left and right.

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