openLR project thread - 0.0.5 release April 29th
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Re: openLR project thread - 0.0.5 release April 29th
What's the consensus on the brown/decelerate lines? These do function differently than the core 3 lines.
Re: openLR project thread - 0.0.5 release April 29th
I'm leaning towards the more conservative stance of not using brown lines. I guess it has to do in part with the "classic" versions of Line Rider not having them, and also the fact that I see LR as a form of constrained creativity (which has already been mentioned) and adding line types is essentially removing part of those constraints.
Re: openLR project thread - 0.0.5 release April 29th
Strong agree with Anton and gao
OTDE- Administrator
- the postham mindset
Re: openLR project thread - 0.0.5 release April 29th
I've ran into a major snag, and it's making this project really frustrating to keep working on and serve as a viable tool that can work with LRA and .com. As of now, I can not focus on further development, and am going to put this project on hiatus. This is due to what has been explained to me being the fault of the very nature of computers itself, and more likely my own incompetence to not know how to tackle this problem. I originally thought this was a problem caused by my early inexperience with the tools at hand, but my [haxe] peers have told me otherwise.
In acknowledgement of my reputation as a developer, it's easier for me to step down than it is consulting others for advice or meeting a compromise.
I apologize to anyone here who was looking forward to the end result of this project. The current build is still available for everyone here to tinker with, however, loading is still unstable (assuming start point isn't 0, 0).
In acknowledgement of my reputation as a developer, it's easier for me to step down than it is consulting others for advice or meeting a compromise.
I apologize to anyone here who was looking forward to the end result of this project. The current build is still available for everyone here to tinker with, however, loading is still unstable (assuming start point isn't 0, 0).
- For anyone curious:
- The issue I have ran into is a lack of maintaining float point precision when accessing values. Line Rider doesn't necessarily require floats to be precise to the millionth place, but a difference of 0.000000001 does change everything. Due to how C++ runtime is handled, certain floats that are too precise will be rounded into a higher number, 0.0499999995 will become 0.05, making any save it produces rendered unusable afterwards. I have been told the only solution to this is writing my own low level data type that can be forced to maintain float precision when read, however I don't posses the skills and knowledge necessary. I will return to this project when A) I've improved enough to address this, or B) Wait for the devs of the hxcpp libraries to acknowledge my concerns. I doubt either will happen.
Re: openLR project thread - 0.0.5 release April 29th
900th commit update.
So the hiatus didn't last as long as I expected. It's fixed.
To be quite honest, am frustrated at myself for promising a new release """soon""" and not being able to deliver on that. It's still happening.
A lot has been going under the hood. The game runs faster, lighter, and behaves way more stable. It's getting to the point where I'm starting to feel comfortable enough to start building tracks on it. Testing so far has shown the engine can render >50k lines in an area and eat it for breakfast. Bug fixes galore as well.
Another Haxe library has been brought in by the name of HaxeUI. This has expedited the time it takes for me to add more options to the game, and allows immediate modding access through an external .css file. This will be more fleshed out when I migrate from the default visual style.
I've adopted a saving style to LRA where each save generates a new file that can be found in the directory of similar name. Default saves have also been moved to the users Documents directory. This is accompanied with a new save browser that isn't just a bland list of files.
The timeline has been streamlined. Before there were two bars used to pan through time, one being a slider to pan through the whole track, the other being the ticker for frame by frame scrubbing. This has been condensed into the ticker, where it's default behavior of left click and dragging will scrub frame by frame, and now right click and drag will pan across the track as a whole.
A lot of proof of concept experimental code has been removed as well. These were placeholders in the engine to test if improvements would work. This only concerns those interested in playing with the source code, as there are now fewer examples of how to create custom content. The only time they should resurface is when I want to make a track that takes advantage of these features.
As always, I put up test builds here: https://kevansevans.github.io/openLR-JS/
Keep in mind these are here to easily test functionality, not performance. The native builds have always ran faster.
Thank you to those who read and show their interest.
So the hiatus didn't last as long as I expected. It's fixed.
To be quite honest, am frustrated at myself for promising a new release """soon""" and not being able to deliver on that. It's still happening.
A lot has been going under the hood. The game runs faster, lighter, and behaves way more stable. It's getting to the point where I'm starting to feel comfortable enough to start building tracks on it. Testing so far has shown the engine can render >50k lines in an area and eat it for breakfast. Bug fixes galore as well.
Another Haxe library has been brought in by the name of HaxeUI. This has expedited the time it takes for me to add more options to the game, and allows immediate modding access through an external .css file. This will be more fleshed out when I migrate from the default visual style.
I've adopted a saving style to LRA where each save generates a new file that can be found in the directory of similar name. Default saves have also been moved to the users Documents directory. This is accompanied with a new save browser that isn't just a bland list of files.
The timeline has been streamlined. Before there were two bars used to pan through time, one being a slider to pan through the whole track, the other being the ticker for frame by frame scrubbing. This has been condensed into the ticker, where it's default behavior of left click and dragging will scrub frame by frame, and now right click and drag will pan across the track as a whole.
A lot of proof of concept experimental code has been removed as well. These were placeholders in the engine to test if improvements would work. This only concerns those interested in playing with the source code, as there are now fewer examples of how to create custom content. The only time they should resurface is when I want to make a track that takes advantage of these features.
As always, I put up test builds here: https://kevansevans.github.io/openLR-JS/
Keep in mind these are here to easily test functionality, not performance. The native builds have always ran faster.
Thank you to those who read and show their interest.
Re: openLR project thread - 0.0.5 release April 29th
Thought I would share this here for those who aren't on the discord. OLR will eventually have the ability to set scarf colors to anything you want. This is something I've wanted to see for a long time. https://imgur.com/a/uJRVx
Taking a page from .com, the the start point symbol has been replaced with the flag and also reflects the colors of the designated rider. This is important as it'll help in the future when multiple riders are supported.
Taking a page from .com, the the start point symbol has been replaced with the flag and also reflects the colors of the designated rider. This is important as it'll help in the future when multiple riders are supported.
Re: openLR project thread - 0.0.5 release April 29th
0.0.5 release! https://github.com/kevansevans/openLR/releases/tag/A0.0.5
Anyone still hang out here?
Anyone still hang out here?
Re: openLR project thread - 0.0.5 release April 29th
Sometimes! What are reasons to use this instead of Coniun/JC's version?
Rafael- Line Rider Legend
Re: openLR project thread - 0.0.5 release April 29th
Rafael wrote:Sometimes! What are reasons to use this instead of Coniun/JC's version?
Overall I want to provide an engine that's going to be pushing for more experimental features on top of every other QOL feature we've grown used to. Stuff like infinite riders, custom physics, triggers that go beyond just adjusting the zoom, stuff like that while still being able to provide a very powerful "vanilla" editor. Another goal was to provide an engine that was also open source that could easily be modified and compiled, but this was started before JC decided to start developing again and made his open source, and before the acquisition of .com was publicly announced, so I was already too far to personally quit. I will be using it for way more non-standard track making as a demonstration of how "powerful" it should be, as I've had a lot of ideas for tracks that can't be made right now simply because the tools do not exist yet.
Here's some videos:
https://www.youtube.com/watch?v=_jVwm53zjYA
https://www.youtube.com/watch?v=liLTolFHGpg
https://www.youtube.com/watch?v=RR2RSorTbOE
Also if you'd like to, we have a community discord chat if you'd like to join. We're moderately active in it: https://discord.gg/0ggPNq98iruWoixw
It's a chat program like skype in case you don't know, but like a billion times better.
Re: openLR project thread - 0.0.5 release April 29th
Commit 1,100 update. Not a whole lot to discuss here.
I was pretty nervous with the 0.0.5 update, but i'm glad I got it out of the way. I haven't got any feedback on it so far, so that means one of two things: 1) No one tried it, or 2) People tried it but wasn't able to find anything. But that's not going to deter me right now as I focus on 0.0.6, but this update isn't going to be an update focused on the users, this is going to be an update focused for the developers.
Anyone who is code literate can take a glancing look at OLR's source and notice it's pretty messy. This defeats the purpose of this being an "open source alternative to line rider". 0.0.6 is going to focus on scrubbing the entire source code head to toe and making sure everything is readable, reduce code redundancy, commenting on everything I feel is necessary, and centralizing all behaviors that need global access.
That's not to say that I won't be working on features for the end user. OLR is still behind on a decent chunk of features that we've grown used to for LRA and .com. However, I'm not going to promise a "feature complete" build for 0.0.6. Maybe 0.0.7 or even 0.1.0 when I think it can rub shoulders.
Thanks for taking the time to read and showing interest!
Also anyone else excited for custom scarf colors?
I was pretty nervous with the 0.0.5 update, but i'm glad I got it out of the way. I haven't got any feedback on it so far, so that means one of two things: 1) No one tried it, or 2) People tried it but wasn't able to find anything. But that's not going to deter me right now as I focus on 0.0.6, but this update isn't going to be an update focused on the users, this is going to be an update focused for the developers.
Anyone who is code literate can take a glancing look at OLR's source and notice it's pretty messy. This defeats the purpose of this being an "open source alternative to line rider". 0.0.6 is going to focus on scrubbing the entire source code head to toe and making sure everything is readable, reduce code redundancy, commenting on everything I feel is necessary, and centralizing all behaviors that need global access.
That's not to say that I won't be working on features for the end user. OLR is still behind on a decent chunk of features that we've grown used to for LRA and .com. However, I'm not going to promise a "feature complete" build for 0.0.6. Maybe 0.0.7 or even 0.1.0 when I think it can rub shoulders.
Thanks for taking the time to read and showing interest!
Also anyone else excited for custom scarf colors?
Page 3 of 3 • 1, 2, 3
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