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FIFE 0.4.0 has been released on 15th of January, 2017!

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Messages - Sadr

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1
General discussion / Re: A new name for FIFE
« on: March 23, 2008, 10:15:26 am »
Name Brainstorming

Raptor2D - Raptor - Bird of prey, also known as a raptor, a type of bird often characterized by a hooked beak, sharp talons, and keen eyesight.

HawkEngine
Hawk2D
HawkEye2D

BirdEye

I really like the idea of using some form of predator birds for a name, seeing as their characteristics nicely reflect the features of this engine: Fast, adaptable (flexible), bird-view, top of the food chain etc.

WIP

2
General discussion / Re: A new name for FIFE
« on: March 23, 2008, 09:47:06 am »
To be perfectly honest about all of this, I can't help feel like you're shooting yourself in the leg when you're trying to adjust the future main promoter of your engine to a mere domain-name. Keep in mind, that the name you end up with now, is going to be the name that people will know you by, the name that will be spread around in forums, blogs and other websites, and stick to people's memories due to it repetetively popping up, and being easy to remember. What do you really associate with the name FIFE? Personally, I find it to be a rather weak acronym, seeing as it doesn't really become an actual word on its own. OGRE, the 3D engine is an excellent example of a good acronym. They cheated a little in order to fit 'Object-Oriented Graphics Rendering Engine' into 'OGRE', but in return, they have a very well known name, already associated with a lot of other things, probably most importantly the recently famed LotR series and games. As soon as someone tells you that Ogre is actually not just the name of a popular fantasy-creature, but also an excellent graphics engines, well then, you'll remember that everytime you hear the word from now on won't you? In addition to that, they got themselves a mighty good mascot as well! What does FIFE really give you?

Also, the word isometric keeps popping up. I didn't really know the exactly meaning of this word, so I looked it up, and the results weren't really as I expected, seeing as this is a 2D engine only, correct?

What is simply quite special about your engine, is that it is meant for 2D games, and does this exceedingly well compared to the other weak alternatives out there. You should play on this, making it clear that you're not here to fight the 3D giants, but to offer an alternative to the poorly developed 2D engines out there. Flexible has a positive ring to it, yet it can be found in the description of pretty much any application these days, making it almost a basic feature rather than a bonus.

I think you would be better off playing with words like '2D', 'Birdview', and 'top-down', maybe some predator birds, like Hawk, Eagle and Falkon. I'll start bainstorming some proper names now...

In case you're still wondering: I'm pro name&domain-change.

3
Framework development / Re: Dialogue Editor
« on: March 08, 2008, 01:17:51 pm »
Sounds good, thanks for the explanations November. I have some past experience with simple dialogue scripting, so I think I'd be capable of getting the idea even without a tutorial; not saying a well done tutorial wouldn't be beneficial though :)

4
Framework development / Re: Dialogue Editor
« on: March 08, 2008, 05:02:21 am »
Hmmmm, alright, I think I should be able to use this as it stands now.

A couple more questions though:

  • Could this editor also handle group-discussions? I.e. the character talks with 5 people at once, arguing, and what he chooses to say will decide who in that 5-people group says something back, or with someone speaking right after. Maybe they could even speak in eachother's mouth.

  • Could these events (or, variables I guess) also take into account something that happened while the player was away? Like in Fallout, where you go away for a long time, and when you come back a whole lot of stuff has been going on and the characters might even have forgotten about your last conversation, except this one important think you talked about.

5
I still find it a bit messy. I kinda like the way we do this at Radakan, although I wouldn't say it's the best solution to this problem. I like the way those templates work though. Take a look. They display the member in a neat little squared box, and includes only what is really relevant, letting the visitor click on the name and view the full profile on the users own dedicated page if he so wishes.

6
General discussion / Re: Team improvement
« on: March 07, 2008, 08:12:37 am »
That's a good idea. We already did this for Radakan. In my opinion, it makes you look more serious when you direct people to an address like that, instead of say 'c00ldude456@hotmail.com', the address that you just kept since you were 12 seeing as you've got all your friends and such there.

You should be careful how you set this up though. To my knowledge, it's possible to let an address like community@fifengine.net redirect to more than one e-mail address. While this can serve many positive purposes, it can also result in an unprofessional image, if several people answer to the same e-mail. So, I know of at least two recommendations I can give you on-the-fly:

1) Don't assign more than two different users to one e-mail - As long as there's only two users sharing an e-mail address, you can have one "in charge" of this e-mail. This person would by default be the one who always answers any e-mails sent to this address. Should this person have notified his absence, the other user of that address can take over in the meantime. It would be a great advantage if both of these users always sent a copy of their e-mails to the other user though, so that for instance when the inactive user returns, he can easily catch up with what's been going on, and which of the e-mails in his inbox has already been responded to.

2) Ehm, I think the original #2 went went into #1, but I'll hit you with a third one then:
Make sure to make the use of every unique e-mail very specific. no-reply@fifengine.net is for announcements only, recruiting@fifengine.net is for new applicaants only, and so on.

Did that make sense?..

Also, it's a good idea not just to create e-mails like community@fifengine.net and so on, but also plcstpierre@fifengine.net. It's very nice to be able to give out such an e-mail for those who are only interested in you because of the project, and nothing else. You'll still be answering with the address to which the e-mail was redirected of course, unless you're using a special web client maybe, not quite sure about that.

7
Framework development / Re: Dialogue Editor
« on: March 07, 2008, 07:57:36 am »
So, this is mainly for setting up a dialogue, correct? It wouldn't be useful for such things as, say, storing events that will have an effect on the next conversation you engage in with the same character you talked to earlier? There are some 'lite' examples of this in the conversation created by me so far in the techdemo storyline at the wiki.

8
Framework development / Re: PyChan Feedback
« on: March 07, 2008, 07:54:57 am »
Oh yes I got further : the editor should be ready to use very soon.(...)
Nicely done! Do you think someone like me, with limited programming knowledge and interest, yet a strong sense of logic, will be able to use this program for creating dialogue? Will it even be made available for me? :D

9
It looks pretty good. Could still use some modifying of course. And, how will you tackle the obvious downside of a missing side-navigation?

Also, are you really going to use MediaWiki as the front page? I was thinking; You guys are using SMF. Maybe you could use TinyPortal as the front page and light CMS instead of postnuke.

10
Didn't really get your last remark about online game support :-/ Could you please elaborate Sadr?
Well, I can't say for sure if I really 'got it' the first time it was explained to me either ^^ But here's how I understood it: Jabber let's you create your very own chat servers, although there are plenty of very good and maintained free ones out there as well, not to mention the possibility of 3rd party arrangements. So say you're making an MMO. You'd like to have a nice chat-system included there. Jabber has this all ready for you, all you have to do is create a "jabberclient" for your game so to speak, which lets people talk while in the game, via whatever server(s) you have set up for them.

12
I would strongly recommend using http://www.wikidot.com/. Version 1 has already been released as open source software, and the highly more user-friendly and extendable Version 2 is in the works. Right now, I'd recommend just using the wikidot.com option instead of attempting to install it yourself, seeing as it's not meant for intermediate users just yet (just the install I mean). The .com alternative still lets you use your own domain, making it "wiki.fifengine.net", even though they are the ones hosting it.

I can talk more about this later, but I got a boat to catch now!

Edit: I am starting to doubt that Wikidot will ever become 'just another great web app' that you can simply upload to your server and install in a matter of a few clicks. It seems the creator is hellbound on making it impossible to install for Windows/Mac users unless you're willing to install some 3rd party program and follow a long list of steps that probably won't get you anywhere...

13
Ehm, I'm probably not gonna be contributing any content that will be going under a license anyhow, but sure, you got my consent ;)

(...)
Especially when it comes to the commercial use of FIFE (by "independent" developers) there must be a way for the company to ensure that the product is bought instead of downloaded.
(...)
Are you guys planning to make FIFE a commercial product?

14
General discussion / Re: Automated server-based development tools for FIFE
« on: February 28, 2008, 05:02:00 pm »
There are two web-based irc-clients to my knowledge:

  • http://mibbit.com/ - JavaScript based, which makes it perfect for all modern browsers with a high chance of comatibility. I have experienced it not working on Unix systems though.

  • http://java.freenode.net/index.php - A Java-based application, implemented on the Freenode site for the specific purpose of joining freenode channels. Quite cluttered and buggy to my experience, but has very advanced options.

Ehm, I don't know if this was what you really intended to know, but this might solve Sleek's problem with not being able to connect to #FIFE :)

On the other hand, there's always Jabber, the best type of live collaboration IMHO, though it's not that commonly used yet. You're supposed to be able to use Jabber for chatting in games as well actually. Maybe FIFE could provide some support for this for multiplayer online games?

15
General discussion / Re: SEO for website
« on: February 28, 2008, 04:52:43 pm »
Alternatively, you could change your CMSystem to MODx, a relatively new CMS, well known for it's SEO optimization.

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