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elisee
searching PlanetScale…
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22 ms
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181.
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by
elisee
13y ago
Thanks for your support back then! ( http://indiegogo.com/CraftStudio for anyone who might want to see the old crowfunding page from last year.)
182.
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elisee
13y ago
Thank you so much! :)
183.
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elisee
13y ago
Thanks for the pointer, CraftStudio is already in the Ludum Deals page actually! http://www.ludumdare.com/compo/2013/04/24/ludum-deals-for-ld...
184.
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by
elisee
13y ago
Thank! Mipmapping's been on my mind for a while, haven't gotten around to it because XNA doesn't easily support generating mipmaps at runtime (most games would do it in the XNA content pipeline preprocessor but CraftStudio textures can be e
185.
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by
elisee
13y ago
I rewrote the whole runtime in CoffeeScript. I'm basically using the exact same C# data files, I simply wrote the equivalent of the .NET BinaryReader in JS (using the recent ArrayBufferView WebGL typed array thing) to read back my binary pr
186.
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by
elisee
13y ago
I'm French myself so it wasn't much of a thing; I've asked the community to help with contributing new translations and I just received a Hebrew one for the website and the German is in the works. Definitely worth it in my case, since as I
187.
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by
elisee
13y ago
I'm trying to keep it affordable for everyone, hence the once-time payment. I plan to have a built-in store to allow sharing games & assets and when people sells their stuff on it, I'll take a cut (although people will still be able to
188.
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elisee
13y ago
Wow, thank you big time, much appreciated! :)
189.
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elisee
13y ago
My pleasure, glad to hear that. Send a screenshot my way at @elisee sometimes? :)
190.
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elisee
13y ago
Thanks, glad you like it :)
191.
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elisee
13y ago
Nope, no Wine dependency, just Mono. The Linux package is very young so it has some bugs still, I'm still figuring it out. EDIT: Missing (unlisted in the .deb metadata for now) dependencies include: - libmono-system-windows-forms4.0-cil
192.
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elisee
13y ago
CraftStudio is my real-time multiplayer "game to make games". I built it out of my own frustration with existing game-making tools and a desire to let everyone (gamers, most importantly) make their own games. Minecraft was an obvious inspir
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Craftstud.io - A Game to Make Games (now in beta)
(craftstud.io)
108 points
by
elisee
13y ago
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56 comments
194.
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elisee
13y ago
Thanks :). Yeah, embedding and exposing functions to Lua is very simple. Sandboxing it too: the I/O functions are confined to a few modules you can easily disable, which is a huge plus. And it's a fast, small language with no "complicated"
195.
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by
elisee
13y ago
I spent the last 4 months redesigning and improving CraftStudio and I just launched the Beta last night. It comes with a physics engine, a HTML5 Web player ( http://store.craftstud.io/games ) built with Three.js and Lua.js, a completely red
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Show HN: Just released the Beta of CraftStudio, my coop game-making platform
(craftstud.io)
9 points
by
elisee
13y ago
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3 comments
197.
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elisee
14y ago
The o at the end looks more like a zero (it is one pixel taller than other "o" letters). There is a video at http://www.youtube.com/watch?v=ShpcjWG_Me0 called "drunk mom" but I'm not sure if it's related.
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by
elisee
14y ago
Fair points. I already started mitigating this by disabling friendly fire for players with -1 score (that is, as soon as a player has team killed once and made no valid kills, they won't be able to teamkill again until they make one legit f
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elisee
14y ago
It's a VM I rent (and use for various projects) on a fairly beefy server. I don't have the specs at hand sorry.
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elisee
14y ago
Make your own anyway and have fun doing it :)
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elisee
14y ago
Glad you had fun with it! :) - Speaking of Web-based multiplayer RPG, did you try Mozilla's BrowserQuest? http://browserquest.mozilla.org/
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elisee
14y ago
The server is located in France and it's all TCP (because WebSockets) so the lag might get pretty bad. Like you say, client-side prediction would help a lot with hiding that. Right now I'm just doing some interpolation on the position (no e
203.
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elisee
14y ago
Haha yeah, there's a lot I could do: Capture the Flag mode, player skins, Twitter/FB authentication to keep scores across games, various weapons, more powerups, ... I'll see how it goes :)
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elisee
14y ago
Thanks :). I spent a huge amount of time working with those techs lately so I'm pretty familiar with them. It's not like I could have done that from scratch. Over the last few weeks I wrote a Web player with Three.js / Lua.js to be released
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elisee
14y ago
I'm afraid the game is pretty much designed to be played with a mouse as it requires precise shooting. I'd love to add gamepad support later on though, should work well with dual sticks ( https://developer.mozilla.org/en-US/docs/API/Gamepad
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elisee
14y ago
:) I hope to do something more serious with it in the coming months. If anyone cares to be updated, you can follow me on Twitter at http://twitter.com/elisee
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elisee
14y ago
Glad you enjoyed it, thanks for the kind words! :)
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elisee
14y ago
Well... the server is getting hammered and the player list is like... more than full. Going to add some player limit to avoid ruining the game for everybody. EDIT: OK, server restarted, game is now limited to 20 active players, should help
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elisee
14y ago
Thanks :)
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elisee
14y ago
Just opened it up at: https://bitbucket.org/sparklinlabs/sparklinwars/ - Feel free to check it out and learn from it :)
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