Silentwings wrote:
I never have. Why would you?
All lobbies suck.
Making from scratch, yes - modifying already existing, no. I agree that fiddling with numbers in a unitdef is something worth including at/near the start.
...
Maybe it makes sense to have two separate pathways, one towards unit creation and one towards lua use, that can be followed independently. I think there are quite a few people who get good at lua but never get into model/script stuff.
I also considered making it less linear so that we might direct people to start at the point that interests / is relevant to them, but that might require a new TutorialGame along the lines Forb is suggesting so that the content is already there to play around with - it's hard to write a useful widget when there are no units available.
Pathways is an interesting concept and i agree that many people have specialisms in either artwork or code side, but both (in my experience) tend to be comfortable with modifying a def. I do agree that
constructing defs is somewhat more challenging but that's only if you don't know what you need... that is why we end up with copy pasta defs that still contain OTA tags that never existed in Spring over a decade later. In a tutorial you can introduce tags as needed and explain why thoroughly.
Afaics people with unrealistic expectations of their own abilities eventually get what they deserve, one way or another, and there's very little docs/help can do to change it. For this, I can't imagine anyone being successful without soon joining #moddev to talk with humans and be directed towards examples from BA/ZK/etc.
Not untrue, and I am always a fan of promoting #moddev and realtime feedback, but some things are better committed to the page.
The Mighty Forbo wrote:
I constantly have a stream of guys from steam who very much want to help and get into it, but frankly, I don't ahve the foggiest idea to tell them where to start.
Good to hear there is interest, and this is aimed at establishing a solid starting point.
As far as content that is free that they can use... Dude, Evo has shitloads of content they can use. Additionally Evo's master lego file is in the repo, so if you use legos you instantly get access to all of those already completed models where you can make new ones for yourself as well. As far as performance, the master atlas that evo uses is 512x512 for something like 70 units or so? That's pretty disgustingly efficient and frankly we should encourage lego-style unit creation. It's far easier and it results in far better performance. If they want specific individual textures for each unt, then ok, more power to them, but there is no harm in strongly suggesting unified atlas.
Good to know that Evo is a source of free artwork we might utilise, but I would point out that atlassing is an approach that works for
some game designs rather more than others; those that reuse common textures. Atlassing all units in S44 would be utterly bonkers (we use atlassing on a smaller scale where units look mostly similar i.e. each nations infantry (could be 20+ units) each share a single texture e.g. GBRInfantry.dds)
If you want to have a slightly more advanced version of ABC, just pull content from evo and stick it in there. For that matter you (or I, I guess) could make a very simplistic rps style of game with very basic spring engine mechanics and a bare minimum of lua wizardry which would be more of a practical base to work from than abc. I actually disagree with this statement, however, from a visual standpoint, abc is too basic, and I think that at the end of the day, it actually hurts itself wrt new devs because of it.
I'm not sure that recreating SpringTutorialGame is really the best bet, and visually no such mini game will compare to the manhours invested in Evo, ZK, etc. I am more attuned to teaching the basics, there are a huge number of public repos to point at for more visually stimulating and complex game design implementations.
It should be emphasized how quickly you can get a basic game going. Hell, most of us could probably reuse content to death and have a new game ready to go in an afternoon. Speed appeals. If you can get someone to create a basic game quickly, then imo they will be hungry for more.
Frankly, that's how most of us started out.
I agree. Let me again reiterate that all artwork would be pulled from existing games, only defs, scripts and lua would be being written 'from scratch' and even then they would be either copy-paste snippets from the wiki itself or downloadable files to shove in your sdd.
Gajop wrote:Smaller, more manageable parts is definitely preferable, especially since it could serve as reference for more experienced devs later, and is easier to keep updated.
Random comments:
1. better use .dae or similar file formats - more likely people are familiar with it and/or can edit it easier.
2. spring.exe is OK for development. It's just confusing for players.
3. Teach people how to add libraries to their game, rather than just use existing template repos like ABC or the SkeletonGame from SpringCabal. It's an important skill as they'll likely need to add custom stuff and be able to update later.
Wins all round.

1. As noted above artwork will be pulled in so s3o vs dae isn't a major factor for such a tutorial imo. This may be my own s3o bias shining through though (Search mantis for assimp). 2. I agree. 3. Via modinfo and rapid tags? Still don't work properly afaik, c.f. why I run via spring.exe at the top of this post.
edit: Further to the final point:
Code: Select all
[17:49:01] <[S44]FLOZi> ok got it working
[17:49:06] <[S44]FLOZi> strangely, F11 is taking screenshots
[17:49:12] <[S44]FLOZi> widget menu?
[17:53:55] <[LCC]jK> ah
[17:54:09] <[LCC]jK> maybe the basecontent handler doesn't got the new widgets needed
[17:54:23] <[LCC]jK> I got a github repo with those
[17:54:57] <[LCC]jK> (widget menu is a widget itself that's why)
[18:00:48] <[S44]FLOZi> hmm
[18:00:58] <[S44]FLOZi> so at the moment, still not so simple
[18:03:02] <[LCC]jK> it is (semi)
[18:03:19] <[LCC]jK> but I have to leave the house in 30mins to get my flight :x
[18:03:53] <[LCC]jK> duno if i can help you from Bonn (without my desktop pc)
[18:05:23] <[S44]FLOZi> point me at the repo? :)
[18:05:37] <[S44]FLOZi> https://github.com/jk3064/new_widgethandler ?
[18:06:50] <[LCC]jK> yes
[18:08:04] <[S44]FLOZi> still, not in base content or in chili, so games must include them, that is what I meant by 'not so simple'
[18:08:39] <[S44]FLOZi> not yet at the 'depends = "chili blah blah" ' and go :)
You have to manually include selector.lua and LuaUI/Utilities/fonts.lua to get the widget menu (there's other stuff missing too).