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Re: How to make a .bin file?

PostPosted: Tue Jun 09, 2009 9:56 pm
by makslane
ok!

Re: How to make a .bin file?

PostPosted: Wed Jun 10, 2009 1:31 am
by makslane
MrScience101 wrote:I am currently working on how to get an activex control to work with game editor files


What do you mean? If you have a execuable engine compiled with the ActiveX standards, you need to redirect the file calls to the server, instead the local disk.
The file SDL_rwops.c (http://code.game-editor.com/browser/tru ... DL_rwops.c) is the right place to start with this redirect.
There are modifications in the file thats allow the game engine loads the files inside the .dat game file!
I think will be a function like the SDL_RWFromMultipleArchive with the file operators pointing to dunctions thats know how to handle a communication.

Re: How to make a .bin file?

PostPosted: Thu Jun 11, 2009 10:36 pm
by MrScience101
I was going to try to make an activex control that does this:

http://www.promotionsoft.com/web-game-builder/

It's an activeX control that downloads the game to your hard drive and then executes the exe file and runs it inside the browser.

Your idea is better though :)

Re: How to make a .bin file?

PostPosted: Fri Jun 12, 2009 12:15 am
by makslane
And better than make the ActiveX port is make a Flash port using the Adobe Alchemy (http://labs.adobe.com/technologies/alchemy/)
The user doesn't will need to download an ActiveX control, just use the Flash Player!

Re: How to make a .bin file?

PostPosted: Fri Jun 12, 2009 2:00 pm
by MrScience101
I agree flash would be much better. I have looked at ActiveX and nowhere are there tutorials for making them, most use the old visual basic 6.0 to make. ActiveX is out dated. Flash would be best.

I downloaded cygwin and installed it. I also downloaded adobe alchemy, flex sdk, and a few other things. In the end it appears to be way too complicated. I couldn't even figure out how to create a PATH variable.

I have also been looking at

http://code.google.com/p/nativeclient/

Since I use google chrome as my browser of choice.

Re: How to make a .bin file?

PostPosted: Fri Jun 12, 2009 2:41 pm
by makslane
The flash player for IE is an ActiveX control.
The point is, everyone is comfortable in allow the browser download the Flash player.
But tell the user to allow the browser download a ActiveX by somebody (Game Editor) he nerver hear about is very complicated.

Re: How to make a .bin file?

PostPosted: Fri Jun 12, 2009 11:43 pm
by MrScience101
In that case I will look into making a flash port. I have installed adobe alchemy, so it is just a matter of time to figure out how to compile their sources. Once that is done, then I can work on figuring out how to load game editor games with it. Hopefully I can figure out how to make a flash port. I think a flash port would be best.

What languages besides English do you speak Markslane? I speak Mandarin Chinese and English.

Re: How to make a .bin file?

PostPosted: Sat Jun 13, 2009 12:21 am
by makslane
Great! Take a look at this SDL port:
http://github.com/emcmanus/flashsdl/tree/master

It can be a good start point.
In the Game Editor code, search for "GP2X" in the code to see what needs to change when make a engine port.

BTW, my primary language is Portuguese (Brazilian). I'm trying to talk English better :-)

Re: How to make a .bin file?

PostPosted: Sat Jun 13, 2009 12:25 am
by makslane
The port of Quake for flash is enouth for me to believe the Game Editor port will works great!
Quake was programming in C, needs a frame buffer to draw the players, a audio buffer to play sounds, and a keyboard and mouse input.
Like Game Editor :-)

Look the video here:
http://www.youtube.com/watch?v=0hX-Uh3oTcE

Re: How to make a .bin file?

PostPosted: Sat Jun 13, 2009 12:43 pm
by MrScience101
Yes the quake port is pretty impressive.

I downloaded alchemy and found out that it compiles to ".swc" files. The swc files also have a ".as" linked to them.

Now I just need to figure out how to get the swc file to a swf file using mxmlc

Re: ActiveX, FLash, or Some sort of web browser plug in

PostPosted: Mon Jun 15, 2009 12:59 am
by makslane
This port will be very important to the Game editor comunity.
We will be able to put in the site a game section like this:
http://www.pragmaticutopia.com/component/puarcade/