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Dungeontest

This is a test about retro-styled games. We have no clue what this game will be about, but currently we are developing the engine, and then having a Lua content side, so we can make game content, while allowing modders to use it.

It will be a game engine and a game at the same time. This way, players can use the same engine to make a different game. Although, this is a WIP, and is not even close to completion, it still works, and we are willing to explain how stuff works via email at [email protected], until we add docs of course.

Everything here should technically work on Mac, but it has not been tested. We are willing to compile a Mac build if you can test it for us. Thanks!

Compiling and Running

Windows

Load up the Visual Studio project, build and run, and you should be good to go. The application should export to the bin/ folder.

GNU/Linux

Install libSDL, Mono, MonoDevelop, and the MonoGame add-in for MonoDevelop, and open up the solution. Goto "Packages" and add 'MonoGame.Framework.Linux'.

Once you have done this, from the source directory in MonoDevelop, right click on 'Tato.Sdl.dll.config' and 'OpenTK.dll.config' and goto their Properties, and set 'Copy to output directory' as 'Always copy'.

After that, expand 'References' and then expand 'From Packages', and right click on all of the listings there, and goto their Properties, and check "Local Copy" for each.

Then, compile, and you should be good. Application should export to bin/.

This will export to an .exe, but because you have Mono, you goto the /bin directory in terminal and type "mono DungeonCrawler.exe", and it will run.

Disclaimer

Further instruction on compiling will be given in a later version of this README. And with detailed answers to why it sometimes does not work with Linux, and how to solve it.

Commiting

A basic guide for commiting files

Windows and GNU/Linux

With Windows, do not commit the following folders: packages, obj, bin

Everything else is fine to commit.

Tech

The tech behind Dungeontest

Framework

Dungeontest Engine uses MonoGame in C#, which is a cooler version of XNA, and Dungeontest API uses Moon# for Lua modifications.

Modding API

We use Moon# to interpret Lua code to C#, so we have C# code loading all scripts from Lua, and then interpreting them into C#, so we can make modifcations.

Rendering Engine

We are currently using a Raycasting engine to create a 3D space, even though all of the logic is in 2D.

Multiplayer

Uses .Net UdpClients. Currently featuring sending map data, sending entity data, sending texture data, and kicking idle players.

Inputs

Loosly based on Windows Forms controls, has buttons, text inputs, and containers.

Dungeontest License

These are the different licenses from other libraries/frameworks/softwares we used. The full license for Dungeontest is under LICENSE.md

Dungeontest

Copyright (C) 2015 acerio, Preston Cammarata [email protected]

This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; using version 3.0 of this License.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

MoonSharp

The program and libraries are released under a 3-clause BSD license - see https://github.com/xanathar/moonsharp/blob/master/LICENSE

Parts of the string library are based on the KopiLua project (https://github.com/NLua/KopiLua). Debugger icons are from the Eclipse project (https://www.eclipse.org/).

MonoGame

MonoGame is released under Microsoft Public License (Ms-PL).

Lua

Lua is licensed under the terms of the MIT license reproduced below. This means that Lua is free software and can be used for both academic and commercial purposes at absolutely no cost.

For details and rationale, see http://www.lua.org/license.html .

Copyright (C) 1994-2008 Lua.org, PUC-Rio.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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