Post by JMC47 on Feb 16, 2006 22:09:26 GMT -5
First off, I'm sorry about not updating the site or the forums in a long times. I've been trying so hard to get something accomplished for Legends, that I've thrown caution to the wind to try to get something done. Anyway, now thinking straight, MMLEx will... hopefully be back on track. I know I say this so many times it will be hard to believe me again.
My Credibility < 1
I'm still trying to figure out a way to pull MMLEx off, now we are going to the last alternative. We are having a CUSTOM engine made up for it thanks to a generous member at SMMD.net's forums.
He will be coding the main engine for the game, which will include much of the menu, and basic gameplay elements.
I plan to update the site sometime, but really, I'm not good at maintaining stuff.
I plan to keep MMLEx alive until its done, I'm not a quitter, and when I started, I made a promise to myself that I would complete it.
If your wondering why I'm not on the forums as much anymore, the truth is I am, I just do not post anymore, I'm out of the phase where I feel that I need to post on every little thing I need to see. So don't worry about me losing my fandom to MML, and my favorite site, Legends-Station.
In depth report on why I'm taking so long
Since the last release, 8.5, I've had a hard time doing anything, whether its learning to code, or trying something new. MMLEx, after 8.5 on the A6 engine was in shamples, a pile of code and great ideas, just not functioning together correctly. I kept fixing one bug, only to cause another.
For example, when I was working on the game, all of the sudden the game was running at half speed for not reason. I checked the entire game code for the bug, but it was nowhere. So I changed the FPS limit to 70, and the game ran too fast. The bug was obviously a problem within the core of A6. We eventually found a work around for it, but it took up a good week to work out.
Other things were the collision system becoming more and more apparently dated, with collision bugs, and slow downs rampent. Every sound caused a slow down, so I had to fix that too, taking forever to fix.
Then, I finally gave up on A6 when a few move bugs pushed me over the limit. I looked on many engines, but Mandinga suggested Torque, so I checked it out. It looked promising, with great graphics, and awesome controls... for a first person shooter, and a more experienced coder. Not even NMN could get a Third Person game working correctly on Torque, due to several animation freeze ups caused by faulty code within Torque, or more likely our model exporter.
That discouraged me again, but, the engine has an awesome racing physics. So, I once again tried to make Kobun Kart secretly for the third time. I didn't want to announce anything, because I hated getting peoples hopes up just to fail them. Anyway, Kobun Kart on Torque is still being worked on, and the Manda Island courses are done, all that is left is Multiplayer issues, which I will figure out sooner or later.
With all hopes of MMLEx gone for a few days, I worked feverishly with NMN on Kobun Kart, I couldn't do much on it, since he knew C++, and I didn't, but I did as much as I could in my position, but a majority of whats done on it is thanks to NMN.
Well, a few months before, this, I had asked an SMMD member if he would code a C++ engine for MMLEx, and he declined politely, because he was already working on more than 3 projects, and I didn't bother him since... until I gave up on MMLEx on Torque.
I actually asked him if he could help me with some of the issues with it, but since Torque was complex engine, he was not able to provide an answer. He offered to make an engine for me when he finished his project, and I accepted. I was willing to wait, give me time to learn C++, which I am starting to believe is harder than it sounds.
So thats where we stand, Working on Kobun Kart, and waiting for a custom engine. BTW, Kobun Kart is having its own share of problems, so please don't expect it soon.
Btw, sorry if this turned out to be more like a rant in retrospective.
My Credibility < 1
I'm still trying to figure out a way to pull MMLEx off, now we are going to the last alternative. We are having a CUSTOM engine made up for it thanks to a generous member at SMMD.net's forums.
He will be coding the main engine for the game, which will include much of the menu, and basic gameplay elements.
I plan to update the site sometime, but really, I'm not good at maintaining stuff.
I plan to keep MMLEx alive until its done, I'm not a quitter, and when I started, I made a promise to myself that I would complete it.
If your wondering why I'm not on the forums as much anymore, the truth is I am, I just do not post anymore, I'm out of the phase where I feel that I need to post on every little thing I need to see. So don't worry about me losing my fandom to MML, and my favorite site, Legends-Station.
In depth report on why I'm taking so long
Since the last release, 8.5, I've had a hard time doing anything, whether its learning to code, or trying something new. MMLEx, after 8.5 on the A6 engine was in shamples, a pile of code and great ideas, just not functioning together correctly. I kept fixing one bug, only to cause another.
For example, when I was working on the game, all of the sudden the game was running at half speed for not reason. I checked the entire game code for the bug, but it was nowhere. So I changed the FPS limit to 70, and the game ran too fast. The bug was obviously a problem within the core of A6. We eventually found a work around for it, but it took up a good week to work out.
Other things were the collision system becoming more and more apparently dated, with collision bugs, and slow downs rampent. Every sound caused a slow down, so I had to fix that too, taking forever to fix.
Then, I finally gave up on A6 when a few move bugs pushed me over the limit. I looked on many engines, but Mandinga suggested Torque, so I checked it out. It looked promising, with great graphics, and awesome controls... for a first person shooter, and a more experienced coder. Not even NMN could get a Third Person game working correctly on Torque, due to several animation freeze ups caused by faulty code within Torque, or more likely our model exporter.
That discouraged me again, but, the engine has an awesome racing physics. So, I once again tried to make Kobun Kart secretly for the third time. I didn't want to announce anything, because I hated getting peoples hopes up just to fail them. Anyway, Kobun Kart on Torque is still being worked on, and the Manda Island courses are done, all that is left is Multiplayer issues, which I will figure out sooner or later.
With all hopes of MMLEx gone for a few days, I worked feverishly with NMN on Kobun Kart, I couldn't do much on it, since he knew C++, and I didn't, but I did as much as I could in my position, but a majority of whats done on it is thanks to NMN.
Well, a few months before, this, I had asked an SMMD member if he would code a C++ engine for MMLEx, and he declined politely, because he was already working on more than 3 projects, and I didn't bother him since... until I gave up on MMLEx on Torque.
I actually asked him if he could help me with some of the issues with it, but since Torque was complex engine, he was not able to provide an answer. He offered to make an engine for me when he finished his project, and I accepted. I was willing to wait, give me time to learn C++, which I am starting to believe is harder than it sounds.
So thats where we stand, Working on Kobun Kart, and waiting for a custom engine. BTW, Kobun Kart is having its own share of problems, so please don't expect it soon.
Btw, sorry if this turned out to be more like a rant in retrospective.