tag:blogger.com,1999:blog-3064325214589649535.post1514637683650184874..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: Introducing the editors of the RonitechJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-3064325214589649535.post-33626932352980024892014-12-10T11:35:49.562+01:002014-12-10T11:35:49.562+01:00Thank you for your reply, really helpful!Thank you for your reply, really helpful!Anonymoushttps://www.blogger.com/profile/16960265614768956253noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-47093608514179596802014-12-08T19:49:25.707+01:002014-12-08T19:49:25.707+01:00We handled this somewhat naively, which works fine...We handled this somewhat naively, which works fine and was really simple and quick to add (a couple of days at most since we already had online multiplayer).<br /><br />When several people edit the same object, it just ends up in one of their states. The games does not try to resolve this. This means they might end up in different states depending on packet order. We never resolved this because users are in the same room and can easily keep from doing this in the first place. Also, it is not much of an issue because the object ends in a valid state, just not a combined state of both edits.<br /><br />As for connecting/reconnecting: whenever a user connects he receives a full level update from the host. When someone edits something everyone else immediately receives the edits. When a user reconnects he just gets the latest version from the server again. So reconnecting is not really a very special case.<br /><br />Important for us is that one of the users need to actually save the file to disc and commit it into our SVN (version management system). They need to coordinate who does this.<br /><br />The main trick we use is that we just send over the network whatever we would write to a file while saving. An object is saved as an XML so when editing an object I just send the XML for that object over the network. Really simple, that's why we made this feature in the first place.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-9940454590752369412014-12-08T19:24:59.445+01:002014-12-08T19:24:59.445+01:00Hello Joost,
I am creating an Unreal Engine 4 plu...Hello Joost,<br /><br />I am creating an Unreal Engine 4 plugin for collaborative level editing via network. I noticed that you created the same feature in your editor<br />and I was wondering if you have some tips for me. For example: what happens when a client in the session disconnects and reconnects? <br />And how do you solve a situation when multiple clients edit the same object at the same time? Maybe you have some other examples that could be an issue? Would love to hear your knowledge and point of view on this topic!<br /><br />You can find more info about my plugin in this Unreal Engine forum thread: https://forums.unrealengine.com/showthread.php?50688-MultiEdit-Collaborative-Level-Editing-Plugin&highlight=multiedit<br /><br />Thanks in advance! Anonymoushttps://www.blogger.com/profile/16960265614768956253noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-66397065018738856872012-12-02T19:01:08.986+01:002012-12-02T19:01:08.986+01:00Yay! Really happy to be named in your blog.
Very i...Yay! Really happy to be named in your blog.<br />Very interesting to know all this stuff !HoNoRoWnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-83480567232604304552012-11-24T13:23:01.873+01:002012-11-24T13:23:01.873+01:001) Yes, we use SVN for everything. We don't ju...1) Yes, we use SVN for everything. We don't just use it for our code, but also for our art assets, so Photoshop files of hundreds of megabytes are also on the SVN. I think a complete checkout of all our projects is currently around 400gb... Works great against artists accidentally overwriting each other's work and such, we can always get everything back from the SVN history! :)<br /><br />2) Everything goes through SVN. If several artists edit a level together, one of them just saves at the end and submits the result to the SVN.<br /><br />3) There is an older blogpost about this, about our AI editor in S&S. In short: each type of AI block has an XML definition for in the editor, and a corresponding C++ class that contains the actual behaviour of that block. So designers cannot add new types of AI blocks, but coders can usually add new ones in a couple of ours. There are so many blocks now, though, that they rarely add for new ones. It is rather complete already.<br /><br />4) The editors don't work on console, since we didn't make a non-mouse interface and we didn't make mouse support on console either. No need for that: console devkits are much slower to use than normal PCs, and the game looks the exact same on all platforms, so PCs are just easier. I spent quite a bit of time making sure all platforms render and play the exact same. The only reason an artist or designer would ever want to run on a console, is because televisions show things different than PC monitors. But it is also possible to just attach a PC to a TV for that.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-34798483070613345962012-11-24T13:12:36.906+01:002012-11-24T13:12:36.906+01:00Hmm, I am not very happy with our collision system...Hmm, I am not very happy with our collision systems. The collision detection itself is fine, but the way I handle how collisions are solved for characters is very hacky and easy to break. I feel like I still don't understand how to really build a stable system for that. On my blog I usually try to write about topics for which I feel like a have a good grasp of them, so I probably won't tackle that one... If you come across any good articles on how to do 2D platformer collision handling while still keeping good gameplay control (which real physics engines usually don't provide), then please link them here, as I'd love to read more about that!Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-60230433298517483862012-11-22T09:21:57.557+01:002012-11-22T09:21:57.557+01:00Hey Joost! Awesome blogs! I was wondering if you c...Hey Joost! Awesome blogs! I was wondering if you could make a future blog about the collision system you guys used for Awesomenauts?<br />I would be very interested in your techniques!<br /><br />Keep it up!Wildshttps://www.blogger.com/profile/00771182416598018022noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-4662018302370110742012-11-22T06:52:27.286+01:002012-11-22T06:52:27.286+01:00This is really impressive. Folks, you did an amazi...This is really impressive. Folks, you did an amazing job! A couple of questions if you don't mind :)<br /><br />1) Do you use version control for your assets? And if yes, which one? <br />2) Do you have a central assets/configs repository where changes made in the editor are saved? Or changes are saved into some local developer's repository from where they can be pushed into the central one. <br />3) How much easily new AI properties can be added in the editor? Are these properties dynamic and can be added by a game designer or there is predefined amount of them and new ones can be added by a request to a programmer?<br />4) You mentioned it was possible to share the editor over the network. Does it mean it's possible to run the game on the console in the dev. mode and connect to it with the editor client from PC?<br /><br />Thanks!pachangahttps://www.blogger.com/profile/12434709367397997534noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-18216209116640055042012-11-18T16:06:51.217+01:002012-11-18T16:06:51.217+01:00I'm absolutely in love with the 2D art style y...I'm absolutely in love with the 2D art style you guys produce. I would love to intern with Ronimo but sadly, I have no understanding of the Dutch language.Billnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-14518140465211930482012-11-13T19:41:17.845+01:002012-11-13T19:41:17.845+01:00Very nice and inspirational. Now I'm more moti...Very nice and inspirational. Now I'm more motivated to make a runtime-editable framework for settings and other properties to use in my own code.Bart van Heukelomhttps://www.blogger.com/profile/15668188862239836492noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-84797861274741772642012-11-13T04:04:30.897+01:002012-11-13T04:04:30.897+01:00Thanks for sharing Joost! I look forward to learn ...Thanks for sharing Joost! I look forward to learn more details on your content and iteration pipeline.Samhttps://www.blogger.com/profile/10071404307801635004noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-8937316633176977452012-11-12T06:50:25.445+01:002012-11-12T06:50:25.445+01:00I meant Coco and Derpl, sorry.I meant Coco and Derpl, sorry.Alexander S.https://www.blogger.com/profile/01658294851711936444noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-7671902182821322762012-11-12T00:29:28.305+01:002012-11-12T00:29:28.305+01:00I heard Unity is undergoing some great improvement...I heard Unity is undergoing some great improvements for 2D, but I never used it myself, so I have no idea how good it is by now.<br /><br />We are considering selling our engine, but it is not ready for that yet (no documentation and for the moment too interwoven with our games). This post serves mainly as context for future posts about our workflow. And you are right, also to show-off the tools, because I am pretty proud of what we have. :)<br /><br />I checked your blog, but there is nothing to see there yet, right? Looks like you will be announcing the name of your first game soon? Good luck making something awesome!Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-54298448345578339332012-11-12T00:24:25.891+01:002012-11-12T00:24:25.891+01:00Made just for this post! This trailer made me real...Made just for this post! This trailer made me realize again that this blog might be too much work for my own good... Too much fun to make, though!Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-78480150088755657632012-11-12T00:23:25.666+01:002012-11-12T00:23:25.666+01:00Haha, lol! Raelynn and Derpl are absolutely not th...Haha, lol! Raelynn and Derpl are absolutely not the same actress. They are not even from the same country!Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-20435190146717667182012-11-11T20:25:57.589+01:002012-11-11T20:25:57.589+01:00Another great post-congratz Joost!
I envy your an...Another great post-congratz Joost!<br /><br />I envy your animatorów editor- working on 2D anims in Unity, as we do, just ani't so easy.<br /><br />Are you planning to sell your engine and tools or this is just a show-Off post ;) ?<br /><br />We're all great fans of your work at Crunching Koalas, visit our blog it you care!<br /><br />Cheers!Tom Tomaszewskihttp://crunchingkoalas.comnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-12524263087300708792012-11-11T17:35:34.821+01:002012-11-11T17:35:34.821+01:00Can you re-record voice of Derpl or Raelynn, cause...Can you re-record voice of Derpl or Raelynn, cause there is same actress voice now, and it’s annoying. Thanks!Alexander S.https://www.blogger.com/profile/01658294851711936444noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-62323279005974791722012-11-11T16:34:34.574+01:002012-11-11T16:34:34.574+01:00You bunch of tools! ;) As always, a very interesti...You bunch of tools! ;) As always, a very interesting post to read. Was that animation in the middle made specifically for this blog, or is it part of a pitch to offer your tools as middleware? (The next Call of Duty powered by Ronitech.)Anonymoushttps://www.blogger.com/profile/11796874344176454306noreply@blogger.com