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Agenteering workflow   
xan

xan
United States  


  7/11/2015

What are your agent/cob making workflows like?

I'm having a bit of trouble setting up a toolchain for DS that isn't prohibitively tedious to use-- I'm running DS in a WinXP VM with OSX as the host, and I can't get Jagent working on the host, so more of the tools are on the VM than I'd like. (It doesn't help I've never been able to get SpriteBuilder working correctly-- the only way it works is if I manually copy and paste in images ... from *paint*.) I'd also /like/ to be using Vim for the actual CAOS but, since file-access is only one-way (client to host) in my setup, I suspect I'll just be using notepad in the end for responsiveness reasons. It's an absolute mess.

I miss 10.6... >_o

Anyway, my own needs aside, I'm always really curious about other peoples' development workflows, it's always a place to learn something new. Like browsing dotfiles.

 
Papriko
Peppery One

Papriko



  7/11/2015

I am not really into software development, so my workflow is accordingly chaotic.
First I start with an idea, obviously. I plan out a little bit what sprites I need and then I either hire a spriter or make sprites myself, spawning abominations like the Supersplicer :P

Then I get the code started. I just write a cosfile first, because they are basically just plain text, really. Also, you can use tools or ingame commands to add/remove them, so you do not need to bother compiling stuff into an agent for testing purposes.
For the code itself, first get the injection done, making sure the object spawns as it should (good physics properties, compound objects correctly assembled, etc...). Once that is ready, I write the action scripts one by one.
The remover script is written alongside, so I don't have old script versions lingering around which could disturb my test runs.

Then, when I am done with this, I finally throw it together into an agent file and upload it.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 


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creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

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