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| author | _Tradam <[email protected]> | 2021-12-16 19:22:26 -0500 |
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| committer | GitHub <[email protected]> | 2021-12-16 19:22:26 -0500 |
| commit | 5954b9beb4d4a3b4f248d72d1851195f030558a8 (patch) | |
| tree | fecd8aa840a25afdb502915b0fdb4d03b7ed339a /deploy_template/README.txt | |
| parent | 2f845281f133849256b57bb08fd3e9ae57600784 (diff) | |
| parent | eaa29e72939f5edf61735ccbb73c36ee89369f65 (diff) | |
| download | dragonruby-game-toolkit-contrib-master.tar.gz dragonruby-game-toolkit-contrib-master.zip | |
Diffstat (limited to 'deploy_template/README.txt')
| -rw-r--r-- | deploy_template/README.txt | 369 |
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diff --git a/deploy_template/README.txt b/deploy_template/README.txt deleted file mode 100644 index 2d00b4c..0000000 --- a/deploy_template/README.txt +++ /dev/null @@ -1,369 +0,0 @@ -* Introduction - - Hello world! Do the things in this README file and you'll be well on your way to - building video games! - -* Join the community! - - Those who use DragonRuby are called Dragon Riders. This identity is - incredibly important to us. When someone asks you: - - > What game engine do you use? - - You can proudly reply with: - - > I am a Dragon Rider. - -** Subscribe to the News Letter - - The News Letter will keep you in the loop with regards to - http://dragonrubydispatch.com/ - -** Join the Discord - - Amir (one of the creators of DragonRuby) is always available to help - you out. So take the time to join the community Discord. The invite linke is located at: - - DragonRuby Discord: http://discord.dragonruby.org - -** Introduce Yourself on the Forums - - Take a moment to introducing yourself on the community forum: - - Stickied Community Post: https://itch.io/t/526689/dragonruby-gtk-discord-server-created-join-it-dammit - - This provides community members a registry of everyone using - DragonRuby. Itch.io holds a lot of game jams, and it'd be awesome if - Dragon Riders had a central place to find each other. - -* Determine how you want to start learning based on your experience level! - - Follows are sections pertaining to your experience level as a - programer and experience level with coding in a dynamic language. - -** If you have zero experience with programming. - - If you have no programing experience at all. You'll want to take the - time to see what DragonRuby is like before jumping in to code. Watch - the following videos in order (each one is only ~20 minutes long). - - Don't attempt to code anything shown in the video yet, just watch them to - get familiar with the language and how games are built. - - 1. Beginner Introduction to Ruby: https://www.youtube.com/watch?v=ixw7TJhU08E - 2. Intermediate Introduction to Ruby Syntax: https://www.youtube.com/watch?v=HG-XRZ5Ppgc - 3. Intermediate Introduction to Arrays in Ruby: https://www.youtube.com/watch?v=N72sEYFRqfo - - Once you have watched all the videos. Then (and only then) go back - through the videos and follow along. Here are the locations for the - samples: - - 1. Beginner Introduction to Ruby: samples/00_beginner_ruby_primer - 2. Intermediate Tutorials: samples/00_intermediate_ruby_primer - -** If you do not know Ruby, but have experience with C# (Unity) or GML (GameMaker) - - Those engines rot your brain. Forget the concepts that the forced you - to learn. Game development is so much simpler than what they make you - do. Please, try your best to set aside the concepts those engines - teach (we promise our approach to game development is much much easier). - - Watch these videos to get familiar with the Ruby language and - programming environment (they are ~20 min each so it'll be quick): - - 1. Beginner Introduction to Ruby: https://www.youtube.com/watch?v=ixw7TJhU08E - 2. Intermediate Introduction to Ruby Syntax: https://www.youtube.com/watch?v=HG-XRZ5Ppgc - 3. Intermediate Introduction to Arrays in Ruby: https://www.youtube.com/watch?v=N72sEYFRqfo - - You may also want to try this free course provided at http://dragonruby.school. - - After you've watch the videos, you'll be ready to go to the next section. - -** You are a dev that is familiar with a dynamically typed language (Ruby, Lua, Python, or JavaScript). - -*** STEP 1: Work through this Hello World tutorial - - This tutorial is provided by Ryan C Gordon (check out his wikipedia - page). We call him "The Juggernaut": - - Welcome! - - Here's just a little push to get you started if you're new to programming or - game development. - - If you want to write a game, it's no different than writing any other - program for any other framework: there are a few simple rules that might be - new to you, but more or less programming is programming no matter what you - are building. - - Did you not know that? Did you think you couldn't write a game because you're - a "web guy" or you're writing Java at a desk job? Stop letting people tell - you that you can't, because you already have everything you need. - - Here, we're going to be programming in a language called "Ruby." In the - interest of full disclosure, I (Ryan "The Juggernaut" Gordon) wrote the C - parts of this toolkit and Ruby looks a little strange to me (Amir Rajan wrote the - Ruby parts), but I'm going to walk you through the basics because we're all - learning together, and if you mostly think of yourself as someone that writes - C (or C++, C#, Objective-C), PHP, or Java, then you're only a step behind me right now. - - Here's the most important thing you should know: Ruby lets you do some - complicated things really easily, and you can learn that stuff later. I'm - going to show you one or two cool tricks, but that's all. - - Do you know what an if statement is? A for-loop? An array? That's all you'll - need to start. - - Ok, here are few rules with regards to game development with GTK: - - - Your game is all going to happen under one function... - - ...that runs 60 times a second... - - ...and has to tell the computer what to draw each time. - - That's an entire video game in one run-on sentence. - - Here's that function. You're going to want to put this in mygame/app/main.rb, - because that's where we'll look for it by default. Load it up in your favorite - text editor. - - #+begin_src ruby - def tick args - args.outputs.labels << [ 580, 400, 'Hello World!' ] - end - #+end_src - - Now run `dragonruby` ...did you get a window with "Hello World!" written in - it? Good, you're officially a game developer! - - `mygame/app/main.rb`, is where the Ruby source code is located. This looks a little strange, so - I'll break it down line by line. In Ruby, a '#' character starts a single-line - comment, so I'll talk about this inline. - - #+begin_src ruby - - # This "def"ines a function, named "tick," which takes a single argument - # named "args". DragonRuby looks for this function and calls it every - # frame, 60 times a second. "args" is a magic structure with lots of - # information in it. You can set variables in there for your own game state, - # and every frame it will updated if keys are pressed, joysticks moved, - # mice clicked, etc. - def tick args - - # One of the things in "args" is the "outputs" object that your game uses - # to draw things. Afraid of rendering APIs? No problem. In DragonRuby, - # you use arrays to draw things and we figure out the details. - # If you want to draw text on the screen, you give it an array (the thing - # in the [ brackets ]), with an X and Y coordinate and the text to draw. - # The "<<" thing says "append this array onto the list of them at - # args.outputs.labels) - args.outputs.labels << [ 580, 400, 'Hello World!' ] - end - - #+end_src - - Once your `tick` function finishes, we look at all the arrays you made and - figure out how to draw it. You don't need to know about graphics APIs. - You're just setting up some arrays! DragonRuby clears out these arrays - every frame, so you just need to add what you need _right now_ each time. - - Now let's spice this up a little. - - We're going to add some graphics. Each 2D image in DragonRuby is called a - "sprite," and to use them, you just make sure they exist in a reasonable file - format (png, jpg, gif, bmp, etc) and specify them by filename. The first time - you use one, DragonRuby will load it and keep it in video memory for fast - access in the future. If you use a filename that doesn't exist, you get a fun - checkerboard pattern! - - There's a "dragonruby.png" file included, just to get you started. Let's have - it draw every frame with our text: - - #+begin_src ruby - - def tick args - args.outputs.labels << [ 580, 400, 'Hello World!' ] - args.outputs.sprites << [ 576, 100, 128, 101, 'dragonruby.png' ] - end - - #+end_src - - (ProTip: you don't have to restart DragonRuby to test your changes; when you - save main.rb, DragonRuby will notice and reload your program.) - - That `.sprites` line says "add a sprite to the list of sprites we're drawing, - and draw it at position (576, 100) at a size of 128x101 pixels". You can - find the image to draw at dragonruby.png. - - Quick note about coordinates: (0, 0) is the bottom left corner of the screen, - and positive numbers go up and to the right. This is more "geometrically - correct," even if it's not how you remember doing 2D graphics, but we chose - this for a simpler reason: when you're making Super Mario Brothers and you - want Mario to jump, you should be able to add to Mario's y position as he - goes up and subtract as he falls. It makes things easier to understand. - - Also: your game screen is _always_ 1280x720 pixels. If you resize the window, - we will scale and letterbox everything appropriately, so you never have to - worry about different resolutions. - - Ok, now we have an image on the screen, let's animate it: - - #+begin_src ruby - - def tick args - args.state.rotation ||= 0 - args.outputs.labels << [ 580, 400, 'Hello World!' ] - args.outputs.sprites << [ 576, 100, 128, 101, 'dragonruby.png', args.state.rotation ] - args.state.rotation -= 1 - end - - #+end_src - - Now you can see that this function is getting called a lot! - - Here's a fun Ruby thing: `args.state.rotation ||= 0` is shorthand for "if - args.state.rotation isn't initialized, set it to zero." It's a nice way to - embed your initialization code right next to where you need the variable. - - `args.state` is a place you can hang your own data and have it survive past the - life of the function call. In this case, the current rotation of our sprite, - which is happily spinning at 60 frames per second. If you don't specify - rotation (or alpha, or color modulation, or a source rectangle, etc), - DragonRuby picks a reasonable default, and the array is ordered by the most - likely things you need to tell us: position, size, name. - - One thing we decided to do in DragonRuby is not make you worry about delta - time: your function runs at 60 frames per second (about 16 milliseconds) and - that's that. Having to worry about framerate is something massive triple-AAA - games do, but for fun little 2D games? You'd have to work really hard to not - hit 60fps. All your drawing is happening on a GPU designed to run Fortnite - quickly; it can definitely handle this. - - Since we didn't make you worry about delta time, you can just move the - rotation by 1 every time and it works without you having to keep track of - time and math. Want it to move faster? Subtract 2. - - Now, let's move that image around. - - #+begin_src ruby - - def tick args - args.state.rotation ||= 0 - args.state.x ||= 576 - args.state.y ||= 100 - - if args.inputs.mouse.click - args.state.x = args.inputs.mouse.click.point.x - 64 - args.state.y = args.inputs.mouse.click.point.y - 50 - end - - args.outputs.labels << [ 580, 400, 'Hello World!' ] - args.outputs.sprites << [ args.state.x, args.state.y, 128, 101, 'dragonruby.png', args.state.rotation ] - - args.state.rotation -= 1 - end - - #+end_src - - Everywhere you click your mouse, the image moves there. We set a default - location for it with args.state.x ||= 576, and then we change those variables - when we see the mouse button in action. You can get at the keyboard and game - controllers in similar ways. - - There is a lot more you can do with DragonRuby, but now you've already got - just about everything you need to make a simple game. After all, even the - most fancy games are just creating objects and moving them around. Experiment - a little. Add a few more things and have them interact in small ways. Want - something to go away? Just don't add it to args.output anymore. - -*** STEP 2: Read the CHEATSHEET.txt - - Go to the file CHEATSHEET.txt and skim through it quickly to get a - feel for some of the other APIs you have access to. If you need even - more details you'll find them at `mygame/documentation`. - -*** STEP 3: Run each sample app in order and read the code. - - The sample apps located in the `sample` directory are ordered by - increasing complexity. Run each one of them and read through the - code. Play around by changing values and see how they change the game. - -*** STEP 4: Editor integration. - - There is a file called `vim-ctags` and `emacs-ctags`. The data in - these files are standard output provided by Exuberent CTAGS. Most - editors have a "ctags plugin" so just search for that plugin for your - editor and point it to these files. - -*** STEP 5: Get in the habit of reading the CHANGELOG - - We are constantly adding new features to the engine. Be sure to read - the changelog with every release. - -* How to publish your game. - - Once you've built your game, you're all set to deploy! Good luck in - your game dev journey and if you get stuck, come to the Discord - channel! - -** STEP 1: Create a new Game in Itch.io. - - Log into Itch.io and go to https://itch.io/game/new. - - - Title: Give your game a Title. This value represents your `gametitle`. - - Project URL: Set your project url. This value represents your `gameid`. - - Classification: Keep this as Game. - - Kind of Project: Select HTML from the drop down list. Dont worry, - the HTML project type _aslo supports binary downloads_. - - Uploads: Skip this section for now. - - Embed Options: Set the dropdown value to "Click to launch in fullscreen". - DO NOT use the Embed in page option. iFrames are not reliable with - regards to capturing input. - - You can fill out all the other options later. - -** STEP 2: Go to mygame/metadata/metadata.txt and update it. - - Point your text editor at mygame/metadata/game_metadata.txt and - make it look like this: (Remove the `#` at the beginning of each line). - - #+begin_src text - devid=bob - devtitle=Bob The Game Developer - gameid=mygame - gametitle=My Game - version=0.1 - #+end_src - - The `devid` property is the username you use to log into Itch.io. - The `devtitle` is your name or company name (it can contain spaces). - The `gameid` is the Project URL value (see details in STEP 1). - The `gametitle` is the name of your game (it can contain spaces). - The `version` can be any `major.minor` number format. - -** STEP 3: Build your game for distribution. - - Open up the terminal and run this from the command line: - - #+begin_src sh - ./dragonruby-publish --only-package mygame - #+end_src - - (if you're on Windows, don't put the "./" on the front. That's a Mac and - Linux thing.) - - A directory called `./build` will be created that contains your - binaries. You can upload this to Itch.io manually. For the HTML - version of your game after you upload it. Check the checkbox labeled - "This file will be played in the browser". - - For subsequent updates you can use an automated deployment to Itch.io: - - #+begin_src sh - ./dragonruby-publish mygame - #+end_src - - DragonRuby will package _and publish_ your game to itch.io! Tell your - friends to go to your game's very own webpage and buy it! - - If you make changes to your game, just re-run dragonruby-publish and it'll - update the downloads for you. |
