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Contributing
TheMaverickProgrammer edited this page Jul 22, 2022
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- Functions and Classes are always Capitalized. Some libs use camel case (Swoosh and SFML). Tolerate them as much as possible.
- SOLID principles. I know some classes are not doing this, they should be refactored.
- Long function names are better than cryptic function names
- Doxygen-style documentation
- Unless impossible, code implementation goes in
.cpp
file and declarations go in.h
file. - No globals or singleton classes.
- Prefer elegant design over hacking it together "it just works". This is game engine, so API matters most.
- Do not abuse
auto
. I'm guilty of this and am slowly correcting them.
Join the developers and content creators on the discord here
The Battle network games are very precise when it comes to their inner-workings. The engine saw many deep refactors that left me with sleepless nights but it was worth it. I could not have gotten this far without the help from many contributors ranging from code contributions, art, and general battle network knowledge helping me shape this project up and getting closer to the original goals of an accurate and robust engine.
- ⭐⭐⭐ Mars - For several initial years of the project, Mars provided valuable insight and proposed designs for how to make the battle system accurate. I could not have gotten as close to accurate as I did without his crucial help up to v2 release in January 2022. Thank you, Mars for that time you gave me.
- ⭐⭐⭐ Konstinople - [major contributor] Improved, scriptable overworld server complete with integration with the engine. boosted the discord server. Helped undertake and accomplish one of the many major refactors required for the engine. Helped with debugging and profiling. Introduced better memory safety. See his fork of the server here: Scriptable OpenNetBattle Server and he is also the original author of the OpenNetBattle Liberation Server.
- ⭐⭐⭐ Pion - Scripting support fixes in C++, title screen, web Lua API documentation!!
- ⭐⭐⭐ Keristero - EZ Scripts for EZ overworld and quest building. Gung-ho community creator. Double boosted discord server. Mod scraping tool for easy navigation of mods available on a website.
- ⭐⭐⚫ Claris - Plethora of custom scripted content, C++ fixes, as well as undertaking their own single-player initiative with the engine!
- ⭐⭐⚫ D3str0y3d255 - Navis galore, edits and maps for central server, made and manages 7 servers (and counting), helped write some guides, recorded overworld creation video, joined in epic co-op streams for entertainment, avid tester of server functionality/ found some bugs in engine, collected tiles and sprites/animated a good amount of backgrounds, scavenger of resources (on and off stream)
- ⭐⚫⚫ Weenie - Investigated and delivered security concerns in lua
LOADK
and minizip's file extraction that could be exploited. Helped discuss and implement UTF-8 filepath and string support into the engine - ⭐⚫⚫ Pheelbert - godfather project that I forked and he helped me clean up some early code! The tile movement logic is highly borrowed from his designs!
- ⭐⚫⚫ DJRezzed - fireburn, elecpulse, falzar, puck hit, wind rack sfx, navi cust sound fx, and in general all missing sfx... Neurolink custom art, custom MIDI files and sound fonts for that authentic retro experience! Provided v2 play guide as pdf. Custom "PET menu" art.
- ⭐⚫⚫ Alrysc - Quality Assurance by testing the engine to its extremities via lua scripting. Has found many breaking bugs that helped address and fix the engine's robustness.
- kyqurikan - Dedicated server with hefty specs
- Shale - Verbose chip descriptions in library idea. Buster Pew SFX rip. Counter star graphic. No support chip icon. Buster chink animation.
- Dunstan - missing HP glyphs. Confirmed stun times. Confirmed slide + KO behavior. Complete text library of all chips.
- Mint - battle text sprites
- Gray Nine - Double/Triple delete mechanic specifics. Team Tile frame times for various animations.
- Zeek - HQ Mobile screenshots for v1
- Salad - Pitched accurate player control behavior for battles.
- CosmicNobab - SwampGator, Barky, and Life Sucker
- OuroYisus - Normal navi directional running and walking sprites. SwampGator, Barky, and Life Sucker chip art.
- FrozenLake - heel navi animations, more tiles, new .animation for tiles
- Kuri - emote fixes, ow tile fixes, custom login widget, dab megaman
- jontheburger - battle system emotion window
- Gemini - manjaro/gcc support + character icon edits
- Poly - manjaro/clang mingw + client login on manjaro
- PlayerZero - animated a ton of enemies, navis, and attacks. They contributed to the navi data used for attacks and charging. They have also helped quality test other aspects of the game in earlier versions.
I can't fit everyone who has helped in smaller but important capacities. So to all other contributors, mod content creators, and community members on here, THANK YOU!