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Interuniversitario de Software Libre 2011

Si estas leyendo eso…. Estamos transmitiendo en vivo!

Únete a ver estas conferencias!

http://www.ustream.tv/channel/8664228

Quote of the Day

“[It's] just a hobby, won’t be big and professional like gnu”
-Linus Torvalds, August 25, 1991.

Happy Birthday, Linux!

Hello, Beautiful

image

I finally got my G1 back. I sent it for repair about 6 months ago, due to a busted touchscreen.

Now, 60 bucks, 6 months and 100 emails and tweets later, I finally have it back, as broken as it was when I first sent it.

Update: Not only did he not fix my touchscreen, he wrecked the Antenna and now the phone can’t even make or receive calls. Great.

/dev/null

Just as an FYI. Linkedin just joined the list of addresses I automatically forward to /dev/null. The others are Microsoft/Xbox, Groupon, Twitter and Facebook and anything with the subject “(memberships reminder)”.

If I don’t add you to my linkedin is because I don’t really care about the network, it’s nothing personal.

This has been a QuickPress test. Thank you for reading.

Denied

So, we just had our ad account blocked due to someone(or a group of someones? I don’t know. Google won’t tell me) clicking one too many ads.

Google had over 50,000 free ads on the site, and they did not pay a single cent for them. Freeloaders.

What is Arena?

While ‘Monsters’ has been doing some progress in the Storyline, and recruiting side, I’ve been working on Arena on the code side…
But this isn’t a ‘Progress Report’.

This is an explanation on what K3RNEL Arena is, and how its different from the ‘Monsters’ game.

Arena consists of two parts, the first one being the Battle Engine that’ll be used in the game.
The second part is the actual game + storyline. An MMO, powered by the Arena Engine.

The main difference between the ‘Monsters’ engine and the ‘Arena’ engine is their inspiration. While ‘Monsters’ is a modified version of the ShoddyBattleEngine (Which will eventually be remade, from scratch, in Monsters), ‘Arena’ is an entirely new Battle Engine, heavily inspired by MegaMan Battle Network.

While the similarities will be many at first, modifications will be done as time goes on, for starters, by allowing 2 vs 2 player battles (With up to 5 vs 5 player battles!), bigger grids (3×6 – 6×6 grids for epic battles!), online play (Duh!) all packed in an MMO-Shape

The one thing you really can’t expect on ‘Arena’ are trademark violations. One Hitler video is enough, and I really like Capcom. This means you won’t be able to play with MegaMan.exe or face off against ProtoMan.exe, and while this would represent a discouragement for many, it also serves as an area of opportunity: Now we get to be creative with Enemies and Bosses (No more Bowlman or Numberman!).

Now, if you haven’t played Megaman Battle Network, you really don’t know what you’re missing out.
Go buy MMBN5 or MMBN6 for the Nintendo DS and Gameboy Advanced for a hands-on an offline version of Arena, complete with a great characters, and great gameplay.

Stay tuned, we’re planning to get a playable Alpha ready by next week, which means Late April/Early May in developer-time.

Code’s out of the Bag!

At least the Server’s, anyway, as announced on the April 12 Progress Report, but… What are the changes?

  • Packages where moved from org.pokenet.server to net.k3rnel.server
  • Refactored all classes, methods, variables and comments to avoid trademark infringement (If such a thing could even be claimed from mere source code)
    • All “Pokemon” classes have been renamed into “Monster” classes
    • All resources (pokemon.ini, itemdrops, etc) have been either renamed, or emptied almost completely.
      • Maps and NPCs are gone
    • “dpspecies.db” is gone. We’ll need a new method to replace that.
  • A lot of code that was hardcoded specifically for Pokemon, such as “Untradeable Starters” is gone, replaced with “TODO”s.
  • It took about 10 hours to “clean” the code up. Thanks a lot, Shift-Alt-R.

So, what can you do with the newly released code? Well, not much. We can now work on fixing movement bugs, as well as overhauling the old “ShoddyBattle” engine into a fresher one. Without resources like Maps, NPCs and a MonsterDex, the Server Code is useless for non-developers.

And what about the Client code? That one’s a different mess. See, on the serverside, we only had numbers and letters. On the Client? We’ve got actual pngs we need to replace, among a ton of hardcoded-for-Pokemon code which obviously needs to go.

In the mean time, story-writers are hard at work defining what the “New PokeNet” will be all about, but rest assured: It’ll be fresh & new. No more trademark violations.

A classic Hello, World to all

If everything goes as smooth as expected, this post should show up on the K3RNEL Hub, while being posted at the K3RNEL Arena subsite.

I know things still look ugly around the site, but we just moved in. Give us a few weeks, and we’ll make this place feel like home!