You're using Typescript+CSS. Was hoping you'd support Python on the server, for game logic. Your timing is good because developers and publishers currently using BGA are unsettled and spooked by Asmodee's business model. BGA Studio's stack is JS/CSS + PHP (client and server) + MySQL [0] Yucata.de is JS + HTML + .NET 4.5 on the server [1] (TTS was using Lua, which I looked into but seemed eccentric and limited, it's n…
Show HN: Boardzilla, a framework for making web-based board games
51–60 of 111 posts
Re: Show HN: Boardzilla, a framework for making web-based board games
#52Earlier quoted context omitted.
> why on earth choose a non-OO language for a boardgame Lua has usually been a very popular choice for game developers. One reason is that it gives you an easy way to embed a scripting language in your game. You can do OOP without classes [0]. > Can you please please please integrate with Python on the server? You expect the developer to port and maintain their entire project to Python because you can't be bothered t…
Seems pretty trivial to support Python serverside. Python is very easy to run in a lightweight isolated container (and you can compile it to static executable). The game data that the engine makes available to the server side code looks pretty standard and doesn't look like a huge shim to maintain. You could even cross compile the Python to typescript for a simplified server side environment (typy for example).
Then go do it. If it's pretty trivial....
Re: Show HN: Boardzilla, a framework for making web-based board games
#53You're using Typescript+CSS. Was hoping you'd support Python on the server, for game logic. Your timing is good because developers and publishers currently using BGA are unsettled and spooked by Asmodee's business model. BGA Studio's stack is JS/CSS + PHP (client and server) + MySQL [0] Yucata.de is JS + HTML + .NET 4.5 on the server [1] (TTS was using Lua, which I looked into but seemed eccentric and limited, it's n…
> why on earth choose a non-OO language for a boardgame Lua has usually been a very popular choice for game developers. One reason is that it gives you an easy way to embed a scripting language in your game. You can do OOP without classes [0]. > Can you please please please integrate with Python on the server? You expect the developer to port and maintain their entire project to Python because you can't be bothered t…
> You expect the developer to port and maintain their entire project to Python because you can't be bothered to learn a new programming language?
They are literally begging, 3 "pleases", rather than "expecting".
Re: Show HN: Boardzilla, a framework for making web-based board games
#54Don't called your project *Zilla. The copyright owners of Godzilla are known to go after everyone who tries to use the "Zilla" suffix. Mozilla learned its lesson long ago and had to negotiate a special agreement.
Meta also pursues trademarks applicants for trademarks ending in 'book' as well.
Re: Show HN: Boardzilla, a framework for making web-based board games
#55You're using Typescript+CSS. Was hoping you'd support Python on the server, for game logic. Your timing is good because developers and publishers currently using BGA are unsettled and spooked by Asmodee's business model. BGA Studio's stack is JS/CSS + PHP (client and server) + MySQL [0] Yucata.de is JS + HTML + .NET 4.5 on the server [1] (TTS was using Lua, which I looked into but seemed eccentric and limited, it's n…
What is Asmodees business model and what does it have tondo with BGA?
Just feels like we're reaching a point where if you want to get a game published at a larger scale and distributed, you'll likely really be incentivised to go through Asmodee.
Re: Show HN: Boardzilla, a framework for making web-based board games
#56You're using Typescript+CSS. Was hoping you'd support Python on the server, for game logic. Your timing is good because developers and publishers currently using BGA are unsettled and spooked by Asmodee's business model. BGA Studio's stack is JS/CSS + PHP (client and server) + MySQL [0] Yucata.de is JS + HTML + .NET 4.5 on the server [1] (TTS was using Lua, which I looked into but seemed eccentric and limited, it's n…
> why on earth choose a non-OO language for a boardgame Lua has usually been a very popular choice for game developers. One reason is that it gives you an easy way to embed a scripting language in your game. You can do OOP without classes [0]. > Can you please please please integrate with Python on the server? You expect the developer to port and maintain their entire project to Python because you can't be bothered t…
And indeed, C has function pointers, so you can do OO. Just not some of the more fun stuff.
Re: Show HN: Boardzilla, a framework for making web-based board games
#57Earlier quoted context omitted.
https://fedoraproject.org/wiki/Licensing/CommonsClause has several links explaining what's wrong with the Commons Clause. The reason the AGPLv3 is my preferred replacement is that the FAANGs are irrationally afraid of it and refuse to let it be used anywhere in the company (e.g., https://opensource.google/documentation/reference/using/agpl... ), but it's still 100% Free Software and Open Source and so allowed to be p…
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... Except that they're literally allowed to modify the source code?
Re: Show HN: Boardzilla, a framework for making web-based board games
#58Re: Show HN: Boardzilla, a framework for making web-based board games
#59Earlier quoted context omitted.
> why on earth choose a non-OO language for a boardgame Lua has usually been a very popular choice for game developers. One reason is that it gives you an easy way to embed a scripting language in your game. You can do OOP without classes [0]. > Can you please please please integrate with Python on the server? You expect the developer to port and maintain their entire project to Python because you can't be bothered t…
Seems pretty trivial to support Python serverside. Python is very easy to run in a lightweight isolated container (and you can compile it to static executable). The game data that the engine makes available to the server side code looks pretty standard and doesn't look like a huge shim to maintain. You could even cross compile the Python to typescript for a simplified server side environment (typy for example).
Re: Show HN: Boardzilla, a framework for making web-based board games
#60You're using Typescript+CSS. Was hoping you'd support Python on the server, for game logic. Your timing is good because developers and publishers currently using BGA are unsettled and spooked by Asmodee's business model. BGA Studio's stack is JS/CSS + PHP (client and server) + MySQL [0] Yucata.de is JS + HTML + .NET 4.5 on the server [1] (TTS was using Lua, which I looked into but seemed eccentric and limited, it's n…
there is nothing wrong with Typescript, but it is the react part that worries me. Wouldn't you want something more light weight on the front end than react for games? Like svelt, marko or solid?