Closed Bertram25 closed 10 years ago
@codergreen, @IkarusDowned, @Socapex :
Hi All :)
For future ease of use, map data reusability, get rid of the max script length cap present due to the fact that the scripting data is stored in a string when using the current editor, with the evil secret aim at one day using Tiled as the VT map editor, and with the current urging need to reuse the village center map data without complicating the script even more, I'm going now to split the scripting data from the map data. Might take a few days, but it's feasible. ;)
Regards,
Thanks for keeping me posted. I've been super busy with real life (exams and projects etc. think assembly [sigh]) so I haven't had the time to get back to porting. It might be a little while, but at least people have a build that seems to work nicely for now :)
Keep in touch,
@Socapex Hi :)
Thanks for keeping me posted. I've been super busy with real life (exams and projects etc. think assembly [sigh]) so I haven't had the time to get back to porting. It might be a little while, but at least people have a build that seems to work nicely for now :)> Thanks for keeping me posted.
Wow, good luck for your exams and all. Don't worry about the port, as you rightfully said, people have something to play with and it's the main thing. :) We'll talk and fix the boring technical details when you'll have the time.
@ all I'll try to keep you informed about my own progress path in this very thread. Feel free to show whatever you think is necessary or technical here. The issue is here for that :)
Best regards,
sounds good Bertram, I don't think it will interfere with anything i've pushed so far. One thing that I forgot to ask: The mini-map generation code works relatively quickly on my machine, but admittadly I have a bit of a gaming rig. What are people's feelings as to the current generation time? IE, when you change map / scenes, the minimap / collisionmap gets generated. Is this taking too long for people? Or you guys don't really seem to notice?
The mini-map generation code works relatively quickly on my machine, but admittadly I have a bit of a gaming rig. What are people's feelings as to the current generation time? IE, when you change map / scenes, the minimap / collisionmap gets generated. Is this taking too long for people? Or you guys don't really seem to notice?
I, for one, didn't notice any difference with/without so far, and tried on two laptop-for-office-work like machines. I'm still in the process of seting up an older (and much slower) one atm, but I couldn't get around finishing it yet, though. I'll tell you more when I've been able to deal with that. :)
Btw, I need to take a decision about it since some times now, but I think I don't have an actual choice if I want to go forward tiled support one day:
I do think I'll drop map context support and adapt Bronann's room map consequently. Does someone has a strong and valid point against that?
Hi,
I'm going to change the namespace prefix from hoa to vt now that the project is coming to a decent maturity level. I also removed the defs.h and ask everyone to do declarations within the file needing it from now on.
Don't worry, I didn't plan any other structural changes for the current release ;>
Own todo-list, to not forget about it: (for items not in other issues)
Code:
Story/Content:
Won't be done for Ep1 as some other issues need to be sorted out with Tiled upstream:
Ah, finally know how much longer I have to wait, thanx @Bertram25 :)
@knitter Thanks for the portuguese translation! :D
Just have to continue updating it :)
I'm back and ready to code! I'm willing to start working on the crafting mode unless you can think of something else you need me to do.
Hi @codergreen and welcome back :D
With the trade mode in place, I realize now the crafting one isn't a high priority. That doesn't mean you can't start on it if you really want it done ;)
Here is the list of things to do that would be needed or cool to finally have, from the more or less easiest to the hardest, IMHO:
Your choice! :D
Best regards,
Ah, there is also what's listed in the TODO list in case of interest: http://forum.freegamedev.net/viewtopic.php?f=76&t=4006&p=45799
@Bertram25 I might start working on: Add support for text and image from scripts in the help window in order to create a in game manual. I found mode_help_window.{cpp, h} and mode_bindings.{cpp, h}. Is that where I start?
Also I found an off-by-one error in the trade mode. In line 551 of shop_trade.cpp, it's:
if(obj->GetTradeCount() * obj->GetObject()->GetTradeConditions()[i].second >= GlobalManager->HowManyObjectsInInventory(obj->GetObject()->GetTradeConditions()[i].first))
instead of:
if((obj->GetTradeCount()+1) * obj->GetObject()->GetTradeConditions()[i].second > GlobalManager->HowManyObjectsInInventory(obj->GetObject()->GetTradeConditions()[i].first))
This error may exist in other locations too, so I'll look into that also tomorrow.
Hi @codergreen :)
Also I found an off-by-one error in the trade mode. In line 551 of shop_trade.cpp, it's:
Nice catch! Btw, I added an offset here some times ago linked to a crash when trading a key item, just in case: https://github.com/Bertram25/ValyriaTear/blob/master/src/modes/shop/shop_trade.cpp#L184
Add support for text and image from scripts in the help window in order to create a in game manual. I found mode_help_window.{cpp, h} and mode_bindings.{cpp, h}. Is that where I start?
I've added this, if it can help: https://github.com/Bertram25/ValyriaTear/issues/7#issuecomment-17429851 Feel free to comment or to propose something else as you see fit. :)
I'll start a new list in this comment:
Code:
I've started to refactor the skills id for a global game scale and I ended up preparing all the skills skeleton that will be available in game, which is a good thing when you come to think about it.
Let's talk more of this all when Episode II starts, but side-quests will indeed be needed to catch 'spirits' and get certain specials. ;)
@Gallaecio Thanks a lot for the translation and the english fixes. :) Hope you'll stay around for the next updates and that you enjoyed playing the game!
I will stay to maintain the translation as the game evolves, that’s for sure.
While I’ve not played many games of this genre (the closest I’ve played must have been “Golden Sun”), I have to say I really enjoyed it, and it was really sad to get to the end. The game as a whole looks quite polished already, and the story is engaging.
@Gallaecio Thanks a lot for the nice comment :) And I'm quite happy you'll stay around. Just in case, we have a forums at free game dev where there is a translation topic. NaN and BioHazardX are maintaining the German and Italian translations by dropping po files from time to time there.
Due to some own recent code stupidity, the battles are crashing when quitting them after the addition of equipment skill support. I'll fix that asap, but in the meanwhile, I'd recommend you'll stay away from these patches.
Thanks a lot to @logzero and @authenticate for the fixes found and/or done!
You rock guys!
While I'm thinking about it, @codergreen I've fixed the off-by-one errors you found in: https://github.com/Bertram25/ValyriaTear/commit/bdca771721fd8319b82bf7a54c938d96704ce589 Have a nice day everyone :)
Hi all,
I've updated the minimalistic hacking conventions here: https://github.com/Bertram25/ValyriaTear/wiki/Hacking-conventions
If you see something that can be improved, feel free to tell. :)
One thing I'd love to see in the Hacking-conventions is a one header/source file per class rule. It should reduce compilation times and, more important, make browsing code much easier. ;)
@logzero I must say you're right and that I didn't do it due to pure laziness. ;) I've added it.
Third update list, added there to not forget stuff.
0.6 Release:
Code:
Story / Content:
Hi all, I've basically finished the story content that will be used for the 0.6 release. I still have to fix/add a few things and more importantly add back simple map enemy movement, but hopefully we're getting there. :)
Thanks for the update! Eagerly waiting here :)
Thanks for the update! Eagerly waiting here :)
Thanks to you for all the translation support! When you say you're waiting, it means you don't use the master git source code to play?
It means I did not realize it had been pushed already :D I’ve already played the new stuff now. Quite interesting the cave puzzles, by the way.
Great! :) I still have to balance the mini boss battle but it's getting there. Good thing you enjoyed the puzzles as I used those maps to prototype the new objects so we can use them more extensively later ;)
@Gallaecio - lemme know if you know the answer to the two balls in two holes puzzle. I have been racking my brain to no avail. Answer it in http://forum.freegamedev.net/viewtopic.php?f=76&t=4844 (make sure to hide it ) so people who are desperate (like me) will unhide it, while rest of the gamers will just go on.
@Socapex Hi :) Now the release is out, could you upgrade the OSX dmgs? Best regards,
Moving the latest TODO list in the description.
looking forward to updates on this.
@Socapex : Hi ! :) Still no news about a possible OSX package?
@anholt Hi also! Have you got any news about the debian package state? I thought all the work was done? Is there any help needed there?
Best regards,
Oh of course I could release a new package! Do you have a tag you want me to build against?
On 2013-11-25, at 7:15 AM, Yohann Ferreira notifications@github.com wrote:
@Socapex : Hi ! :) Still no news about a possible OSX package?
@anholt Hi also! Have you got any news about the debian package state? I thought all the work was done? Is there any help needed there?
Best regards,
— Reply to this email directly or view it on GitHub.
@Socapex Cool! Thanks a lot! You'll find everything you need here: https://github.com/Bertram25/ValyriaTear/releases/tag/0.6.0
@Bertram25 So I have time now :) Settled in this new semester. Should I build RC1 or plain 0.6?
New OSX versions available here (rc1):
Lion and higher: https://www.dropbox.com/s/0ja7d0tdbfr3xay/ValyriaTear-lion-0.6.0-rc1.dmg Snow Leopard: https://www.dropbox.com/s/ba8rqmo6v4cswhe/ValyriaTear-snowleopard-0.6.0-rc1.dmg
Hi @Socapex :D
Thanks a lot for your help on it!! Now, unfortunately there have been fixes between the 0.6 RC1 and the 0.6 final release. Could you create packages for the 0.6 tag? https://github.com/Bertram25/ValyriaTear/releases/tag/0.6.0
Best regards,
RC1 incoming!!
:D
RC1 online! Enjoy! \^o^/
Final release incoming this week. ;)
A real Coming Soon™ \o/
Episode I released \o/ \o/ \o/
Awesome! It's in Mageia Cauldron: http://svnweb.mageia.org/packages/cauldron/valyriatear/current/SPECS/valyriatear.spec?view=markup&pathrev=672174
I want to provide a backport for Mageia 4 too, I'll keep you posted :-)
A place to talk in github for the next part of the episode I. :)
Episode I Release TODO List: