Skip to content

HTTPS clone URL

Subversion checkout URL

You can clone with HTTPS or Subversion.

Download ZIP
Open Source J-RPG (Based on the Hero of Allacrost engine)
Lua C C++ Other

Made Kalya's ammo image based on the weapon equipped again.

I also defunced the BattleAmo class and cleand up a few things.

Final part of, and fixes #326
latest commit 8c2b71c6ca
@Bertram25 authored
Failed to load latest commit information.
CMake/Modules Minor update to CMake OSX
Xcode Update Xcode project
data Made Kalya's ammo image based on the weapon equipped again.
doc Added the missing image in the offline manual.
po pot update
src Made Kalya's ammo image based on the weapon equipped again.
vs2013 Updating the VS project file.
.gitattributes Updates the .gitattributes file for line endings.
.gitignore Update gitignore
.mailmap Update .mailmap
.travis.yml Attepting to fix the build server.
AUTHORS A minor update to the credits.
CMakeLists.txt Adapted the CMake and NSIS scripts.
COPYING.CC-BY-3 Add copies of the CC licenses used by some of our art assets.
COPYING.CC-BY-SA-3 Add copies of the CC licenses used by some of our art assets.
COPYING.CC0 Add copies of the CC licenses used by some of our art assets.
COPYING.GPL-2 Separate the COPYING file into a v2 and a v3 copy.
COPYING.GPL-3 Separate the COPYING file into a v2 and a v3 copy.
Editor-Info.plist Initial commit.
LICENSES Made the scroll arrows part of the gui themes.
MANUAL While seeing, updated a bit the manual file.
MapEditor.pro Incorporating the precompiled header into the map editor build.
README-SDL.txt Initial commit.
README.md 2015 oopsie.
README.txt 2015 oopsie 2
ValyriaTear-Info.plist Started the app rebranding to Valyria Tear.
ValyriaTear.cbp Updated the C::B file to latest changes.
ValyriaTear.nsi Make the NSIS script install the offline game manual.
ValyriaTear.workspace Removed the unexisting Map_Editor.cbp file from the C::B workspace
icon.rc Fixed windows icon location for C::B builds.
update-copyright.sh gsed -> sed
valyriatear.appdata.xml Made sure the appdata images are in 800x600
valyriatear.desktop Further progress on the Galician (gl) translation: 50% → 65%.

README.md

Valyria Tear

Development blog: http://valyriatear.blogspot.com
Bug Tracker: https://github.com/Bertram25/ValyriaTear/issues
Forums: http://forum.freegamedev.net/viewforum.php?f=76

Valyria Tear is an open-source single-player medieval-fantasy 2D J-RPG based on an extended Hero of Allacrost engine and inspired by classic console RPGs.

The player incarnates Bronann, a young boy forced to take part into the struggle for the possession of a mysterious crystal. This powerful artifact will lead him to discover the actual threat set upon his world, but also courage and love.

The game has all the features you can expect from JRPG classics: entertaining story development, colourful map exploration, active side-view battles, character management, puzzles... It is also translated in several languages.

Licensing

Copyright (C) 2012-2015 by Bertram
Copyright (C) 2004-2011 by The Allacrost Project

The source code is licensed under the GNU GPL. It is free software and you may modify it and/or redistribute it under the terms of this license. See http://www.gnu.org/copyleft/gpl.html for details.

The graphics, sounds, musics and script files are licensed according to the LICENSES file.

While the scripts are under the GNU GPL, the story concept is copyrighted and cannot be reused as is or part of it in another project without the author's consent. This means you can package, and distribute Valyria Tear under the term of this license but you cannot take the story or parts of it in another project without agreement.

The game directories included and used are: data/ po/

Compilation procedure

Linux compilation Once you've unpacked the tarball or checked it out of Git repository, just run cmake . && make from the top-level directory at the prompt.

You'll then be able to play by typing: src/valyriatear

Windows compilation

  • Code::Blocks:

A Code::Blocks project file is also provided when compiling under Windows. In that case, you might need the dependencies and headers files that can be downloaded here.

  • Microsoft Visual C++ 2013 and later:

(Warning: not officially supported!) Please contact authenticate for support.
To build on Windows with Visual Studio 2013, do this:

Mac OS X compilation

  • Use Macports or Homebrew to install things like boost.
  • Open Xcode project, to quickly update the files, delete the src folder in project and add it again. Remove all unnecessary things.
  • Press "Play"

Dependencies

You will need the following in order to compile and run the game:

  • Boost headers (Tested from 1.42 to 1.55) (make sure that the boost headers used to compile Luabind are the same version used to compile Valyria Tear)
  • GNU Gettext - (libiconv, libintl)
  • lua (5.1.x - 5.2.x) - (liblua)
  • Luabind 0.9.1 (Also provided as a static library)
  • libz
  • libpng (1.2 to 1.6)
  • Ogg/Vorbis - (libogg, libvorbis, libvorbisenc, libvorbisfile)
  • OpenAL
  • OpenGL, GLU and GLEW
  • SDL (2.0.0+)
  • SDL_ttf (2.0.12+)
  • SDL_image (2.0.0)

Map editor only:

  • Qt 4.8.x (only if you wish to compile the map editor)

Map editor or debug feature support compilation

  • Using Cmake: Use the -D parameter when invoking cmake to add compilation flags.

  • Add Editor compilation (Requires QT 4.8.x headers) cmake -DEDITOR_SUPPORT=on .

  • Add debug menus, and debug commands: cmake -DDEBUG_FEATURES=on .

  • Add both: cmake -DDEBUG_FEATURES=on -DEDITOR_SUPPORT=on .

  • On Code::Blocks: Go to Project->Build options, and add the flags in the #defines tab, i.e.: DEBUG_MENU

Note that the editor can't be built using C::B. Use Qt-Creator and the MapEditor.pro file for that. Be sure also to read the instructions within that file, as RTTI support must be enabled, and unicode disabled in the compile flags.

Something went wrong with that request. Please try again.