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Episode I Discussion issue. #126

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Bertram25 opened this Issue Jan 30, 2013 · 51 comments

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Bertram25 commented Jan 30, 2013

A place to talk in github for the next part of the episode I. :)

Episode I Release TODO List:

  • Do not forget to add the dead ally target type for resurrect-based spells.
  • Add support for scripted animations in battle animation scripts (other than on the battle actor but also on them). #222
  • Add "soft-edge" character movement support #208
  • Use Lilou's new horse
  • Add missing shoulders to existing portraits if possible
  • Fix menu list refresh in certain cases #248
  • Finish the Joystick D-Pad support #257
  • Add Episode ending complete credits. #268
  • Fix broken parallax effects in the Mt. Elbrus exterior and the Layna Forest caves map scripts.
  • Spread back status effects to the map mode. I could also add traps in the dungeon poisoning the characters, for instance. #220
  • Fix first item being listed twice in the trade mode. #283
  • Add support to change the welcome text in the shop mode through a ShopEvent. #284
  • Add support to disable the ability to sell in the shop mode. #285
  • Fix item list handling with one item in battles. #282
  • Decrease the characters agility at battle start when they are low on Stamina on map. #289
  • Remove the art/ folder from this repo, and put art/ in its own. #287
  • Improve a bit the stun particle effect.
  • Fix Skeletons offset due to Bronann's attack looking weird on them.
  • Make the Battle item/skill info window speak about seconds, not milliseconds.
  • Add support to show canceled quests (like when you didn't finish the chicken quest on time.) #288
  • Fix enemy behaviour #307
  • Fix last cppcheck warnings #306
  • Add memory support for shops #298 (Main part done, the next one after release.)
  • Check Credits completeness
  • Translation & migration to transifex.
  • Fix Kalya's skill 'Rain of Arrows' #325
  • Add second dungeon and boss. #286
  • Do no forget to add ending credits music. (Used the sad theme)
  • Episode I RC1 Release! :D
  • Kill all the issues found.
  • Episode I Release! :D
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Bertram25 Mar 6, 2013

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@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,

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Bertram25 commented Mar 6, 2013

@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,

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p-groarke Mar 8, 2013

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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,

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p-groarke commented Mar 8, 2013

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,

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@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,

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Bertram25 commented Mar 8, 2013

@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,

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IkarusDowned Mar 11, 2013

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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?

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IkarusDowned commented Mar 11, 2013

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?

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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?

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Bertram25 commented Mar 11, 2013

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?

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Bertram25 Mar 22, 2013

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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 ;>

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Bertram25 commented Mar 22, 2013

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 ;>

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Own todo-list, to not forget about it: (for items not in other issues)

Code:

  • Remove defs.h
  • Drop context support
  • Show the key of key items in the treasure window.
  • hoa_ -> vt_
  • Add my own name to source files. (meh!)
  • Remove the use namespace wherever possible:
  • map data files.
  • tilesets are left to do.
  • Add a mother table to particle effects files, to avoid global variables there.
  • See what I can import from Socapex's work on my humble own ;)
  • Remove normal tile display (only smooth shall remain)
  • Start to test and do advanced Battle Events

Story/Content:

  • Add the missing boss graphics (map and battle)
  • Add ambient sound for campfires.
  • Add missing parents bed missing graphic (before forgetting about this!)
  • Add the missing Bronann running after victory battle animation (with sheathed sword)
    The current animation looks weird as he puts his sword out abruptly.
  • Add missing well in the village center
  • Add dialogue and fight in the village
  • Add flee from the village scenes

Won't be done for Ep1 as some other issues need to be sorted out with Tiled upstream:

  • Readd the tileset images in the map data files, with a path relative to the map data file. This will comply with Tiled specs.
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Bertram25 commented Apr 4, 2013

Own todo-list, to not forget about it: (for items not in other issues)

Code:

  • Remove defs.h
  • Drop context support
  • Show the key of key items in the treasure window.
  • hoa_ -> vt_
  • Add my own name to source files. (meh!)
  • Remove the use namespace wherever possible:
  • map data files.
  • tilesets are left to do.
  • Add a mother table to particle effects files, to avoid global variables there.
  • See what I can import from Socapex's work on my humble own ;)
  • Remove normal tile display (only smooth shall remain)
  • Start to test and do advanced Battle Events

Story/Content:

  • Add the missing boss graphics (map and battle)
  • Add ambient sound for campfires.
  • Add missing parents bed missing graphic (before forgetting about this!)
  • Add the missing Bronann running after victory battle animation (with sheathed sword)
    The current animation looks weird as he puts his sword out abruptly.
  • Add missing well in the village center
  • Add dialogue and fight in the village
  • Add flee from the village scenes

Won't be done for Ep1 as some other issues need to be sorted out with Tiled upstream:

  • Readd the tileset images in the map data files, with a path relative to the map data file. This will comply with Tiled specs.
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shirishag75 Apr 7, 2013

Ah, finally know how much longer I have to wait, thanx @Bertram25 :)

Ah, finally know how much longer I have to wait, thanx @Bertram25 :)

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@Knitter Thanks for the portuguese translation! :D

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Bertram25 commented May 1, 2013

@Knitter Thanks for the portuguese translation! :D

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Just have to continue updating it :)

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Knitter commented May 2, 2013

Just have to continue updating it :)

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codergreen May 3, 2013

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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.

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codergreen commented May 3, 2013

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.

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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:

  • cheat-sheet for game. (that one is for Shirish) #129
  • Skills obtained through equipment. #124
  • Add support to switch the GUI theme from the option menu #156
  • Add the option menu also in the pause mode (when you press escape) that will permit to change the video/sound, ... from within a game. When in the game, the language selection should be disabled. #155
  • Add support for text and image from scripts in the help window in order to create a in game manual. linked to #7 and #107
  • application of non-passive effects from equipment #141
  • Use a QT renderer in the editor instead of the video manager #157

Your choice! :D

Best regards,

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Bertram25 commented May 3, 2013

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:

  • cheat-sheet for game. (that one is for Shirish) #129
  • Skills obtained through equipment. #124
  • Add support to switch the GUI theme from the option menu #156
  • Add the option menu also in the pause mode (when you press escape) that will permit to change the video/sound, ... from within a game. When in the game, the language selection should be disabled. #155
  • Add support for text and image from scripts in the help window in order to create a in game manual. linked to #7 and #107
  • application of non-passive effects from equipment #141
  • Use a QT renderer in the editor instead of the video manager #157

Your choice! :D

Best regards,

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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

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Bertram25 commented May 3, 2013

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

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@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.

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codergreen commented May 4, 2013

@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.

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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: #7 (comment)
Feel free to comment or to propose something else as you see fit. :)

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Bertram25 commented May 4, 2013

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: #7 (comment)
Feel free to comment or to propose something else as you see fit. :)

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I'll start a new list in this comment:

Code:

  • Add skill obtained through equipment #124
  • Merge Status and elemental effects.
  • Add support for equipment (passive aka neverending) status effects in battle #141
  • Add support for elemental based effects.
  • Optionally add support for poison/healing and other effects applied in battles.
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Bertram25 commented May 13, 2013

I'll start a new list in this comment:

Code:

  • Add skill obtained through equipment #124
  • Merge Status and elemental effects.
  • Add support for equipment (passive aka neverending) status effects in battle #141
  • Add support for elemental based effects.
  • Optionally add support for poison/healing and other effects applied in battles.
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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. ;)

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Bertram25 commented May 21, 2013

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. ;)

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@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!

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Bertram25 commented May 22, 2013

@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!

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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.

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Gallaecio commented May 23, 2013

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.

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@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.

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Bertram25 commented May 23, 2013

@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.

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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.

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Bertram25 commented May 23, 2013

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.

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Fixed in d119ad4

Enjoy :)

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Bertram25 commented May 23, 2013

Fixed in d119ad4

Enjoy :)

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Thanks a lot to @logzero and @authenticate for the fixes found and/or done!

You rock guys!

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Bertram25 commented Jun 5, 2013

Thanks a lot to @logzero and @authenticate for the fixes found and/or done!

You rock guys!

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While I'm thinking about it, @codergreen I've fixed the off-by-one errors you found in: bdca771
Have a nice day everyone :)

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Bertram25 commented Jun 22, 2013

While I'm thinking about it, @codergreen I've fixed the off-by-one errors you found in: bdca771
Have a nice day everyone :)

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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. :)

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Bertram25 commented Jun 25, 2013

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. :)

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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. ;)

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logzero commented Jul 4, 2013

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. ;)

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@logzero I must say you're right and that I didn't do it due to pure laziness. ;)
I've added it.

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Bertram25 commented Jul 4, 2013

@logzero I must say you're right and that I didn't do it due to pure laziness. ;)
I've added it.

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Third update list, added there to not forget stuff.

0.6 Release:

Code:

  • Readd basic monster movement when not chasing the character and not handling waypoints. The engine will then be able to handle both simple and path based movements for enemies and have a nicer? hybrid solution.
  • Fix heroes winning animation sometimes going back to idle animation when winning a battle.
  • Add support for the new triggers type needed for the maps.

Story / Content:

  • Add pursuit maps (5/5 done)
  • Add the missing forest minimaps.
  • Add character XP and stats until level 30 and cap at that level.
  • Rebalance the Shroom and Dark Soldier enemies.
  • Add missing jump end sound when Mt Elbrus cave 1.
  • Find rolling and bump sounds for stones.
  • Remove the silence at the end of the normal battle music.
  • Update the credits!
  • Do some balancing and few bug fixing.
  • Add back simple enemy movement because of performance issue. #224
  • Add support for custom enemy AI scripts for deciding the next action. #221
  • Add missing crystal voice acts. (almost done! arg!)
  • 0.6.0 RC1 Release!
  • 0.6.0 Release!
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Bertram25 commented Aug 6, 2013

Third update list, added there to not forget stuff.

0.6 Release:

Code:

  • Readd basic monster movement when not chasing the character and not handling waypoints. The engine will then be able to handle both simple and path based movements for enemies and have a nicer? hybrid solution.
  • Fix heroes winning animation sometimes going back to idle animation when winning a battle.
  • Add support for the new triggers type needed for the maps.

Story / Content:

  • Add pursuit maps (5/5 done)
  • Add the missing forest minimaps.
  • Add character XP and stats until level 30 and cap at that level.
  • Rebalance the Shroom and Dark Soldier enemies.
  • Add missing jump end sound when Mt Elbrus cave 1.
  • Find rolling and bump sounds for stones.
  • Remove the silence at the end of the normal battle music.
  • Update the credits!
  • Do some balancing and few bug fixing.
  • Add back simple enemy movement because of performance issue. #224
  • Add support for custom enemy AI scripts for deciding the next action. #221
  • Add missing crystal voice acts. (almost done! arg!)
  • 0.6.0 RC1 Release!
  • 0.6.0 Release!
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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. :)

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Bertram25 commented Aug 28, 2013

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. :)

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Gallaecio Aug 28, 2013

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Thanks for the update! Eagerly waiting here :)

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Gallaecio commented Aug 28, 2013

Thanks for the update! Eagerly waiting here :)

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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?

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Bertram25 commented Aug 28, 2013

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?

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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.

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Gallaecio commented Aug 28, 2013

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.

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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 ;)

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Bertram25 commented Aug 28, 2013

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 ;)

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shirishag75 Sep 1, 2013

@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.

@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.

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Bertram25 Sep 4, 2013

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@Socapex Hi :)
Now the release is out, could you upgrade the OSX dmgs?
Best regards,

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Bertram25 commented Sep 4, 2013

@Socapex Hi :)
Now the release is out, could you upgrade the OSX dmgs?
Best regards,

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Moving the latest TODO list in the description.

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Bertram25 commented Oct 9, 2013

Moving the latest TODO list in the description.

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shirishag75 Oct 30, 2013

looking forward to updates on this.

looking forward to updates on this.

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Bertram25 Nov 25, 2013

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@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,

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Bertram25 commented Nov 25, 2013

@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,

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p-groarke Nov 29, 2013

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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.

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p-groarke commented Nov 29, 2013

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.

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@Socapex Cool! Thanks a lot!
You'll find everything you need here: https://github.com/Bertram25/ValyriaTear/releases/tag/0.6.0

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Bertram25 commented Nov 29, 2013

@Socapex Cool! Thanks a lot!
You'll find everything you need here: https://github.com/Bertram25/ValyriaTear/releases/tag/0.6.0

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@Bertram25 So I have time now :) Settled in this new semester. Should I build RC1 or plain 0.6?

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p-groarke commented Jan 24, 2014

@Bertram25 So I have time now :) Settled in this new semester. Should I build RC1 or plain 0.6?

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Bertram25 Jan 27, 2014

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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,

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Bertram25 commented Jan 27, 2014

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,

@Bertram25 Bertram25 self-assigned this Feb 19, 2014

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RC1 incoming!!

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Bertram25 commented Jul 29, 2014

RC1 incoming!!

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:D

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Gallaecio commented Jul 30, 2014

:D

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RC1 online! Enjoy! \^o^/

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Bertram25 commented Jul 30, 2014

RC1 online! Enjoy! \^o^/

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Bertram25 Sep 3, 2014

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Final release incoming this week. ;)

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Bertram25 commented Sep 3, 2014

Final release incoming this week. ;)

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akien-mga Sep 3, 2014

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A real Coming Soon™ \o/

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akien-mga commented Sep 3, 2014

A real Coming Soon™ \o/

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Episode I released \o/ \o/ \o/

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Bertram25 commented Sep 4, 2014

Episode I released \o/ \o/ \o/

@Bertram25 Bertram25 closed this Sep 4, 2014

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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 :-)

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akien-mga commented Sep 4, 2014

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 :-)

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Yeah :D

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Bertram25 commented Sep 4, 2014

Yeah :D

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