Half-Episode I release - Valyria Tear Development Discussion Issue. #14

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Bertram25 opened this Issue Sep 14, 2012 · 81 comments

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Bertram25 commented Sep 14, 2012

Hi,

As told in the summary, let's use that to communicate possible questions and comments about deving and bug fixing effort. :)

Owner

Bertram25 commented Sep 14, 2012

@NemesisDD Hi, I don't know how far you got into your first steps about coding, but I'd like to completely get rid of tabs (in order to use 4 spaces as a replacement) anytime soon.
Can I proceed or would it hurt your effort?

@shirishag75 I've also got sometimes invalid free pointers issue and I propose we both gather the different ones into an issue. I'll open it as soon as I can if you don't do it. ;)

@both: The forest entrance map is still in the dat/maps folder whereas it should be in the layna_forest sub-folder. You may have already guess it's done not to flaw your save data (even if they can be easily adapted.).
Just to say that I'll wait for the time where there is a second save point before moving that one in the right folder, so you can go and save at the new place before I move the file.

Owner

Bertram25 commented Sep 14, 2012

Ah, and yes, I often miss words of do grammar mistakes in my commit messages. It's some kind of curse. Just ask when something is unclear to you.

You can go ahead. :)

Owner

Bertram25 commented Sep 14, 2012

ok :)

I would rather you did it. I just wish github had a way I could just wrap something like bracket CODE bracket and bracket /CODE bracket when there are long lines of output. It's really hard to have four spaces to each line so it comes out the way github understands. I mean like this :-

$this is code but github will not understand.

$this is code but github will understand if I take four spaces in starting. 
Owner

Bertram25 commented Sep 22, 2012

@shirishag75:

Speaking of code, github can perfectly handle what you're looking for:
See Synthax highlighting in here: http://github.github.com/github-flavored-markdown/

thanx, didn't know about fenced code blocks, that looks to be useful.

Owner

Bertram25 commented Oct 5, 2012

@shirishag75 , @NemesisDD , @csolisr

Hi everyone,

I'll be in holidays from October the 10th to the 18th included and will be mostly unavailable as for coding during this time.
(It will be time to fill up the batteries ;])
Everything regarding the game will then have to wait until the 19th.
Regards,

Enjoy. Of course I'll keep on filing issues, wishlist or otherwise when I chance upon them as and when.

Break a leg :)

Owner

Bertram25 commented Oct 5, 2012

Thanks.

csolisr commented Oct 5, 2012

I'm a computer science student, and I technically know how to program, the problem is that I'm rather bad with modifying code without a guide. Does anybody else give me some counseling to get my skills into shape?

@Bertram25 could you clarify something, with this do you mean we will be stuck to the first lake and save point and the four screens after that or is there another save point somewhere in the offing before you goof off to recharge batteries. It would be nice and better to have another savepoint somewhere .

One suggestion which had been going in my head to give was to have a savepoint just before a boss fight.

I can put that bug in it's own bug-report but only if you think that idea has some merit.

@csolisr I'm no csi student so can't comment, sorry.

csolisr commented Oct 5, 2012

@shirishag75: Anyone who is able to program this game should be able to help me give some hand to the project. Will anybody else be working on the code while @Bertram25 comes back?

@csolisr /me points finger at @NemesisDD. (S)He is supposed to take over. Dunno the gender and don't really care, but whoever (S)He is supposed to contribute. We will know when @Bertram25 goes for holiday or if (S)He does something even before that.

Owner

Bertram25 commented Oct 5, 2012

@csolisr:
I'm not gone yet. Thus I can help you in coding issue you could have. @NemesisDD can help you, yet I'd like you all to not take design decision without discussing them with me first, since I wouldn't want to reject work you can have done during my vacation. However, according to what I saw in Allacrost, @NemesisDD seems to have clever skills in C++, and a good knowledge of the overall former project to know where to find useful examples, and functions.
I hope you'll enjoy your digging journey. ;)

@shirishag75:
A second save point is planned. Yet, it won't be placed before the boss fight (too easy), but rather after you enter the caves (Yes, there will be a cave).

For everyone to know about and make things crystal clear: The story, back-story and the first dungeon shape is already designed by us (Me and my wife, Lilou). This means we will disregard any (main) story based proposals but will gladly consider any improvements on the released part of the story, as @shirishag75 just did.

Regards,

@shirishag75
In order to clarify this issue, I'm male. ;)

@csolisr
Your question is a little too wide speaded in my oppinion. So I don't know exactly in what direction you want to work. As Bertram has stated, it is not the best idea to simply start working on any part. However, if you like to join for some work in the project I would recommend you start with getting the feel of the engine. The map mode is a good starting point for getting into the project, since most of the code there can directly be seen on screen when playing.

Once you have a first expression, go ahead and tell the part you want to work on.

Another good option is to run DOxygen once again on the code. This makes following the code much more easy.

Owner

Bertram25 commented Oct 18, 2012

Hi again,

I'm back from one good week of holidays. It was cruely short but truly good. :)
On my side, development will start again the next days, at my own pace.

Contributor

codergreen commented Oct 23, 2012

Hi, I know C++ and a few other programming languages. I studied some of the code and I understand it pretty well. I read that I shouldn't start coding until you give me a task, so is there anything you need help with?
Also, the game compiles and runs correctly, but no matter how hard I try I can't seem to get the editor to compile. The closest I got to compiling it was:


g++ editor_main.cpp -I/usr/include/qt4 -I/usr/include/qt4/QtGui -I/usr/include/AL -I/usr/include/qt4/QtOpenGL -I/usr/include/qt4/QtCore -I/home/josh/Desktop/ValyriaTear/src -I/usr/include/lua5.1 -I/home/josh/Desktop/ValyriaTear/src/luabind

The error I got was:


editor_main.cpp: In function ‘int main(int, char**)’:
editor_main.cpp:38:18: error: ‘PKG_DATADIR’ was not declared in this scope
editor_main.cpp:66:13: error: ‘class hoa_editor::Editor’ has no member named ‘setCaption’
editor_main.cpp:67:9: error: ‘class QApplication’ has no member named ‘setMainWidget’

I know the first error is because I'm not using the cmake file, but as for the other two, I didn't check to see what was causing them. I don't really care if I can't use the editor, but I figured you might want know.

Owner

Bertram25 commented Oct 23, 2012

Hi @codergreen ,
And welcome around.
As I can see, you've already made yourself comfortable and it's a good thing. :)
According the errors, may I suppose you're using C::B or maybe even Visual Studio so far? (What OS are you on, btw?)

Many thanks for offering your help with the code :)
Just for you to know, I'm currently working (and locally it's almost finished) on battle status effects and basic battle particle effects handling. @NemesisDD is working, AFAIK and at least when he's got the time to, on moving the status information from the status menu option to the formation one, and removing the status one. And will be working on the quest log afterward.

I'll handle everything regarding story content, but first of all, if you see discrepancies in the release part of the story, don't hesitate to tell it. Also, feel free to have a look at the open issues to see whether you see something interesting for you.
Note that I'm also open to:

  • add an in-game trade mode/crafting shop menu. (items + money => another rarer item.)
  • factorize the way the settings are loaded/saved.
  • Look at adding the enable/disable joystick option (and possible other missing options) in the options menu at startup to ease the players' life.
  • Add an ergonomic (for the player) minimap support, as @NemesisDD and @shirishag75 have been requesting it badly. ;)
  • add trigger map objects (just as treasure objects, triggered when you're stepping on them, and another one when you're pushing F near them.)
  • look for optimizations and bug-fixes, mostly into the OpenGL handling and Lua binding code, depending on your mastering in those areas.

Note that you can also propose something on your own. Just open an issue, and we'll talk about it.

Best regards and thanks again for your interest,

Owner

Bertram25 commented Oct 23, 2012

Ah, I forgot:
If you make a patch, just create a clone of this repository (maybe you've done it, I didn't see), and propose it through a merge request or even as a .patch file. I'll review it before inclusion. :)

Contributor

codergreen commented Oct 23, 2012

Thanks for the quick reply! I think I'll start with the in-game trade mode/crafting shop menu.
To answer your questions, no I haven't used C::B in a while, but I could easily get it if it would help. Right now I'm on Linux Mint 13 Mate, and I'm using pluma as a text editor and g++ to compile code except for the game; I used cmake for it (I was following the instruction on http://freegamer.blogspot.com/2012/10/promising-open-source-jrpg-valyria-tear.html).
I have some more questions though. Is there already joystick support? I saw some mention of joystick in the engine code, but I'm not sure how much is done and how key binding is handled. If there is already support, does it need tested? I have a Sidewinder Precision Pro if it needs tested (who knows how old it is).
As for the minimap, how is it supposed to be designed? Is going to take up the whole screen when the player pushes a button or does it take up a corner of the screen? And is it an exact smaller version of the area you're traveling (which would be easier to mantain but if it's in the corner of the screen, it might not shrink right) or a less exact map that uses symbols (which might be easier to code, but would need updated every time a map is added or changed)?

Owner

Bertram25 commented Oct 23, 2012

Hi again,

It is quite clever of you to start with the trade mode, which isn't the easiest thing to do, especially as a start. Feel free to tell me if you've got problems. What I'd propose is that you open an issue about it, proposing roughly how you want to do it. Would it be integrated into the shop menu, or as a separate game mode is up to you.

Note that you can use Cmake to compile the editor by typing: cmake -DEDITOR_SUPPORT=on .
and then make.
The Qt error you have seems to come from the fact that your version of Qt4 is missing some headers is maybe too old? What is your Qt version?

There is joystick support that I tested once, but it's only taking in account the first one plugged in, which is causing problems under Debian since another device is taken as a joystick there and I had to request joystick disablement at the allacrost time. So a good test about that and a point of situation would be very welcome.

As for the minimap, maybe you should discuss this directly in the corresponding issue (#23), but indeed, both a map in the screen corner and one full screen seems to be wanted.
I'd first request that the small minimap version is a rough outline of the current part of the dungeon using white lines and small symbol without any windows borders to avoid cluttering the user interface at the maximum.
That map would indeed have to be done by hand, since it would not likely fit in term of quality otherwise but that's not the part I worry about to be honest. ;)
The full screen map would be an option in the menu mode, I suppose. And why not be reused later to show a world map when you're not in a dungeon?
I request also that the use of it is user intuitive and not adding new keys to deal with.

Thanks again for your interest and best of luck in your first digging journey.

Owner

Bertram25 commented Oct 25, 2012

Hi everyone,

I just finished to turn the tab indented source files into 4 spaces indented ones.
@codergreen : I wanted to make that early so nothing advanced is done using tabs in between, I hope you won't have too much problems. My apologies if so.
Regards,

Owner

Bertram25 commented Oct 29, 2012

Hi all,

@shirishag75 : Please stop mailing me about widening the max level cap or about adding a save point, since I already answered about those points, several times.

To everyone,
there will be a second save point in the first cave map (as I already told shirish), and I won't widen the levelling more than lvl 15 for now, at least not until the game first dungeon is mostly "finished" (even if it can be an neverending task.), as the entire game needs a good and fresh play through to fine tune the monster stats, the items given, and all.

Also, there will be a third save point just before the actual boss fight, at the end of this "dungeon", and of this first release. :)

@Bertram25 sorry.

I entered the cave but didn't find any save point at least till now. I dunno what I need to do to find the south-west forest map. I would be looking forward to that save point as and when it happens. I was able to find couple of small blue moon potions as well while fighting the snakes a few times. Looking forward to whatever happens next.

Owner

Bertram25 commented Oct 31, 2012

@shirishag75 Don't be sorry, just try to not being so impatient ;)

The south west map is where the snakes are found, you you found it. As for the cave, it's only a mere start for now. The map needs to be completed, completely walkable and some code is needed engine-wise for it to be fully done. But I'm definitely close of adding the second save point in there.

Contributor

rootslinux commented Nov 5, 2012

Hi everyone. I am the original leader of the project that VT was forked from (Hero of Allacrost). I'm here to help out for a while since VT has some good momentum going for it and I want to see it be successful, and working on VT also helps out my own project. I'm only just getting started and trying to get my head wrapped around everything that has been added to VT since it forked from Allacrost (I last worked on Allacrost 15 months ago). I'm in the middle of my first playthrough and here's what I've noticed and where I plan to start.

  1. English dialogue needs some cleaning

There are some rough edges to the English language dialogue that I plan to clean up. It should be pretty fast and easy for me to do, and it will go a long way in making the release feel more professional.

  1. Displaying status effects in battle

Currently it seems that battles briefly show when a status effect become active, but I don't see any mechanism for showing which effects are already active on each character. The way I had intended for that to work in Allacrost is that if the player holds down the "swap" key (default: 'a'), then the HP/SP bars are replaced with icons showing current status. If you do this in the game right now, you'll see that the bars disappear, but no icons are displayed. I plan to add this feature in unless told otherwise.

  1. Balancing issues

I know that balancing was mentioned here previously and I'm sure it's on the agenda, but I'm hoping we can get to it soon. I feel like enemies reward too few drunes (money) at the moment as I've been grinding on the first enemy in the forest and I still can't afford any equipment in the shops. Not even a healing potion. I also feel the enemies are a bit too strong for this early in the game personally. I'd like to see either the characters be made stronger or the enemies weaker. This isn't something I'm ready to get to yet (in fact I'm hoping someone else does it because I don't like balancing work), but I'm keeping it in mind.

Thanks, looking forward to working with you all. :)

Owner

Bertram25 commented Nov 5, 2012

Hi @rootslinux :)

Nice to see you along.

  1. Go ahead without any second thoughts. Just drop me the patch with the modifications, and I'll apply it in the main repo.

  2. The swap key should show the active status effects. If not, it is a bug. I've tested it locally and it works fine (tested with the minor elixir and the defensive stance). If you can reproduce the bug, please open a separate issue here and give us the way to reproduce it and/or the patch if you already found out the fix. ;)

  3. Totally agree. All the points you've told here are correct, and I said I wanted to wait for the first "dungeon" to be mostly complete before doing some balancing. BUT this was before you came along (since I was alone here on that). If you can afford doing a fresh play through until the second save points while fine tuning the enemies/characters stats to make the gaming experience correct, feel free to do it.
    The only thing I'd like to be notified and discuss of, is the addition/removal of enemies/treasures/map potential structural changes linked to the tuning.
    Ah, also, I'd like us to create a sheet where the XP/Drunes/stats are listed so that we could maybe try to keep a logic between the stats and the drunes/XP given, the game difficulty and the items price. At least, that is how I'm intending it to be done. Could we go that way from the start?

Best regards,

Contributor

rootslinux commented Nov 5, 2012

  1. Will do. I'll get to it by the end of the week I believe.

  2. False alarm. I think that earlier I saw a change in status effect and that change was the effect disappearing, and that's why it didn't show up. I just re-tested and confirmed this feature works as expected.

  3. I'll probably start tweaking these stats sooner rather than later. I am only going to play with numbers, not with the location or number of enemies, chests, etc. I'll leave it up to you if you feel any changes are needed there.

I've been playing some more today and would like to add the following to my list:

  1. I bought new armor for Lalya and found that I was unable to sell her old armor back in the shop. It appears that the shop only lets you sell items and doesn't change the category. I'll work on fixing this.

  2. I feel that the enemies spawn back too quickly after being defeated. I'd like to double the amount of time that it currently takes them to respawn if that's okay.

  3. If the game is transitioning to a new map, an enemy can still run in to the character and start a battle. This is rather annoying when trying to run by an enemy to the end of a map, so I'd like to make a change so that when a map is transitioning, no battles can be invoked.


Other random thoughts:

  • It would be nice if there was a way to rejuvenate SP or revive a character other than using the spring. Maybe characters can have their HP set back to 1 when a battle ends so that they can be healed? And maybe SP gradually regenerates over time somehow?
  • Its a little annoying that you can get cornered by multiple enemies on a map and then have to fight successive battles in a row without being able to escape. I'm not sure if this is a desirable feature or not. Possible ideas to consider are to allow the player to enter menu mode right after a battle ends (so they can heal characters and do whatever else needs to be done before returning to the map), or pausing the enemy sprites for a brief period and making the player invulnerable so that they may try to run away.
Owner

Bertram25 commented Nov 5, 2012

Hi again @rootslinux :)

  1. Note that I prevented 0 worth items to be sellable on purpose. I this made first equipment items not sellable, this for two reason:
  • Story (but on a later point)
  • and because it somehow explains the look of each sprites.

The update of the selling list is working locally. Or there is a new bug. I know the reason to prevent selling 0 worth items is personal, and I won't mind if you don't agree about it. Yet, please leave it as is. :)

  1. (and goes with the multiple enemies cornering the character) I guess tuning the respawn time (which was something like 3000ms in allacrost and is now 5 sec in VT) is indeed part of the fine tuning of the game. So just go ahead.
    As for the fact of multiple enemies cornering our heroes, yes, this is something to deal with in a more fair way. while I really dislike the fact of showing the menu at battle ends, I really like the fact that the enemies are kinda stunned for a while letting the character quick escape them. So you have my support about that one.

  2. I agree about the point 6. fully.

SP and HP regen: Moon juice potion can be used to regen SP. The minor elixir can be used to revive a character. I don't want the heroes to revive at the end of battle, as it would make things too easy. And IMHO, the SP regen over time could be a hero or equipment skill, but definitely not something done right away.

Best regards,

Contributor

rootslinux commented Nov 6, 2012

  1. Ah, okay that makes sense then. I didn't realize that it was worth nothing. Might want to indicate to the player in some way (although I have no idea how to do it in a good way) so that they don't find the same disappointment that I did and think that they can make some money back by selling their old equipment.

  2. Showing the character menu when the battle ends I had intended as an optional action by the player (ie, an option pops up asking if they want to enter the character menu before returning to the map). Obviously we don't want to force the player to enter the character menu every time since they usually will not need or want to go there. I'll probably try doing the stunned enemy option instead as I think it's a better solution, although a little more difficult to implement.

  3. Got it. I'll work on adding this when I can.

SP/HP regen: we'll have to add those items into the game, obviously, but I agree with you that we shouldn't add SP regen right away. It's a little complicated to do in a balanced manner (maybe skills that require no SP to use actually regenerate a small amount of SP when used? Some games do something similar to this). I'll leave this task up to you or someone else to work on.

Owner

Bertram25 commented Nov 6, 2012

Hi @rootslinux ,

thanks for all your answers, and the first patch!!
I have been thinking about point 5. IMO, once a player encounters a battle, you should maybe and simply "kill" (enemy_sprite->ChangeStateDead()) all the enemy sprites in the current map, instead of just the one that got you. That way, their position would be randomized again, making the player unaware of where they will respawn, and making the enemy cornering problem fixed.
What do you think about it?

About the HP/SP: Yes, the balancing of this can be a problem, that's why I guess those will be items given a bit later in game. Anyway, balancing or not, I'll have a go at implementing this feature for the release after the one I'd like to do this year. Balancing will come afterwards.

Owner

Bertram25 commented Nov 6, 2012

About 4) I'll look into making possible that sort of equipment also a key item. It should make things clear.
Key items would then not be of an item type, but rather implemented as an item tag.

While speaking about such things:
Could you tell me a bit more about the concept of shards? IMHO, I interpreted those just as some kind of materia, but maybe I'm wrong here.
Ah, and slowly thinking about the near future, what do you think about making equipement/shards skills? I.e.: Skills added by equipping an item, and removed afterwards.
IMHO, this could make the game actually much more interesting even in a near future, when magic will enter the scene, most notably.

Contributor

rootslinux commented Nov 6, 2012

  1. Yes, I think it would be good to make those key items. Although I don't think the current code will support allowing a character to equip a key item.

  2. I think that sounds like a good solution, and should be pretty simple to implement as well.

Shards: I found the original thread on this topic - http://www.allacrost.org/forum/viewtopic.php?f=2&t=660&hilit=shard

Yes, they are like FFVII's materia, but in Allacrost they were intended to give stat bonuses, not as a means of learning/enabling new skills. So for example, shards could give a bonus to physical attack damage, or agility, or offer a resistance to poison, and so on. The primary purpose of shards are to allow the user more control over their characters stats/abilities while also increasing the strategic options at the player's disposal.

I fully approve if you decide to rather use shards as a means for enabling skills in VT. I think it's a good idea and could work well with your game design. We had considered doing the same thing way back in the beginning of Allacrost, but decided against it (instead we learn skills through either the standard levelling system, or skills can be awarded by custom events in the game).

Owner

Bertram25 commented Nov 6, 2012

  1. We have a deal then. :)

Thanks for the shards topic!

While I'd like to give potential skill support to shard/equipment, adding skills when levelling and through custom events is definitely planned as well. ;>
And using certain shards to upgrade the stats is also something that should be done. Once the release is out, my next step will be to work toward all that.

Contributor

rootslinux commented Nov 9, 2012

I've made a branch on my local system to do balancing work, which is underway now. There are some other issues I wish to address in the next couple of weeks as well. Let me know what you think of these, as some of them are new features and I'm not sure if you want these in VT:

  1. In battle, the stamina bar should keep running (not pause) if the player is selecting an action for a character and that character is not in it's "wait mode" (at the green marker on the stamina bar). There's no reason why the battle should pause I feel, as it just drags out battles longer than they have to. The ability to select an action prior to the character being ready to perform an action was to make battles turn around faster. Of course, whenever a character reaches the green marker and enters wait mode, the battle action will be paused like it is now.

  2. Minor bug fix: I noticed an issue in menu mode where if I'm trading out equipment on a character, sometimes it shows the wrong selection in the stat change box. for example, equipping the Tunic on Bronann was for some reason showing the Willow Dress as being selected (the Tunic was still equipped successfully).

  3. Minor bug fix: when the music goes silent just before the first boss fight (white wolf), if you go to menu mode (or pause/quit mode) and then return to map mode, the music starts again. I'm pretty sure this is because the function that is called when MapMode returns to the top of the stack (Initialize() I believe it is called?) automatically starts any music registered to the game mode. We need map mode to save the fact that it's not playing any music and not auto-play when a map starts. Perhaps we need to add a function to map mode that says "PlayMusic" that should be called when a new map is created in the script, if we want that map to start playing music right away. This one might take a little more work, but I'll look into it and suggest a solution before making any changes.

  4. I want to make shop mode easier to use. Basically, when the player hits "confirm", the window will change to bring up the selected ware, ask the player if they really want to buy/sell this, and allow them to select the quantity with the arrow keys. They can then buy it immediately. This works very similar to how most standard RPG menus work. The current method of using shop mode will remain in there, but I think it would be very useful to have this "quick purchase/sale" feature available as well. This will be a decent amount of work though, so I'm not sure if I should hold off on this until post release or not. I think we all agree that shop mode needs to be improved for the release in some way though, whether it's doing something like this or adding a tutorial/help menu for shops.

I have more ideas for things I want to add/fix, but I'll leave it at that for now. Let me know what you think. I'm assuming you're fine with the bug fixes, but I'm not sure how you feel about the features I proposed.

Owner

Bertram25 commented Nov 9, 2012

  1. True, it would indeed be a good improvement. :)

  2. Oww, I'll try to reproduce, but any bug fix is welcome.

EDITED after a bit of research:
3) MapMode::Reset(), it is in fact. :) As a fix, I'll propose this: When we're in scene mode, don't reinit ambient or lighting effects. The music state and file used will have to be (re)stored. I think that checking for the map mode to be in the scene state before changing audio/video effects is a sane concept, in anyway. I'll have a go at doing it and fix that scene.

  1. I'm not sure I got the new suite of actions, but In the long run, I'm all for simplifications. Now, for the next release, it will all depends on whether it's ready in time or not. I'm not saying that we must rush on this, we've got all the time to make it cooler. As you're working in branches, I'll import the shop-mode-simplification (or whatever its name is) branch once we're both happy with. :)
    For the next release, as it is the veeeery first release (and the half-Episode I), I'll simply add a note about possible rough edge or known issues depending on the situation. As long as people can buy and sell, it shouldn't prevent the release.
    Could you open a separate issue about this?
Contributor

IkarusDowned commented Nov 12, 2012

Hello all!
Just sneaking into the team here, thought I'd make myself known here :)
Still in the process of getting things working as VC10 was giving headaches so i'm switching to C::B to see if I can get working faster.

I was thinking that since I'm still new to things, I would look around for optimizations in the code. In that light, was there any particular areas you want looked at? I didn't see any tickets for it, so i was just gonna do general code optimizations. Also, i'm kinda new to git / github so if I'm way off my rocker here, do let me know...we use SVN at work so i'm not unfamiliar with source control.

Owner

Bertram25 commented Nov 12, 2012

As told in the forums, Hi @IkarusDowned and welcome.

Along with @rootslinux suggestions in the forums, I'd say it's a good thing to make yourself familiar with the code, and new features/improvement might come to your mind while doing them.

Best regards,

Contributor

rootslinux commented Nov 12, 2012

You should probably spend a half hour to an hour or so just playing the game at first. Get a feel for how things work and identify any issues you come across or areas that could use improvement. That's how I started here about a week ago. I just played the game and noticed some bugs and other shortcomings, made a note of them here, and started fixing things. :)

in-line :-

On Tue, Nov 13, 2012 at 7:44 PM, Yohann Ferreira
notifications@github.com wrote:

Hi Shirish,

which third map are you talking about ? Are you talking about the save
point which is in the layna forest cave or is there another 'third' save
point ?

I've just added a third save point in the forest south east part (the map
after the wolf battle) based on both your feedback and Tyler's. If you've
saved in the cave, it's fine though, you won't be concerned.

Checked. Saw the third save point as well. Good work :)

I was able to go deeper into the cave where there is a stone which says '
The last one standing shall pass' and I tried quite a few permutations and
combinations to get to anywhere else but couldn't . Maybe it's a dead end
kinda thing or maybe the trigger for whatever needs to be done is outside
the cave somewhere ? If anybody other than Yohann knows (feel free to pm me
privately, I won't tell anyone, honest :) )

In fact, as this map is not not finished, I didn't make the puzzle solve
yet. I'll tell you once you can go on. ;)

The end of the dungeon should (I said should, it's a spare time project
and I've got a family. ;]) go faster to be finished now the main maps are
done.

Well take whatever time you need. This is the first time I played in
the last couple of weeks today as well. Things have been hectic on my
side as well.

A belated welcome to everybody. Olsen read your post
on planet.freegamedev.net . Hope to see your contributions here as
well.

@IkarusDowned github does have a tutorial as well as even searching
for 'git tutorial' should get you some interesting material.

Some of the things I noted while playing around in github :-

a. Your .git directory is far smaller than an equivalent .svn directory
b. Log of each commit comes with the commit and you do not have to do
svn log > svnlog.txt (or whatever filename you give to see what the
commit is/was all about.)
c. As you are a developer, forking and get your code merged is easier.
Just sign up on github and fork the code under some new name and then
send a merge request whenever you have made changes. Yohann would
review it as and when he has time.
d. Branching and trying out something is easy as well as merging and
cutting branches (the analogy between a real tree and software
development is dead on here) is simple and cheap.
e. Later if needed, Yohann if he wants can also give you commit access.

The most interesting part about having forks is/are that if the
developer rejects a particular feature, you can still keep that
feature on a branch where other devs. and players can look or/and use
it. Over period of time if there is any value to it, it does or might
get merged later.

@IkarusDowned I am not a developer per-se but somebody who follows
quite a few projects on github and git in general. Hence take the
above with a handful of salt.

Regards,

      Regards,
      Shirish Agarwal  शिरीष अग्रवाल

My quotes in this email licensed under CC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
http://flossexperiences.wordpress.com
065C 6D79 A68C E7EA 52B3 8D70 950D 53FB 729A 8B17

Contributor

IkarusDowned commented Nov 13, 2012

Hi Shirish,

Thanks for the info on Github, will look into doing that. finally got the
code working and the game is up and running!
however...feeling a bit stupid because I can't find the kid who stole the
pen, lol

Anyway, taking some notes about things I noticed, I'll throw some questions
out when I have more experience with the game.

@roots,
We should start talking about those tasks you wanted me to look at
sometimes soon...as soon as I find that dang kid!

On Wed, Nov 14, 2012 at 12:07 AM, shirish notifications@github.com wrote:

in-line :-

On Tue, Nov 13, 2012 at 7:44 PM, Yohann Ferreira
notifications@github.com wrote:

Hi Shirish,

which third map are you talking about ? Are you talking about the save
point which is in the layna forest cave or is there another 'third' save
point ?

I've just added a third save point in the forest south east part (the
map
after the wolf battle) based on both your feedback and Tyler's. If
you've
saved in the cave, it's fine though, you won't be concerned.

Checked. Saw the third save point as well. Good work :)

I was able to go deeper into the cave where there is a stone which says
'
The last one standing shall pass' and I tried quite a few permutations
and
combinations to get to anywhere else but couldn't . Maybe it's a dead
end
kinda thing or maybe the trigger for whatever needs to be done is
outside
the cave somewhere ? If anybody other than Yohann knows (feel free to pm
me
privately, I won't tell anyone, honest :) )

In fact, as this map is not not finished, I didn't make the puzzle solve
yet. I'll tell you once you can go on. ;)

The end of the dungeon should (I said should, it's a spare time project
and I've got a family. ;]) go faster to be finished now the main maps
are
done.

Well take whatever time you need. This is the first time I played in
the last couple of weeks today as well. Things have been hectic on my
side as well.

A belated welcome to everybody. Olsen read your post
on planet.freegamedev.net . Hope to see your contributions here as
well.

@IkarusDowned github does have a tutorial as well as even searching
for 'git tutorial' should get you some interesting material.

Some of the things I noted while playing around in github :-

a. Your .git directory is far smaller than an equivalent .svn directory
b. Log of each commit comes with the commit and you do not have to do
svn log > svnlog.txt (or whatever filename you give to see what the
commit is/was all about.)
c. As you are a developer, forking and get your code merged is easier.
Just sign up on github and fork the code under some new name and then
send a merge request whenever you have made changes. Yohann would
review it as and when he has time.
d. Branching and trying out something is easy as well as merging and
cutting branches (the analogy between a real tree and software
development is dead on here) is simple and cheap.
e. Later if needed, Yohann if he wants can also give you commit access.

The most interesting part about having forks is/are that if the
developer rejects a particular feature, you can still keep that
feature on a branch where other devs. and players can look or/and use
it. Over period of time if there is any value to it, it does or might
get merged later.

@IkarusDowned I am not a developer per-se but somebody who follows
quite a few projects on github and git in general. Hence take the
above with a handful of salt.

Regards,

Regards,
Shirish Agarwal शिरीष अग्रवाल
My quotes in this email licensed under CC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
http://flossexperiences.wordpress.com
065C 6D79 A68C E7EA 52B3 8D70 950D 53FB 729A 8B17

Reply to this email directly or view it on GitHubhttps://github.com/Bertram25/ValyriaTear/issues/14#issuecomment-10329266.

toet commented Nov 13, 2012

Hello,

I don't know what this is about, but you have the wrong person.

Sent from my iPhone

Op 13 nov. 2012 om 16:14 heeft IkarusDowned notifications@github.com het volgende geschreven:

Hi Shirish,

Thanks for the info on Github, will look into doing that. finally got the
code working and the game is up and running!
however...feeling a bit stupid because I can't find the kid who stole the
pen, lol

Anyway, taking some notes about things I noticed, I'll throw some questions
out when I have more experience with the game.

@roots,
We should start talking about those tasks you wanted me to look at
sometimes soon...as soon as I find that dang kid!

On Wed, Nov 14, 2012 at 12:07 AM, shirish notifications@github.com wrote:

in-line :-

On Tue, Nov 13, 2012 at 7:44 PM, Yohann Ferreira
notifications@github.com wrote:

Hi Shirish,

which third map are you talking about ? Are you talking about the save
point which is in the layna forest cave or is there another 'third' save
point ?

I've just added a third save point in the forest south east part (the
map
after the wolf battle) based on both your feedback and Tyler's. If
you've
saved in the cave, it's fine though, you won't be concerned.

Checked. Saw the third save point as well. Good work :)

I was able to go deeper into the cave where there is a stone which says
'
The last one standing shall pass' and I tried quite a few permutations
and
combinations to get to anywhere else but couldn't . Maybe it's a dead
end
kinda thing or maybe the trigger for whatever needs to be done is
outside
the cave somewhere ? If anybody other than Yohann knows (feel free to pm
me
privately, I won't tell anyone, honest :) )

In fact, as this map is not not finished, I didn't make the puzzle solve
yet. I'll tell you once you can go on. ;)

The end of the dungeon should (I said should, it's a spare time project
and I've got a family. ;]) go faster to be finished now the main maps
are
done.

Well take whatever time you need. This is the first time I played in
the last couple of weeks today as well. Things have been hectic on my
side as well.

A belated welcome to everybody. Olsen read your post
on planet.freegamedev.net . Hope to see your contributions here as
well.

@IkarusDowned github does have a tutorial as well as even searching
for 'git tutorial' should get you some interesting material.

Some of the things I noted while playing around in github :-

a. Your .git directory is far smaller than an equivalent .svn directory
b. Log of each commit comes with the commit and you do not have to do
svn log > svnlog.txt (or whatever filename you give to see what the
commit is/was all about.)
c. As you are a developer, forking and get your code merged is easier.
Just sign up on github and fork the code under some new name and then
send a merge request whenever you have made changes. Yohann would
review it as and when he has time.
d. Branching and trying out something is easy as well as merging and
cutting branches (the analogy between a real tree and software
development is dead on here) is simple and cheap.
e. Later if needed, Yohann if he wants can also give you commit access.

The most interesting part about having forks is/are that if the
developer rejects a particular feature, you can still keep that
feature on a branch where other devs. and players can look or/and use
it. Over period of time if there is any value to it, it does or might
get merged later.

@IkarusDowned I am not a developer per-se but somebody who follows
quite a few projects on github and git in general. Hence take the
above with a handful of salt.

Regards,

Regards,
Shirish Agarwal शिरीष अग्रवाल
My quotes in this email licensed under CC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
http://flossexperiences.wordpress.com
065C 6D79 A68C E7EA 52B3 8D70 950D 53FB 729A 8B17

Reply to this email directly or view it on GitHubhttps://github.com/Bertram25/ValyriaTear/issues/14#issuecomment-10329266.


Reply to this email directly or view it on GitHub.

in-line :-

On Tue, Nov 13, 2012 at 8:44 PM, IkarusDowned notifications@github.com wrote:

Hi Shirish,

Hi IkarusDowned,

Thanks for the info on Github, will look into doing that. finally got the
code working and the game is up and running!
however...feeling a bit stupid because I can't find the kid who stole the
pen, lol

It took me quite some time as well till Yohann hinted to me where to look.

Anyway, taking some notes about things I noticed, I'll throw some
questions
out when I have more experience with the game.

@roots,
We should start talking about those tasks you wanted me to look at
sometimes soon...as soon as I find that dang kid!

That I guess should have been @rootslinux and not roots.

      Regards,
      Shirish Agarwal  शिरीष अग्रवाल

My quotes in this email licensed under CC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
http://flossexperiences.wordpress.com
065C 6D79 A68C E7EA 52B3 8D70 950D 53FB 729A 8B17

toet commented Nov 13, 2012

I guess so :-).

Good luck.

Op 13 nov. 2012, om 16:37 heeft shirish het volgende geschreven:

in-line :-

On Tue, Nov 13, 2012 at 8:44 PM, IkarusDowned notifications@github.com wrote:

Hi Shirish,

Hi IkarusDowned,

Thanks for the info on Github, will look into doing that. finally got the
code working and the game is up and running!
however...feeling a bit stupid because I can't find the kid who stole the
pen, lol

It took me quite some time as well till Yohann hinted to me where to look.

Anyway, taking some notes about things I noticed, I'll throw some
questions
out when I have more experience with the game.

@roots,
We should start talking about those tasks you wanted me to look at
sometimes soon...as soon as I find that dang kid!

That I guess should have been @rootslinux and not roots.

Regards,
Shirish Agarwal शिरीष अग्रवाल
My quotes in this email licensed under CC 3.0
http://creativecommons.org/licenses/by-nc/3.0/
http://flossexperiences.wordpress.com
065C 6D79 A68C E7EA 52B3 8D70 950D 53FB 729A 8B17

Reply to this email directly or view it on GitHub.

Owner

Bertram25 commented Nov 13, 2012

Hi @IkarusDowned ,

What were those tasks about? Were they for Allacrost maybe?

Owner

Bertram25 commented Nov 27, 2012

Hi all,

I have finally, after a lot of pain on compiling it, put a window binary of the current editor on github:
https://github.com/downloads/Bertram25/ValyriaTear/vt-editor-win-2012.11.27.zip

In the essence, compiling it wasn't hard, but long as many small things had to be tweaked under qt creator to make it work. I'll add the .pro file in the repo asap.

Owner

Bertram25 commented Nov 29, 2012

Hi again,
I've updated the editor win bin file:
https://github.com/downloads/Bertram25/ValyriaTear/vt-editor-win-2012.11.29.zip

I fixed two things in there:

  • Mouse drag for tile painting, as it was very annoying to click on each tiles to paint them.
  • App icon display (both when running and as the exe icon).
Owner

Bertram25 commented Dec 11, 2012

Hi,

this comment is for @rootslinux:

Now that you made your mind on the features VT is offering, and according to the fact that you hate 4 spaces indentation and the way I did certain features, can I get rid of the HeroOfAllacrost branch?
This one sounds obsolete to me now since you're porting the code there on your own.

toet commented Dec 11, 2012

You are still posting this to the wrong person, i'm roots, not rootslinux ;-).

Op 11 dec. 2012, om 11:32 heeft Yohann Ferreira notifications@github.com het volgende geschreven:

Hi,

this comment is more toward @rootslinux:

Now that you made your mind on the feature VT is offering, and according to the fact that you hate 4 spaces indentation and the way I did certain features, can I get rid of the HeroOfAllacrost branch?
This one sounds obsolete to me now since you're porting the code there on your own.


Reply to this email directly or view it on GitHub.

Owner

Bertram25 commented Dec 11, 2012

Hi @roots, (This time, I'm actually talking to you ;])

Unfortunately, since Shirish mentioned your avatar using the "mighty @", we can't stop "spamming" you on our own.
You'll have to Unwatch this project. (See top-right of this page) or ask the github team to do it for you.

Sorry again for the inconvenience.

Contributor

rootslinux commented Dec 11, 2012

Bertram, can you wait a couple more weeks before you delete the branch? I am, in fact, using it right now (and I love the changes you made to our maps in there). Once I'm done importing all of the VT code, I will give you the greenlight and then you can go ahead and delete that branch.

Owner

Bertram25 commented Dec 11, 2012

Ah, I didn't realize you wanted to keep part of the modifications I made on the existing maps. Ok, I'll keep it until you say I can remove it.

Owner

Bertram25 commented Dec 24, 2012

Hi everyone, I'll be trying to bring a rc today, at least for windows, so that something is out for Christmas. I do think all the work done by everyone here is convincing enough to let the "normal" people test it out. Plus, my own family will test this release.

We'll then be able to finish all the little things we couldn't fix before and do a proper 1.0 release in january I hope.

Merry Christmas to everyone :)

Owner

Bertram25 commented Dec 31, 2012

Hi everyone,

I'm currently in the process of polishing a few last stuff here and there. That, plus the amazing work done both on the shop and the menu modes by Ikarus and codergreen, and I do think things will shortly be worth doing a second release candidate.

Does someone has a precise request for light change left before that happen?

EDIT: We'll also light up the first battle dialogue as it is way too much explanation for a simple thing. I don't know how yet but it will be done.

Owner

Bertram25 commented Jan 8, 2013

Hi Everyone, I just tagged the RC2.

I will thus make a second windows installer and publish it today since many, MANY, improvements went in the box along the way. :)

There are two dialogues missing, plus maybe a few fixes here and there, but overall it's coming along nicely.

Owner

Bertram25 commented Jan 8, 2013

ping @Ablu ^

Contributor

Ablu commented Jan 8, 2013

Can you upload a tar.gz with the relase somewhere? (github would be fine)

Best filename possible would be valyriatear-0.5.0-rc2.tar.gz for me (However any name would do it in theory, it is just more clean) :)
(Not sure if you want to pick 0.5.0 or something else too)

Owner

Bertram25 commented Jan 8, 2013

Ok, I'll give you the link once it's done. :) the file will be named as you requested.

Contributor

Ablu commented Jan 8, 2013

If it helps, here is the line i used for doing testing tarballs:
git archive -v --prefix="valyriatear-0.5.0-rc2/" HEI-RC2 | gzip > ~/rpmbuild/SOURCES/valyriatear-0.5.0-rc2.tar.gz

Owner

Bertram25 commented Jan 8, 2013

Hi again @Ablu
Here is the link: https://dl.dropbox.com/s/xsv8v3xfct8fjoe/valyriatear-0.5.0-rc2.tar.gz?dl=1

I'll make a piece of news soon.

Contributor

Ablu commented Jan 8, 2013

Thanks a lot. I will enter review in a bit then.

Contributor

Ablu commented Jan 8, 2013

Hm. It looks like dropbox is limiting speed. I need a full hour to download it. I also let my friend try. He has the same issue. I should be able to download it in a bit more than a minute... Could you maybe upload on github?

Contributor

rootslinux commented Jan 8, 2013

I believe github no longer allows hosted release files, but I can't remember if that is so.

Contributor

Ablu commented Jan 8, 2013

I can host using my fedora account too. If you want me to upload it
there let me know. (Download of the dropbox file only lists 10 minutes left)

Contributor

Ablu commented Jan 8, 2013

@Bertram25 are you fine with me using http://ablu.fedorapeople.org/valyriatear-0.5.0-rc2.tar.gz until there is a proper download page with decent download speed?

EDIT: You can check that it is the same file via md5sum of course ;)

Owner

Bertram25 commented Jan 8, 2013

@Ablu I'm fine if you can host it on fedora. It will save some times to many people. :)

Unfortunately, as @rootslinux pointed out, the download section is deprecated since the 11th of december 2012 and will end on march or april 2013.

Contributor

Ablu commented Jan 8, 2013

ok. Feel free to share that link. I will keep it intact

Owner

Bertram25 commented Jan 8, 2013

Thanks! I'll update the link on the blog! :)

@ghost ghost assigned Bertram25 Jan 16, 2013

Owner

Bertram25 commented Jan 16, 2013

Hi all ! :)

Note to self:

  • Make the Map and Quests menu disabled when there are none yet.

I need to add two missing dialogues and animations missing according to feedback,

  • one just before the first wolf encounter,
  • and one when reaching the second map of the first cave without killing all the monsters.
  • And there is that annoying bug I need to reproduce and chop off, if possible:
    Bertram25#112 (awaiting @shirishag75 feedback, but won't prevent the final release...)
  • I also need to remove the newlines in the quest log (not needed anymore thanks to Ikarus :])
  • and fill it to make it useable as for the current RC.
  • I'll make a post to tell the translators about the "string freeze", then.

After that, I guess it'll be time for RC3/Final HEI release. :D Thus, time to start making what's next...

Contributor

IkarusDowned commented Jan 16, 2013

I also need to remove the newlines in the quest log and fill it to make it useable as for the current RC.

if you pull my latest request, you can probably do away with this note. Looks like you should be alright to \n as much as you want now :)

Owner

Bertram25 commented Jan 16, 2013

true! :D just two questions on it and after the answers, I'll merge!

Owner

Bertram25 commented Jan 26, 2013

I've just added several things in master, and worked toward cleaning a lot the use of global variables and better get rid of old global table data in scripts opened several times.
Hopefully, among all that, the #112 should be fixed, or at least more talkative when crashing with gdb (??)

Owner

Bertram25 commented Jan 27, 2013

Ok, everything I wanted to see done before a final release of the HEI are done. I'll wait for translations updates, and tag it.

Looking forward to the release and then the work after it.

Owner

Bertram25 commented Jan 30, 2013

The german translation update po file has got something wrong, except that and the bug Shirish noticed, everything is on the roll. 👍

I'll give one more day to NaN to give an update. And then, I'll tag everything and close the remaining issue and open the Episode I discussion issue! ;)
EDIT: Only the German translation update is missing!

Owner

Bertram25 commented Feb 1, 2013

German translation update done. And release done!

@Bertram25 Bertram25 closed this Feb 1, 2013

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