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Small changes : omglolwtfbbq #82

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merged 1 commit into from
Apr 26, 2012
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omglolwtfbbq
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001 - Dali
Locked Potts House unless night
009 - Garnet Upstairs
Proxied the bed
004 - Potts House
Put a Pan Shield and Pot Helm
Allow Garnet to steal cash from Mrs. Potts (200 G)
035 - Bramble blocked south Junction
Improved the layout of the roadblock slightly
146 - Sewer
Added a bit more text here and there.
Erase the soldiers once the boss is defeated.
147 - Orphanage
Put in a choice to steal or not to steal

001 - Dali
Locked Potts House unless night
009 - Garnet Upstairs
Proxied the bed
004 - Potts House
Put a Pan Shield and Pot Helm
Allow Garnet to steal cash from Mrs. Potts (200 G)
035 - Bramble blocked south Junction
Improved the layout of the roadblock slightly
146 - Sewer
Added a bit more text here and there.
Erase the soldiers once the boss is defeated.
147 - Orphanage
Put in a choice to steal or not to steal
@gegerlan gegerlan merged commit e8ec7aa into gegerlan:master Apr 26, 2012
@gegerlan
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Thanks.

I added an extra commit to fix Main.rb (which contained faulty data) and Digest.txt (which hadn't actually been changed).

@gegerlan
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When it comes to the improved bramble woods blockage, the foliage will always be above Garnet, which I'm not sure it should be.
Fig leaf

When it comes to the Orphanage, it's more of a joke that it's OK to rummage through, and take other peoples stuff.

@omglolwtfbbq
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Not sure if you can see this. Tell me if you can.Anyway,BrambleBlockage : I've fixed it so that Garnet can never walk under the leaves (I think).Orphanage : Didn't realize it was a jokeArmors : Yeah I'm a bit confused on updating items at the moment. On hindsight should have checked it more.DaliDoors : Fixed (I was using the door from Garnets' Home by accident)

@gegerlan
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Yes, I followed you changes.

You solved the issue with bamble woods exit, the door, and added the armor definitions.

What is missing from the current committs are an appropriate update of the classes if you wish to introduce the new armors for.

There's also some question with regards to the writing and descriptions. When the player gets the new pot armors, there will be a leading * (star) at the start of the message. I don't think this is necessary in te first place, but if you wish to use it: add a second * to the end of the dialog.

The stars are intended to highlight that this isn't something the players (or an NPC) says, rather that it's a background narration or event. e.g.
Garnet: Wow, what a beautiful sword. I better bring it with me!
Garnet gained a beautiful sword

Since we use the \nm command to set the name of the character talking, I don't think it's important to hightlight the text with stars. Rather, the lack if a name in the dialog window implies that there isn't someone that's talking.

@gegerlan
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Make a second pull request when you want the changes to be merged.

@omglolwtfbbq
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Yeah I know this. I think I might have made a typo.Good to have you double check.Thanks will do

Date: Sat, 28 Apr 2012 05:44:39 -0700
From: reply@reply.github.com
To: sparesubject159753@hotmail.com
Subject: Re: [aog] Small changes : omglolwtfbbq (#82)

Yes, I followed you changes.

You solved the issue with bamble woods exit, the door, and added the armor definitions.

What is missing from the current committs are an appropriate update of the classes if you wish to introduce the new armors for.

There's also some question with regards to the writing and descriptions. When the player gets the new pot armors, there will be a leading * (star) at the start of the message. I don't think this is necessary in te first place, but if you wish to use it: add a second * to the end of the dialog.

The stars are intended to highlight that this isn't something the players (or an NPC) says, rather that it's a background narration or event. e.g.
Garnet: Wow, what a beautiful sword. I better bring it with me!
Garnet gained a beautiful sword

Since we use the \nm command to set the name of the character talking, I don't think it's important to hightlight the text with stars. Rather, the lack if a name in the dialog window implies that there isn't someone that's talking.


Reply to this email directly or view it on GitHub:
#82 (comment)

@omglolwtfbbq
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Alright I'll make more changesRight Now:Changed Mrs Potts home layout. (I want to put the bad end in here, but don't want to mess with layout too much, tell me your opinion)Adding some icons for items.Making cartharge more lively and dangerous ! Changed guard mechanic.WIll fix bugs you mentioned (Didn't playtest fully that old version , will update ASAP)

Date: Sat, 28 Apr 2012 05:45:10 -0700
From: reply@reply.github.com
To: sparesubject159753@hotmail.com
Subject: Re: [aog] Small changes : omglolwtfbbq (#82)

Make a second pull request when you want the changes to merged.


Reply to this email directly or view it on GitHub:
#82 (comment)

@omglolwtfbbq
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This is just to inform you that I'm sending another pull request.Edited :Potts Bad End + Potts HouseMrs Pott in Dali villageAnd you wanted the classes ?? (Why ?)
Need Help :Do you have a preference for text ? e.g :
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.
OR
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.
BUG :When I go in houses in the evening, the lighting should change instead of remaining yellow.

Date: Sat, 28 Apr 2012 05:45:10 -0700
From: reply@reply.github.com
To: sparesubject159753@hotmail.com
Subject: Re: [aog] Small changes : omglolwtfbbq (#82)

Make a second pull request when you want the changes to merged.


Reply to this email directly or view it on GitHub:
#82 (comment)

@gegerlan
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It's in the classes you define what weapons and armors the player can use. If you want the pot armor you added to be usable by the player, you'll need to add them as wearable by the appropriate (adventurer) class.

@gegerlan
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Do you have a preference for text ? e.g :
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.
OR
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.

What's the difference?

@omglolwtfbbq
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Done!

Date: Sat, 28 Apr 2012 19:13:04 -0700
From: reply@reply.github.com
To: sparesubject159753@hotmail.com
Subject: Re: [aog] Small changes : omglolwtfbbq (#82)

It's in the classes you define what weapons and armors the player can use. If you want the pot armor you added to be usable by the player, you'll need to add them as wearable by the appropriate (adventurer) class.


Reply to this email directly or view it on GitHub:
#82 (comment)

@omglolwtfbbq
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Ah crap on my screen shows difference.The first is:
Garnet [SPACE]TEXTTEXT
second is
Garnet [TEXT][TEXT][TEXT]

Hope you get it :P

Date: Sat, 28 Apr 2012 19:14:40 -0700
From: reply@reply.github.com
To: sparesubject159753@hotmail.com
Subject: Re: [aog] Small changes : omglolwtfbbq (#82)

Do you have a preference for text ? e.g :
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.
OR
\nm[Mrs Potts]Well you're certainly better at housework than you were at returning things.

What's the difference?


Reply to this email directly or view it on GitHub:
#82 (comment)

@gegerlan
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Garnet [SPACE]TEXTTEXT
second is
Garnet [TEXT][TEXT][TEXT]

If [space] is the same as a new line, then I personally try to follow the second alternative. It can look better with some spacing, but it's not something that's consistent throughout the game.

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2 participants