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91   Re: Shining Online - Screens and updates [Updated August 28th]
Ah... sounds like this will make your debugging life a lot easier? Smiley

92   Re: Development on BABS has resumed
If you like I can add more easy battles to the game.... I just need to think of more interesting weenie monster types then Tongue.

93   Re: Gathering Developers for BABS
Agreed Smiley. I actually find it a nice work-stress relieving activity, as it's so easy to make measurable progress with this (unlike my science career at times Tongue).

94   Re: Gathering Developers for BABS
Awesome. Did you put the TODO file on the SVN as well? It can be handy for me too Wink.

I wonder if we are able to find extra developers somehow but if not, I'm sure we can make useful progress either way and release quite a neat version quite soon Smiley.

95   Re: The Wheel of Morality Keeps on Rollin'
Now that we are all old and responsible, should we lay the wheel to rest?

96   Re: Gathering Developers for BABS
Awesome! That'll save us a lot of time Smiley. Shall I keep developing in Windows while you use Linux? That way we have a bit of a perpetual cross-platform check?

I'll see if I have some time to do some more additions tonight. Smiley

97   Re: Gathering Developers for BABS
The weird thing is that I have run SMEE and Shiny_Sword on Linux in the distant past, so I'm not sure what changed (more) recently.

Note, the distant past here means 9 years ago(!).

98   Re: Gathering Developers for BABS
I'm just checking the json standard and I can see how that may take a while. Do you know what the symptoms exactly are of the line-ending problem on Linux?

We may be able to solve this without converting entirely to json, as it's a lengthier format for those who wish to write scripts and dialogues? However, the json can still be extremely handy for some other things anyway (.e.g. making a new and more open map format).

Either way, I'll try to minimize the expansion of properties files while you're doing this...

99   Re: Gathering Developers for BABS
Niice Smiley. I just noticed that the shop system magically fixed itself. It's still wholly at half resolution though, and the interface is a bit simple too. I'll see if I can tweak it a litte Smiley.

100   Re: Gathering Developers for BABS
Works great for me. Thanks! Smiley

101   Re: If you can see this, everything works ;)
Awesome Cheesy Cheesy.

102   Re: Gathering Developers for BABS
Just a small notice here. I just resolved the roofswitching bug Smiley.

103   Re: Gathering Developers for BABS
Hey Ty,

Here's a lit of open issues that may connect to what you like to do. Feel free to pick whatever you prefer to do:

1. Getting SMEE and ShinySword to run under Linux.
2. Fix the roofswitching bug. (solved now!!!)
3. Draw battle backgrounds for indoor/sewers.
4. Fix the shopping system and/or set up a character equipping system that works on the walk maps.
4. Higher resolution walkmap sprites for Chris and Moshtar.
5. Construct walkmap sprites and battle animations for new baddies. Relevant baddies for the near future may include:
- the Sork
Sorks are stocky humanoids who stand about 6'5" to 7' tall. They usually wear very little clothing and tend to have a relatively light skin, with older specimen having blisters on their shoulders as well as some other places. Sorks do not have hair, and their eye color is often either yellow or red. Their ears are relatively large. Sorks are desert dwellers who tend to flock around water sources. They form tribes of roughly 20 specimen, and usually move to a different location at the end of summer.
- the Zratix (could have multiple on one tile)
Zratixes are tiny-sized flies which can shoort rays through their mouths.
- the Sabre Wasp
Sabre Wasps are thick-skinned wasps which can obtain a length of up 3' (95cm). They have a large solid stinger attached to their beak, which they use to inflict damage or pry loose objects. In combat, Sabre Wasps are very apt at performing disarm attacks. When a Sabre Wasp hits it choose to forego two points of damage and perform a disarm instead.
6. Construct walkmap sprites and battle animations for one or two additional good guys, e.g.:
- SLV-66
Slave 66 is someone who slightly stciks out in the crowd of slave living in Azrat. He is a tall man walking proudly and straight and he seems not to fit in with the other slaves. Slave 66 feels he was born to lead the slaves elsewhere, he feels very strongly about this. He chooses to keep his head shaved, although he is not bold. He has brown eyes. Except for his air of confidence he does not stand out too much between the other slaves. He still has the raggedly looks of someone who has to work too long and too long every day. SLV-66, like all Shimbazi, has his name tattood on his forehead like a license plate. Also, he has minimal clothing and no equipment.
- Zyco
Zyco is a 2m00 tall minotaur, has black hair, and dresses in a dark gray cloak. He is a City Druid: someone who knows the ins and outs of Azrat, and usually steers clear of major action. However, we could introduce him as a party member in some of the more dramatic battles Smiley.
- I'm open to any other character suggestions. Feel free to suggest anything and I'll let you know if we need to adjust anything to make it fit in the setting Smiley.


If you need more ideas, let me know! Smiley

104   Re: Gathering Developers for BABS
I personally have experience with Mercurial or Subversion, but git is also good for me.

Feel free to pick your favorite! Smiley

105   Re: Gathering Developers for BABS
That would be awesome yes Smiley. I can then develop from many more places as well.

the property file stuff sounds like a good place to start... quite essential if you prefer developing on Linux anyway Smiley.

I'll probably go for a guts-based task list myself for the time being Smiley.


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