Wednesday, November 11, 2015

News from the project! (Yes, you read well!)

It's been quite some time and quite some changes in real life.

But I do apologize for the lack of news mostly due from me being very, very busy. ;)

What happened since last time?

A lot of technical fixes happened, when I was active or helped by authenticate, endoalir, bmorel or SuiteCake. (Thanks guys!)

- Project reorganization:

I turned Valyria Tear github into an organization. I also turned luabind into a submodule based on the quite good luabind fork by Oberon, and adapted it for c++11. (Still need to work on that part to make it accepted on upstream.) I also moved the editor in its own repository which permitted some more simplification.

- A big leak killed!

The most noticeable change is that I killed a few days ago a very nasty bug that was there from the beginning, making the lua threads never freed from memory. This means the game won't end up anymore swallowing gigs of memory for nothing and crash due to some memory overflow.

- And other niceties!

Moved to C++11 officially!
Battle animation fixes to scripts, ...
Simplified battle computation functions.
Auto-battle implementation with the help of SuiteCake
Added a menu to call any kind debug scripts
Fixed background image resizing by authenticate.
Removed the need to write texture to disk when resizing the context by authenticate.

And a lot more of bugfixes by everyone!

What's next?

The ultimate plan is to work on the few features still lacking to make the game more interesting in term of strategy and nicer to players.
Then, a full game rebalancing will be done based on everyone advices.
There is still quite some work to do but we're getting there!

Stay tuned!

Monday, April 13, 2015

Let's Play Valyria Tear - By Eugene Loza

Hey there, :D

Just a few words to thanks loudly Eugene Loza for creating a let's play for Valyria Tear!

The let's play now spans till the beginning of the Mt Elbrus Dungeon and is still being worked on. :)

So, what happened on Valyria Tear since the last time?

Valyria Tear technical upgrade is still being worked on, but several interesting issues were fixed and a few features done in any case. :)

The most interesting ones are:


- Added a setting to either be gentle with the CPU or get the maximum FPS possible. You'll find that in the Video settings.
- Added support to disconnect and reconnect your game pad without being forced to restart the game. Thanks to SuiteCake for that one. :D
- Completely reorganized the game data. When I say completely, believe me it's completely. This was hard work, but now the data is organized with next episodes and features in mind.
- Made the app name and logo optionally translatable. Gallaecio requested that one a long time ago, and I'm glad this is now done. :)


- Added support to see active status effects on the current target, so that you can see what enemy is affected by them, or which ally you should help, for instance.

- Added support to show the status effects potentially applied when aiming on a body part. Useful against certain enemies.

- Also, as I was on it, now both battle heroes and enemies have much more common logic, permitting for both of them to support an optional AI with script support, and custom death, skill and item scripted animations.

Shout out:

Next OpenDungeons release nearing completion!

If you are a Dungeon Keeper fan, just have a look at the new website, and try the latest development snapshot. :D

Stay tuned!!

Tuesday, March 10, 2015

OSX 1.0 version available!

Hey there, :) Socapex just made me a great surprise by creating the OSX package for the full Episode I version. Just go grab it on the Downloads section! ;) Stay tuned!

Wednesday, February 25, 2015

Code Monkey!

Hey there, :D

Just some news from the Episode 1.1 technical refinement release.

First of all, I've finished migrating and fixing the current game scripts following the new scripting API.
Thanks a lot to authenticate and SuiteCake for providing code cleanups and feed-back along the way. \O/

authenticate also fixed the minimap rendering with intel drivers and I owe him a beer for that.

I've also streamlined a bit the map code to follow the standard coordinate system used by the rest of the engine, in preparation for future different zoom ratio support. ;)

I'll be at reorganizing the game data now that I have enough of it to be sure of how I do it. ;)
And then, I'll have a go at porting the HoA features from the map editor so that starting to work on the new 1.1 content will be much easier.

Stay tuned!

Saturday, December 27, 2014

Merry Christmas and Happy New Year!

Hey there, :D

It's been quite some time, right?

Reidy (from Evolonline) even told me this blog needed some news so here we go :D

Then, you'll ask me, what happened since September?
Well, first of all, a lot of things on Valyria Tear of course:

OpenGL 2.0 and SDL 2.0!

Mainly, and also thanks to some hard work from authenticate, Valyria Tear has finished its transition to SDL2, as he fixed text rendering when using the newest SDL_ttf version, and I added the screen resolution auto-detection with a fallback to hard coded ones when it failed, and VSync/Swap tearing support thanks to SDL2 functionalities.

authenticate also fully made the work to make Valyria Tear use the OpenGL 2.0 norm and added support to use shaders to first emulate fixed pipeline support, but this will later permit to add cool effects! :D

1.1 version on going:

As for other changes, development on the 1.1 version has fully started. This version will focus on refactoring as you have seen and add support to a new skill system permitting you to select where you want to put your strength when your characters level up. Work will also be done on rebalancing the game and add different difficulty levels, and a brand-new autosave system, permitting to make the game experience much more enjoyable. :)

What's new?

I first added support to trigger a dialogue in any game mode and added a tutorial dialogue in Flora's shop. I also started working on a offline manual that will serve as a template for the ingame one. (Still need some work but I'm not that far.).
The text scrolling is also now configurable and I made it muck quicker per default to avoid Confirm key bashing when playing.

I also upgraded the audio code so that the map music doesn't restart from the beginning when leaving a battle and keeps playing in battles when it is the same than the map.

Last but not least, work is now being done to simplify the scripting API, streamline it a bit and make it less error-prone for the scripter.

In term of internalization, thanks to alexanderkjall and eugeneloza, the game has also been translated into Swedish and Ukrainian. :)

Moonrise also made Ubuntu packages for Valyria Tear.

And this is not everything...

OpenDungeons has reached the 0.4.9 milestone after a year of work! It now has multiplayer support a new GUI and a rock-solid core gameplay. Go grab it and get in touch with the team if you need info! :D

Hero of Allacrost development has taken off again, and work on art and on the map editor is now being done as witnessed on their forums. :)

I wish you all a nice year's ending. See you in 2015!

Thursday, September 4, 2014

Episode I Release!!

Heya, :D

Well, where to begin... I must say I have wished for this instant to happen since years now, and I'm very proud to say that the full Episode I of Valyria Tear is now released.

There has been quite some blood poured in it, and not only mine, far from that. ;)

So what has been accomplished you've been bothering us with it more or less every month since two years now?

Valyria Tear is a 2D J-RPG with an emphasize on the story and the music. See this as a love letter to the 2D RPGs people used to play in the 90s, when the developers didn't have all the graphical effects they wanted to, and focused more on the mood and the depths of the storyline and the music melodies to make their game appealing. Those were great times.

Valyria Tear is a fork from Hero of Allacrost - with a now half-rewritten and improved engine - as this open-source project was more or less the codebase I was dreaming of, was open-source, and was, sad to say, more or less abandoned by his leader, Roots.
I thank him and all his team for starting the effort though, and I hope that maybe one day someone will come back and have a go at telling us the Allacrost story. Some says I've killed Hero of Allacrost by forking it, some says I've saved it. Time will tell but the code lives on and people can play the game.

I would also take a line or two to thank everyone involved consciously or unconsciously in this project. To the people that helped me, implemented features, reviewed my sometimes stupid code tainted with coffee, suffered my comments, or simply played the game and reported bugs.

Even if many features are still in the making, Valyria Tear offers a complete game experience, with fully working maps, menus and battles and all the things you can expect from a classic:
- ~50 maps done.
- 18 32x32 Tilesets used (on the 25 prepared for what's next.)
- 2 and half playable characters. ;)
- 19 different encounterable enemies.
- A dozen NPCs, skills, spells, and different items.
- Status effects can be applied on characters and foes.
- Full joystick support.
- The game is fully translated in 6 languages, and more are incoming.
- Three UI themes.
- Main and secondary quests, hidden treasures and traps. ;)
- All in all, something like 7-10 hours of gameplay.
- ~140'000 lines of c++ code and lua script.
- And a lot more things I've forgotten...

I've also reworked a bit the story beginning based on feed-back to make the game more enjoyable, for instance by making the Orlinn's hide'n'seek quest optional when talking to Kalya once he is hidden.

This is nice and all but what's next?

The Episode II will focus on the second part of the story of course, but also:
- Adding a better skill system based on equipment and on Experience points, if all goes well, to give the player more strategical choices.
- Improving and refactoring all the bits that needed it.
- Introduced new playable characters and a new map mode. ;)
- Add more visuals in battles most notably when using skills, attacks and spells.
- A migration to SDL2 in order to offer better resolution support, and other improvements.

A parallel effort has also been started with Akien and Nemesis to rework the game balancing and make it more interesting at the beginning. If we don't have too much trouble, we'll release that part as soon as it is ready so you can enjoy it.

I hope you'll enjoy the game as much as I've enjoyed making it.

'till next time!! :)

Wednesday, July 30, 2014

Episode I Release Candidate I Release

Hi there,

After almost one year of development, I'm proud to say the full Episode I Release Candidate I is now done. :D

Go grab it in the downloads!

This release is only a first candidate though. Would the testing and the translations go fine, the actual release should happen within August.

Thus, if you find any bugs or game glitches, feel free to report them in the bug tracker or on the forums.

Some translation is missing? Feel free to report it on the forums as well or better: help us translate Valyria Tear on Transifex!

Stay tuned!