tag:blogger.com,1999:blog-9174802866299050782024-03-05T02:13:31.839-08:00Valyria TearValyria Tear is an attempt at creating a free (as meant in the GNU General Public License) J-RPG game.
This blog is meant to bring news of what is done day after day, and for memory. :)Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.comBlogger58125tag:blogger.com,1999:blog-917480286629905078.post-50606374094445732652019-09-22T06:58:00.000-07:002019-09-22T06:58:59.551-07:00Episode I - Release 1.1.0 out!It was slow, it was bumpy but it's now out!<br />
Valyria Tear Episode I - v1.1.0 is now released. :)<br />
<br />
I talked about the following features in the previous post:<br />
- A skill graph permitting custom made evolution of characters.<br />
- A way more streamlined story evolution and less grindy experience.<br />
- Faster battle experience with a lot of better visuals and more balanced enemies.<br />
- More readable status effects throughout the game.<br />
- A lot of bugfixes, including critical ones on the lua heap management, sound crash and other bloopers.<br />
- Valyria Tear is also featuring a skill graph editor.<br />
<br />
Let's have a round on the past effort:<br />
- 1026 commits on the game repository (not even speaking of all the work done on the other ones.)<br />
- The previous release was on April, the 25th 2016 ( Oh my, more than 3 years :O )<br />
<br />
Good news is:
Since it's way too much time, I've now reduced a lot the scope of my next release so hopefully things happen faster.<br />
And next release will at last include some story content update. :D<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com4tag:blogger.com,1999:blog-917480286629905078.post-72866523494510903462019-09-09T15:24:00.001-07:002019-09-09T15:24:54.972-07:001.1.0 Release Beta1 out!Hey all,<br />
<br />
It's been ... so much time.<br />
<br />
But I am happy to announce that 1.1.0 beta 1 is out, finally.<br />
<br />
Here are the links:<br />
<u>Source: </u><br />
https://gitlab.com/ValyriaTear/ValyriaTear/-/archive/1.1.0-beta.1/ValyriaTear-1.1.0-beta.1.tar.gz<br />
<br />
<u>Windows installer:</u><br />
https://github.com/ValyriaTear/ValyriaTear/releases/download/1.1.0-beta.1/ValyriaTear-1.1.0-beta.1-installer.exe<br />
<br />
Installer MD5: e9f8329dfc872471f818273f04c9a036<br />
<br />
And a screenie, hinting the most intruiging feature:<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZJc64O9I3Qy3vKH5ulBpT9m2tkykesn8IBuihYoa2TDi973q4j2Vm9x0dYcoWt-eABynB2pOJqTbzOnXfeDok_2UQp0vHg8UgKVizp9cPX8GctBKJ0RF7eq3FaoXPSSEy-ckXUPY21s/s1600/skill_graph.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="636" data-original-width="906" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZJc64O9I3Qy3vKH5ulBpT9m2tkykesn8IBuihYoa2TDi973q4j2Vm9x0dYcoWt-eABynB2pOJqTbzOnXfeDok_2UQp0vHg8UgKVizp9cPX8GctBKJ0RF7eq3FaoXPSSEy-ckXUPY21s/s400/skill_graph.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Skill graph implemented!</td></tr>
</tbody></table>
<br />
<u><b>So what is in this beta 1 you're talking about?</b></u><br />
<br />
<i>- A complete revamp of the game balancing and game economy</i><br />
<br />
I bet some of you might remember making quite a lot of money without ever needing to actually use it. And never be able to buy interesting items throughout the whole game. It was quite the game breaker for me, too.<br />
<br />
Both should now be gone. As now, you'll get material and other items from enemies that you will be able to either sell or trade right from the first merchant to get a bit of equipment, potions and so on.<br />
Life won't be easy for low levels anyway, though ;P<br />
<br />
I also reviewed each and every enemy stats and attacks to provide variety and more visuals. This was a ground-breaking task in itself, and took me basically 6 month to do, when taking real life concerns at the same time. <br />
<br />
Last but not least, to help with the rebalancing, I wanted the heroes to have more meaningful skills, with a twist ;), and provide the player with a bit of choice. I've thus decided to have the craziest idea I had so far ...<br />
<br />
<i>- Skill graph implementation</i><br />
<br />
See that as a the kind of skill pathway you had in Final Fantasy X minus the boring payment system that could completely break your choices.<br />
The skill graph system permits you to invest hard won XP points to unlock skill nodes, providing you with statistics improvements, skills, and so on.<br />
<br />
I also made a skill graph editor from scratch, as a proof of my own insanity. <br />
<br />
For this release, there is only the first skill graph layer implemented, up to level 20. But more is to be expected in the next chapter.<br />
<br />
<br />
<i>- Faster battles</i><br />
<br />
Battles are now faster and special attacks are now announced. This is a small improvement compared to the rest. Yet, due to the fact that you fight a lot in those games. It really changes the way the game feels in a pleasant way. <br />
<br />
<i>- Better (starting) story</i><br />
<br />
The story was tuned to become more logical and provide action faster. It's been a long complains to many players.<br />
<br />
<i>- UI related improvements</i><br />
<br />
It should hopefully be subtle, but it's there. We now have:<br />
- Better understandable status effects and statistics (at least for me ;]) <br />
- Tooltip signs<br />
- Interaction icons for some exits and healing points<br />
- Auto save support<br />
- Escape point support (more UI based than anything else, really.)<br />
...<br />
<br />
<i>- And a LOT of bugfixes</i><br />
<br />
The 1.1.0 engine doesn't look like the previous for many aspects and I would have to thank a lot of people here. (Feel free to have a shout out ;])<br />
The most noticeable ones being:<br />
- The map scripts code was not unloaded after being loaded. Making the game memory go up and up. More here: https://github.com/ValyriaTear/ValyriaTear/commit/3dc767df548c2ab7f1d02009f7d263408ba84ada<br />
- Crash with audio code with very specific conditions but happened<br />
- Much better GL backend (Thank you so much Authenticate)<br />
<br />
<u><b>And what's next?</b></u><br />
<br />
I've been caught in very very big feature for a sole person to code, mount and test all data and I beg you to have a go at this beta to report any bug you could find so I can fine tune the Episode I. <br />
<br />
As I said, I've been caught in big things, so from now on, I'll tie myself to small releases with small improvements.<br />
The good thing is, I realized now is the good time to start scripting the episode II and add small gameplay features up to an interesting point in the story and then release again. So next release with include some new story pieces. :D<br />
<br />
On the other hand, expect more beta things and small improvements until I polished them, but at least I hope to release more often.<br />
<br />
Have fun and stay tuned!<br />
<br />Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-67729156906354730962015-11-11T16:19:00.000-08:002015-11-11T16:19:51.694-08:00News from the project! (Yes, you read well!)It's been quite some time and quite some changes in real life.<p />
But I do apologize for the lack of news mostly due from me being very, very busy. ;)<p />
<b>What happened since last time?</b><p />
A lot of technical fixes happened, when I was active or helped by authenticate, endoalir, bmorel or SuiteCake. (Thanks guys!)<p />
<u>- Project reorganization:</u><p />
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.<p />
<u>- A big leak killed!</u><p />
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.<p />
<u>- And other niceties!</u><p />
Moved to C++11 officially!<br />
Battle animation fixes to scripts, ...<br />
Simplified battle computation functions.<br />
Auto-battle implementation with the help of SuiteCake<br />
Added a menu to call any kind debug scripts<br />
Fixed background image resizing by authenticate.<br />
Removed the need to write texture to disk when resizing the context by authenticate.<p />
And a lot more of bugfixes by everyone!<p />
<b>What's next?</b><p />
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.<br />
Then, a full game rebalancing will be done based on everyone advices.<br />
There is still quite some work to do but we're getting there!<p />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com2tag:blogger.com,1999:blog-917480286629905078.post-37494915299052127682015-04-13T07:41:00.001-07:002015-04-13T08:23:58.540-07:00Let's Play Valyria Tear - By Eugene LozaHey there, :D
<p />
Just a few words to thanks loudly <a href="http://sourceforge.net/projects/projecthelena/">Eugene Loza</a> for creating a <a href="https://www.youtube.com/watch?v=za1aufM2gsw&list=PLyHQHYliZIrF0y8ht-QFoF6mnnZgem8mX">let's play</a> for Valyria Tear!
<p />
The let's play now spans till the beginning of the Mt Elbrus Dungeon and is still being worked on. :)
<p />
<h2>So, what happened on Valyria Tear since the last time?</h2>
<p />
Valyria Tear technical upgrade is still being worked on, but several interesting issues were fixed and a few features done in any case. :)
<p />
The most interesting ones are:<p />
<h3>General:</h3><p />
- Added a setting to either be gentle with the CPU or get the maximum FPS possible. You'll find that in the Video settings.<br />
- Added support to <b>disconnect and reconnect your game pad</b> without being forced to restart the game. Thanks to <b>SuiteCake</b> for that one. :D<br />
- <b>Completely reorganized the game data</b>. 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.<br />
- Made the app name and logo optionally translatable. <b>Gallaecio</b> requested that one a long time ago, and I'm glad this is now done. :)<br />
<h3>Battle:</h3><p />
- Added support to <b>see active status effects on the current target</b>, so that you can see what enemy is affected by them, or which ally you should help, for instance.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtSRb1q7Rjz3WqjWOZs3jCfS5eIVXkkEpzWQ6QS1oBsKYWEgnMncYsJGWhoe4CzM-LGupcgP47-0hCjoKZww7q6U04SbovsRED752xyKxxYLh4Y0fWy41vNFF1AEKGkMVIQRePfMFLPg/s1600/2015-04-13+16_30_08-Valyria+Tear.png" imageanchor="1" ><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtSRb1q7Rjz3WqjWOZs3jCfS5eIVXkkEpzWQ6QS1oBsKYWEgnMncYsJGWhoe4CzM-LGupcgP47-0hCjoKZww7q6U04SbovsRED752xyKxxYLh4Y0fWy41vNFF1AEKGkMVIQRePfMFLPg/s320/2015-04-13+16_30_08-Valyria+Tear.png" /></a><br />
- Added support to <b>show the status effects potentially applied when aiming on a body part</b>. Useful against certain enemies.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-mUKoIiXCWFtx7r16eja3IENSXviAkuVzj-FtgfW04zjjhWdyAKmUub7mIa2P0ws9HeBrcGqesnUcJeEMQaoRHw-h_7GR8CHi01NjevUE-akxDAIreNwNouTFNlLBAswbb4vbzbcijUg/s1600/2015-04-13+16_29_33-Valyria+Tear.png" imageanchor="1" ><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-mUKoIiXCWFtx7r16eja3IENSXviAkuVzj-FtgfW04zjjhWdyAKmUub7mIa2P0ws9HeBrcGqesnUcJeEMQaoRHw-h_7GR8CHi01NjevUE-akxDAIreNwNouTFNlLBAswbb4vbzbcijUg/s320/2015-04-13+16_29_33-Valyria+Tear.png" /></a><br />
- 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 <b>optional AI with script support</b>, and custom <b>death, skill and item scripted animations</b>.
<p />
<h2>Shout out:</h2><p />
<u><b>Next OpenDungeons release nearing completion!</b></u><p />
If you are a Dungeon Keeper fan, just have a look at the new <a href="http://opendungeons.github.io">website</a>, and try the latest <a href="https://sourceforge.net/projects/opendungeons/files/Dev%20Snapshots/">development snapshot</a>. :D<p />
Stay tuned!!
Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com2tag:blogger.com,1999:blog-917480286629905078.post-45325166250092616792015-03-10T07:47:00.001-07:002015-03-10T07:47:25.138-07:00OSX 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 <a href="http://valyriatear.blogspot.ch/p/downloads.html">Downloads</a> section! ;)
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-59734847270979949392015-02-25T08:45:00.005-08:002015-02-25T08:45:38.036-08:00Code Monkey!Hey there, :D<br />
<br />
Just some news from the Episode 1.1 technical refinement release.<br />
<br />
First of all, I've finished migrating and fixing the current game scripts following the <b>new scripting API</b>.<br />
Thanks a lot to authenticate and SuiteCake for providing code cleanups and feed-back along the way. \O/<br />
<br />
authenticate also<b> fixed the minimap rendering with intel drivers</b> and I owe him a beer for that.<br />
<br />
I've also streamlined a bit the <b>map code to follow the standard coordinate system</b> used by the rest of the engine, in preparation for<b> future different zoom ratio</b> support. ;)<br />
<br />
I'll be at reorganizing the game data now that I have enough of it to be sure of how I do it. ;)<br />
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.<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-8452050774318207522014-12-27T03:57:00.001-08:002014-12-27T03:57:29.843-08:00Merry Christmas and Happy New Year!Hey there, :D
<p />
It's been quite some time, right?
<p />
Reidy (from <a href="http://evolonline.org/">Evolonline</a>) even told me this blog needed some news so here we go :D
<p />
Then, you'll ask me, what happened since September?<br />
Well, first of all, a lot of things on Valyria Tear of course:<p />
<b>OpenGL 2.0 and SDL 2.0!</b><p />
Mainly, and also thanks to some hard work from <a href="https://github.com/authenticate">authenticate</a>, Valyria Tear has <i>finished its transition to SDL2</i>, 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.<p />
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<p />
<b>1.1 version on going:</b><p />
As for other changes, development on the 1.1 version has fully started. This version will <b>focus on refactoring</b> as you have seen and add support to <b>a new skill system</b> permitting you to select where you want to put your strength when your characters level up. Work will also be done on <b>rebalancing the game</b> and add <b>different difficulty levels</b>, and a brand-new <b>autosave system</b>, permitting to make the game experience much more enjoyable. :)<p />
<b>What's new?</b><p />
I first added support to trigger a dialogue in any game mode and added a <b>tutorial dialogue in Flora's shop</b>. I also started working on a <b>offline manual</b> that will serve as a template for the ingame one. (Still need some work but I'm not that far.).<br />The text scrolling is also now configurable and I made it muck quicker per default to avoid Confirm key bashing when playing.<p />
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.<p/>
Last but not least, work is now being done to <b>simplify the scripting API</b>, streamline it a bit and make it less error-prone for the scripter.
<p />
In term of internalization, thanks to alexanderkjall and eugeneloza, the game has also been translated into <b>Swedish and Ukrainian</b>. :)<p />
Moonrise also made <a href="https://launchpad.net/~sbasalaev/+archive/ubuntu/pub">Ubuntu packages</a> for Valyria Tear.<p />
<b>And this is not everything...</b><p />
<a href="http://opendungeons.sourceforge.net/">OpenDungeons</a> has <a href="http://forum.freegamedev.net/viewtopic.php?f=35&t=6051">reached the 0.4.9 milestone</a> 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<p />
<a href="http://www.allacrost.org/">Hero of Allacrost</a> development has taken off again, and work on art and on the map editor is now being done as witnessed on their <a href="http://www.allacrost.org/forum/index.php">forums</a>. :)
<p />
I wish you all a nice year's ending. See you in 2015!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-25907206123564416532014-09-04T13:31:00.000-07:002014-09-04T13:31:44.554-07:00Episode I Release!!Heya, :D
<p />
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 <a href="http://valyriatear.blogspot.fr/p/downloads.html">released</a>.
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgilUXrTNoNSNv9FbgYcrPGAf_YUl4CrKX-82s2sMjE0kh4bbHE77tlLKo8JQSd5Ll0360DYs4rqsyTsr7mZ3QjSYfWiorHQyoy4U3tXy-HUoYfr2wrIkB51yY1EsTyhdKjj72U0n363FY/s1600/episode_1_ending.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgilUXrTNoNSNv9FbgYcrPGAf_YUl4CrKX-82s2sMjE0kh4bbHE77tlLKo8JQSd5Ll0360DYs4rqsyTsr7mZ3QjSYfWiorHQyoy4U3tXy-HUoYfr2wrIkB51yY1EsTyhdKjj72U0n363FY/s320/episode_1_ending.png" /></a></div>
<p />
There has been quite some blood poured in it, and not only mine, far from that. ;)
<p />
<i><b>So what has been accomplished you've been bothering us with it more or less every month since two years now?</b></i>
<p />
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.
<p />
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.<br />
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.
<p />
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.
<p />
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:<br />
- ~50 maps done.<br />
- 18 32x32 Tilesets used (on the 25 prepared for what's next.)<br />
- 2 and half playable characters. ;)<br />
- 19 different encounterable enemies.<br />
- A dozen NPCs, skills, spells, and different items.<br />
- Status effects can be applied on characters and foes.<br />
- Full joystick support.<br />
- The game is fully translated in 6 languages, and more are incoming.<br />
- Three UI themes.<br />
- Main and secondary quests, hidden treasures and traps. ;)<br />
- All in all, something like 7-10 hours of gameplay.<br />
- ~140'000 lines of c++ code and lua script.<br />
- And a lot more things I've forgotten...<br />
<p />
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.
<p />
<i><b>This is nice and all but what's next?</b></i>
<p />
The Episode II will focus on the second part of the story of course, but also:<br />
- Adding a better skill system based on equipment and on Experience points, if all goes well, to give the player more strategical choices.<br />
- Improving and refactoring all the bits that needed it.<br />
- Introduced new playable characters and a new map mode. ;)<br />
- Add more visuals in battles most notably when using skills, attacks and spells.<br />
- A migration to SDL2 in order to offer better resolution support, and other improvements.<br />
<p />
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.
<p />
I hope you'll enjoy the game as much as I've enjoyed making it.
<p />
'till next time!! :)Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com11tag:blogger.com,1999:blog-917480286629905078.post-39572723930603956802014-07-30T01:17:00.000-07:002014-07-30T01:17:39.268-07:00Episode I Release Candidate I ReleaseHi there,<br />
<br />
After almost one year of development, I'm proud to say the full Episode I Release Candidate I is now done. :D<br />
<br />
Go grab it in the <a href="http://valyriatear.blogspot.ch/p/downloads.html" target="_blank">downloads</a>! <br />
<br />
<br />
This release is only a first candidate though. Would the testing and the translations go fine, the actual release should happen within August.<br />
<br />
Thus, if you find any bugs or game glitches, feel free to <a href="https://github.com/Bertram25/ValyriaTear/issues" target="_blank">report them in the bug tracker</a> or on <a href="http://forum.freegamedev.net/viewforum.php?f=76" target="_blank">the forums</a>.<br />
<br />
<br />
Some translation is missing? Feel free to report it <a href="http://forum.freegamedev.net/viewtopic.php?f=76&t=3758" target="_blank">on the forums</a> as well or better: help us translate Valyria Tear on <a href="https://www.transifex.com/projects/p/valyria-tear/" target="_blank">Transifex</a>!<br />
<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com4tag:blogger.com,1999:blog-917480286629905078.post-42709208685457718002014-07-03T01:06:00.002-07:002014-07-03T01:06:52.161-07:00Final Dungeon unlocked!Hi there :)<br />
<br />
A long time has flown away since the last piece of news but this time I didn't come here to tell about another delay.<br />
<br />
You've read it right, the Episode I final dungeon is now unlocked on <a href="https://github.com/Bertram25/ValyriaTear" rel="nofollow" target="_blank">github</a>.<br />
<br />
I must say this has been quite a struggle to reach that point for me, and there is still a lot of <a href="https://github.com/Bertram25/ValyriaTear/issues/286" rel="nofollow" target="_blank">things to polish</a> in there, especially in term of missing sounds and music changes to fit the action mood.<br />
<br />
The Episode I is also missing its very last conclusion map! But even if the episode 1 true ending is all I've been fighting for since last year when it comes to Valyria Tear, there is no point in keeping the last part locked anymore.<br />
<br />
Hence, if you're brave enough to <a href="https://github.com/Bertram25/ValyriaTear/blob/master/README" rel="nofollow" target="_blank">compile</a> the beast and unleash your testing powers on it, feel free to dive in! :D<br />
<br />
Feel also free to report bugs, comments and so on on the <a href="https://github.com/Bertram25/ValyriaTear/issues" rel="nofollow" target="_blank">bug tracker</a> or on the <a href="http://forum.freegamedev.net/viewforum.php?f=76" rel="nofollow" target="_blank">forums</a>.<br />
<br />
I sincerely hope you'll enjoy that part as much as I enjoyed making it.<br />
<br />
Best regards, and stay tuned for the complete Episode Release which is officially "coming soon"* now. ;)<br />
<br />
<span style="font-size: xx-small;"><span class="b4">* within </span><span class="b5">the limits of the available dev.</span></span> Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-32996262979180326042014-05-22T06:08:00.001-07:002014-05-22T06:09:57.894-07:00Four maps left...Hi there, :)<br />
<br />
The title tells almost everything.<br />
<br />
At the time of writing, I'm currently four maps away from the Episode I's end.<br />
<br />
Phew... almost there! Still there is a lot to do left, mostly in term of scripting... ;)<br />
I won't spoil more and I can't wait to unlock the beast so you can enjoy the brand new dungeon.<br />
<br />
<br />
As unrelated news, a few days ago, I fell on a case study on Video Game localization featuring Valyria Tear (!):<br />
<a href="https://kflc.as.uky.edu/node/1677" rel="nofollow" target="_blank">https://kflc.as.uky.edu/node/1677 </a><br />
<br />
Woohoo, I don't know what the author(s) think(s) about my localization efforts but it is still cool to see the game noted as a reference somewhere. So, I'm officially thanking them(?) in doing that. :)<br />
<br />
I've also noticed a few people complaining about the lack of translation completeness in the newest <a href="http://boards.openpandora.org/topic/14539-valyria-tear/page-6?hl=%20valyria%20%20tear" rel="nofollow" target="_blank">PtitSeb</a>'s unofficial release of Valyria Tear. Be no more sad, as the translation team has done a great work in filling the holes, and the game should be as playable as before in this area. PtitSeb will have to redo his release, though.<br />
<br />
See you next time, for the Episode I RC1 release!!<br />
<br />
Stay tuned! ;)Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com4tag:blogger.com,1999:blog-917480286629905078.post-4302624974883047202014-04-09T02:08:00.001-07:002014-04-09T02:08:32.425-07:002nd floorHi everyone, :)<br />
<br />
Here is what happened last month in Valyria Tear :<br />
<br />
<b>Story:</b><br />
- The main effort is currently being made on adding the final part of this Episode I. The dungeon 1st floor is completely scripted, polished, ..., and 2nd floor is done by a quarter.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj63J3MQ5MA9Mz-I0RNmjseryw2vtVpS-9ZEMmmH5FalSRNh9q8b_8j6eEMDM9IiJDEHbldU3Gm10bzaqezNzhPwu6GepCAWehXZMLLW8Whu_UC86pBammB4L5bGdpzQntBwhbvaNJPhc0/s1600/dungeon_treasure.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj63J3MQ5MA9Mz-I0RNmjseryw2vtVpS-9ZEMmmH5FalSRNh9q8b_8j6eEMDM9IiJDEHbldU3Gm10bzaqezNzhPwu6GepCAWehXZMLLW8Whu_UC86pBammB4L5bGdpzQntBwhbvaNJPhc0/s1600/dungeon_treasure.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You shouldn't open this ...</td></tr>
</tbody></table>
This puts the dungeon part to be done at, roughly speaking, 60%<br />
<br />
Monsters have been balanced also, even if still missing certain special attacks ;), and a lot of tweaking has been done to make it more lively.<br />
New items have also been added to bring more variety, especially now that status effects are more fully supported.<br />
<br />
Among other items, the 'Escape Smoke' will please the ones who wanted to flee from battles, for instance. ;)<br />
<br />
<br />
<br />
<b>- Translations</b><br />
dimproject made a Russian translation update. :) And I've almost covered the french part about the latest additions.<br />
<br />
<br />
<b>- Development</b><br />
<br />
Among a lot of misc bugfixes, and at very first, game options support has been added in the pause menu. I thank bmorel and SuiteCake for giving me the little nudge of motivation to make this happen. :)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju1MuZUOFvfIW6BL9cxbeGuZrixFlhtgNrZN8Z9C8gjLXZWaAPiqNZfpS5vqR-33vtNT9j54dJv9ozys9Y2v1kPYN6fZr7NgDEZulbGrA8AXyrJD7r6i3WylL1JxLnNsZf4BB_Ytlos6Y/s1600/new_options.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju1MuZUOFvfIW6BL9cxbeGuZrixFlhtgNrZN8Z9C8gjLXZWaAPiqNZfpS5vqR-33vtNT9j54dJv9ozys9Y2v1kPYN6fZr7NgDEZulbGrA8AXyrJD7r6i3WylL1JxLnNsZf4BB_Ytlos6Y/s1600/new_options.png" /></a></div>
<br />
<br />
This now means you will be able to change the language, the sound levels, and the video resolution, for instance, without quitting your current game. :)<br />
<br />
This has still one limitation though, as the language change in dialogues will happen only after moving from the current map to another. The other texts should be translated right away, though.<br />
<br />
bmorel also added support to change the text scrolling speed. (only manageable in the settings file, atm).<br />
<br />
He also fixed warnings seen when compiling using clang and a bug in the procedural minimap creation code.<br />
<br />
SuiteCake also helped by fixing some input mismanagement when using a joypad. This fixes certain lacks of updates when navigating in the menu mode.<br />
<br />
The map stamina bar value will now be carried from one map to another. This means you no longer will start fresh about this when moving from one map to another, so beware about it. ;)<br />
<br />
I also fixed for good the glitch sometimes seen on Bronann animation when winning (making him idle while he should run.)<br />
<br />
Now that the very first trade offers have been added in game, this permitted me to check more thoroughly the trade conditions code and fix it.<br />
<br />
Support to trigger an event when encountering an enemy has also been added. ;)<br />
<br />
Stay tuned!<br />
<br />Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-83534265715784926702014-03-02T06:39:00.000-08:002014-03-12T02:17:48.533-07:00In the middle ... of the second dungeon!Hi everyone, :)<br />
<br />
We're now in March, so what about a little summary of what has been done? ;)<br />
<br />
<b>- Story</b><br />
- Scripted several new events and redid a map. The overall dungeon is 40% done.<br />
- You'll now be able to do your very first trades! ;)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOryDzSqI5NIM-qv3NrDlupBnrPyh0WZtuf-jyqMi12MYust2GTzHJDnD2s9MXKqeNgJGDgrDy9mnTBDgYVA_2aGn1i5ERppyj9QWHGe3FvL1nZo7IB73pFQDzpaslkThhl4g5usGDjhk/s1600/dungeon_image3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOryDzSqI5NIM-qv3NrDlupBnrPyh0WZtuf-jyqMi12MYust2GTzHJDnD2s9MXKqeNgJGDgrDy9mnTBDgYVA_2aGn1i5ERppyj9QWHGe3FvL1nZo7IB73pFQDzpaslkThhl4g5usGDjhk/s1600/dungeon_image3.png" height="231" width="320" /></a></div>
<br />
<br />
<b>- Save point in the Layna village</b><br />
<br />
First of all, after month of pressure (lol), I reached the point to my TODO-list where I had to deal with the problem people often had when starting the game.<br />
<br />
One can't save the game as soon as they should be able to, and while it was a fun thing to put on in the early dev times for ancient reasons, I've now "fixed" that, by adding a save point right at the start of the game, changing a bit (and for the better) other dialogues in the way.<br />
What's left about the save point problem, is the addition of a quick-save option that I'll add when at Episode II.<br />
Note that I'll never permit to save anywhere, due to the possible ever-changing form of the map data, and to prevent you all to be stuck because of an ill-formed save game. I know the frustration I can cause and I won't allow that. ;)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvFnVR3ltUXE7T_PJnWxhVysDdQ6uX-PJBfHNm_jTfW1oGc8w0Dxfruc8VuPWEfPI71pMsRn7ucpw0mvm-dROip7AoHux8wPjmdwSydLc1IuJIhYF5Wfrh4NMtDVdWomOkq5jylO6nFSw/s1600/save-point_layna.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvFnVR3ltUXE7T_PJnWxhVysDdQ6uX-PJBfHNm_jTfW1oGc8w0Dxfruc8VuPWEfPI71pMsRn7ucpw0mvm-dROip7AoHux8wPjmdwSydLc1IuJIhYF5Wfrh4NMtDVdWomOkq5jylO6nFSw/s1600/save-point_layna.png" /></a></div>
<br />
<br />
<b>- Active status effects full support!</b><br />
Now, I must say half of this month has putting me busy with polishing again, and again the handling of active status effects (eg: such as poison from wounds) in the map mode, and their interactions between the menu and the battles.<br />
I considered this overwhelming task now done! with the following new features ready in-game:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVEmR7OPwhL_yrxrXTWkYv3TdA48xHqYOraGvnadaT-YzF6GDCnIHUGSL296n_Z9m9Ooz0-bt6VCBLds29csLshuGl_unRJHIgUc_UPYBXwloJRzG8duQBMdFXqUlHTv15gUmUPVv1X3o/s1600/menu_status_effects.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVEmR7OPwhL_yrxrXTWkYv3TdA48xHqYOraGvnadaT-YzF6GDCnIHUGSL296n_Z9m9Ooz0-bt6VCBLds29csLshuGl_unRJHIgUc_UPYBXwloJRzG8duQBMdFXqUlHTv15gUmUPVv1X3o/s1600/menu_status_effects.png" /></a></div>
<br />
- Support to display active status effect in the menu mode<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxvLQl2osgnZ2VlKuaSzWSFjwHG2D9AjZaao9fLDWmc4-w9ZGz92V0BVJTIKojcOE5eO6Z7W3MN_f50qStfz4JzMFoh4uo-F2J6bc_cffa13jvnDDpU-zfXI4jCy8wFJfkFGT48wv2ukc/s1600/map_status_effects.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxvLQl2osgnZ2VlKuaSzWSFjwHG2D9AjZaao9fLDWmc4-w9ZGz92V0BVJTIKojcOE5eO6Z7W3MN_f50qStfz4JzMFoh4uo-F2J6bc_cffa13jvnDDpU-zfXI4jCy8wFJfkFGT48wv2ukc/s1600/map_status_effects.png" /></a></div>
<br />
<br />
- Support to fully display status effects changes, heal and damage, in the map mode. This means status wounds you had in battles will follow you in the map mode and vice versa.<br />
<br />
- Active status effect states are now saved in save games. This change is backward compatible, don't worry. :)<br />
<br />
- Made character's agility slightly decreased for a few seconds in battles, when their map stamina is low.<br />
This means your characters will be slower at battles beginning when the map stamina bar is in the red part. This may be give a bit more spice to it all. ;)<br />
<br />
Thanks to new status effect support, status items can now be used on the menu as well, such as Elixirs, ...<br />
<br />
I also started adding new items such a heal potions, and cure poison, but other ones are pending, eh eh.<br />
<br />
Certain status skills now work in the menu as well, such as 'Shield'.<br />
<br />
<br />
<b>- Battles:</b> <br />
As for battles, I rewrote the battle item list handling to make it simpler and prevent the case where you can't select an item sometimes.<br />
<br />
While on it, I added support to hint you about the skills/items description while in battle when pushing the menu key (S).<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSRbAg5UPUutDYZoVMHDsbcsbio1lCKhr66vKCfV9GNOkanRXyShyphenhyphen35zV6VMoY9BFFRsrjzbL-Meq04aePob3BPF7Cgnv-6kPJS04JfXC82lmR4lICJCMw7YbFhhPZqsVl6kDxdoWe36g/s1600/battle-hint-window.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSRbAg5UPUutDYZoVMHDsbcsbio1lCKhr66vKCfV9GNOkanRXyShyphenhyphen35zV6VMoY9BFFRsrjzbL-Meq04aePob3BPF7Cgnv-6kPJS04JfXC82lmR4lICJCMw7YbFhhPZqsVl6kDxdoWe36g/s1600/battle-hint-window.png" height="186" width="320" /></a></div>
<br />
<br />
<b>- i18n: </b><br />
Galician, Italian Translation updates and some english text review happened thanks to Gallaecio and BioHazardX. :)<br />
<br />
<b>- Joystick support:</b> <br />
- Fixed selecting the language with a joystick when running the game for the first time, as pointed out by qubodup.<br />
- Prevented quitting the game when pushing start using a X360 joypad on the boot menu, as pointed out by SuiteCake.<br />
<br />
<b>- Quests:</b> <br />
- Added support to show when a quest isn't completable anymore.<br />
<br />
<b>- Misc:</b> <br />
- Lot of bugfixes, such as preventing crash when using an ill-formed skill and fixes of many other glitches.<br />
- Moved the art sources, useless to run the game, in another repository. <br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-65860192285077264282014-01-29T02:17:00.000-08:002014-01-29T02:17:42.793-08:00Three children and a dungeon...Hi there, :)<br />
<br />
As Jeff righteously noticed, this is time for some news about what has been done last month. ;)<br />
<br />
<b>The Mountain Shrine...</b><br />
<br />
I'm still in the process of mapping and scripting the dungeon, added 4 new maps, and scripted the first one to something like 80%-90%.<br />
<br />
Fortunately, the core of the effort has been done, as all the dungeon enemies left to add are now in the box. Many props were added, and lifing has been done to the battle background, the location image, and the maps themselves to make the dungeon start something looking suitable before moving on.<br />
<br />
I can't spoil it that much but it's coming along :)<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf2RyTa4zZCngDGCwD5Kp1nIZGXMqrLQagCFgyv9yGZfIAJVlN8Qkq1HFiYmgWtmfVNMeUJ35Hc1GqbQ6dhqL9jSRHDxQIWeM5PGpXLMqpDGvJ9uTMg7TJA7Mi-lDpzulxig9yDUSPZBw/s1600/dungeon_first_scene.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf2RyTa4zZCngDGCwD5Kp1nIZGXMqrLQagCFgyv9yGZfIAJVlN8Qkq1HFiYmgWtmfVNMeUJ35Hc1GqbQ6dhqL9jSRHDxQIWeM5PGpXLMqpDGvJ9uTMg7TJA7Mi-lDpzulxig9yDUSPZBw/s1600/dungeon_first_scene.png" height="195" width="320" /></a></div>
<br />
<b>Map Editor</b><br />
<br />
As maps are the main point of
focus at the moment, I felt more and more convinced to improve the Map
Editor and added the map resizing support to it, a very missing feature.
;)<br />
I also made sure to decrease even more the editor dependencies and rebuilt a new Windows binary.<br />
(For those willing to try it, see the downloads section)<br />
<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhJhT8jbDxUS7bvC2k810zI5Gmy-L5IWXQ3uFVf86UPGVs20f88Lbe-0oeYUS6Uveto35msfsTC4nTH8Uwz1uDc1TOEkRUiSxkDlfsowF-ge2zftJ6duxmPULFtnnRSqIqH_IqKVlCrng/s1600/editor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhJhT8jbDxUS7bvC2k810zI5Gmy-L5IWXQ3uFVf86UPGVs20f88Lbe-0oeYUS6Uveto35msfsTC4nTH8Uwz1uDc1TOEkRUiSxkDlfsowF-ge2zftJ6duxmPULFtnnRSqIqH_IqKVlCrng/s1600/editor.png" height="240" width="320" /></a></div>
<br />
<b></b><br />
<b>Status effects</b><br />
<br />
I also kept working on the last key feature of the Episode I: Active status effects are now stored in the global characters data (but not saved yet), and can now be displayed in the menu mode.<br />
This feature is still disabled for now, as I still need to add support for status effects updates and display on the map mode before unleashing the beast.<br />
To celebrate this, new items will then appear to fill your inventory. ;)<br />
<br />
<b>Battle Actions</b><br />
<br />
I also fixed a long-standing glitch in character battle actions display. Sometimes, the battle skills chosen and their targets where overlapping in the battle command bar. It is now fixed, and while on it, I added support to display the currently selected skill icon to help hinting what is going on.<br />
I also simplified a bit how the battle action texts are created and displayed.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBOGNcY0DB31W8qEL4tYVojtdnEl5sZq5pXrGN-D6kSO79U3eRf5PWit69hIWqDf3lgChtm7e_7-i3Y0WN1QH-RIzu42JHLBPFQk8Xt2RyymtaS6tqsJNEhwTx9PMaXwSLqcc7VqZUMSg/s1600/battle_actions.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBOGNcY0DB31W8qEL4tYVojtdnEl5sZq5pXrGN-D6kSO79U3eRf5PWit69hIWqDf3lgChtm7e_7-i3Y0WN1QH-RIzu42JHLBPFQk8Xt2RyymtaS6tqsJNEhwTx9PMaXwSLqcc7VqZUMSg/s1600/battle_actions.png" height="51" width="200" /></a></div>
<b>English texts review</b><br />
<br />
Some English sentences were checked for correctness some time ago, and I thank mmstick, astralchaos, and ibara for the effort done on it.<br />
Hopefully, this kind of effort will keep on, and the original text will be reviewed for correctness from time to time. :)<br />
<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-86682110500932025732014-01-28T01:21:00.001-08:002014-01-28T01:21:26.651-08:00OSX version of the 0.6.0 release available!You'll be able to grab them in the <a href="http://valyriatear.blogspot.ch/p/downloads.html">downloads</a> section.<br />
<br />
You can thank Socapex for those ;)Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-91512924132080284712013-12-31T02:09:00.000-08:002013-12-31T02:09:41.596-08:00Happy New Year to everyone!Hey! <br />
<br />
Just in time to wish you all a Happy New Year to you and your family! :)<br />
<br />
While on it, here is a little update, just before 2013 ends. ;)<br />
<br />
<u><b>- Mountain Shrine dungeon in progress!</b></u><br />
The Mountain Shrine is now considered made on paper (at least a first suitable version to work on.) and I started to map and script the first rooms. So, we're slowly but surely reaching the end of this first Episode. ;)<br />
I also made and added a first version of the battle background there, prepared the encountered monsters, ...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSvHRRPxKU-W2pXmH5NFYpcYhkWLQdA-u2k6xJJBtpmuyYVjFrbFwCBXTfFwf1Tg9fTVt6ubRZwEmFi5Tm-_9CuLN6KFCJ2u0xDxnBSteu-RGu3VpMrcuEoNdPVWAWKuoX3li9C_VDm-Y/s1600/battle_mountain_shrine.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSvHRRPxKU-W2pXmH5NFYpcYhkWLQdA-u2k6xJJBtpmuyYVjFrbFwCBXTfFwf1Tg9fTVt6ubRZwEmFi5Tm-_9CuLN6KFCJ2u0xDxnBSteu-RGu3VpMrcuEoNdPVWAWKuoX3li9C_VDm-Y/s400/battle_mountain_shrine.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Time to face the Shrine critters...</td></tr>
</tbody></table>
<br />
<u><b>- Proper ending credits:</b></u><br />
This one was a personal priority for me before the Episode I release, I must say.<br />
I now added support to properly list everyone involved in the project (consciously or not) when you reach the end of the current episode.<br />
<br />
<u><b>- Visuals:</b></u><br />
The game's look'n'feel has been improved in several area recently:<br />
- The map stamina bar (telling you how long you can run for) has been redone and IMHO improved. :)<br />
- Bronann standard attacks's visuals have been slightly improved/fixed.<br />
- The boot menu will now hint you about what resolution the game is running.<br />
- Broken/unavailable translations will now be disabled in the corresponding menu, and the game will also tell you what is the currently selected language.<br />
<br />
<u><b>- Support for non 4:3 resolusions</b></u><br />
A long-desired feature which is permitting you to now play in 1366x768 for instance (a usual resolution for the current laptops ;])<br />
For now, only a limited set of resolution were statically added, once the migration to SDL 2.x will be complete, I'll add support for the resolutions declared by the system the game is running on. <br />
<br />
<br />
<u><b>- i18n / Translations :</b></u><br />
Spanish translation support was added thanks to jahalic :)<br />
And Galician and Russian translations were updated/fixed by Gallecio et dimproject respectively.<br />
<br />
I also fixed the bug preventing the map titles to properly display when playing in Russian by adding support for custom fonts loading (and reloading) depending on the current language selected.<br />
<br />
This also means <u>Asian languages should now be properly supported</u> using specific fonts for them. :)<br />
Any translator tempted?<br />
<br />
<u><b>- Bugfixes / Other small improvements:</b></u><br />
There has been the usual set of bugfixes and small improvements during the last month, but more proeminently:<br />
<br />
The joysticks D-Pad / Hats handling is now fully working. :)<br />
<br />
The scripting API is now handling Images as objects and no more as integer indexes. This permitted me to now handle image script code quite the same way I do for the C++ side, and permits a lot more of flexibility there.<br />
<br />
The map mode, menu mode, particle engine, ... have seen simplifications and cleanups.<br />
<br />
I also started working toward support for status effects in the map and menu mode. This led to some simplification of the way to display status effects which is now supported in every game mode.<br />
What is left is to add the core logic support to load and properly updates the active effects in the menu and map modes.<br />
<br />
Stay tuned and again, a Happy New Year!<br />
<br />Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-51016532728957564872013-11-22T08:42:00.001-08:002013-11-22T08:42:50.212-08:00Elbrus Shrine...Hi all,<br />
<br />
Here is what has been done this month in Valyria Tear!<br />
<br />
First of all, the Episode I last dungeon is slowly but surely advancing on our side. I wouldn't like to spoil it all, but here is something I can already show you:<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgz6FCZDbFLwnlEckSELj5Dvz2L-EMMdU5ZS1P4tyqlRoRlSswiI7nwc-_6mXgCTUml9G9PocE3YPIDNr5QlJAs4h0b1bwzJs_UmL5ROfSPzE29_0HaN7qjffxTdA1pyVF70kzKMGAqDxQ/s1600/shrine_entrance.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="262" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgz6FCZDbFLwnlEckSELj5Dvz2L-EMMdU5ZS1P4tyqlRoRlSswiI7nwc-_6mXgCTUml9G9PocE3YPIDNr5QlJAs4h0b1bwzJs_UmL5ROfSPzE29_0HaN7qjffxTdA1pyVF70kzKMGAqDxQ/s320/shrine_entrance.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Shrine entrance...</td></tr>
</tbody></table>
<br />
Some will recognize the excellent work done in the Liberated Pixel Cup adapted for Valyria here. An adaptation that took some time already... ;)<br />
<br />
<br />
During that time, on the <b>development side</b> :<br />
<br />
Support for a <b>key</b> to <b>toggle the minimap</b> view has been added. A feature dedicated to BioHazardX. ;)<br />
<br />
Work has been also done to properly <b>support the XBox 360 pad</b> and <b>D-Pads</b> or Hats in general.<br />
There is still a small issue preventing you to use the D-Pad to move your character in the map mode, I'll advise you to use the L button for that until this is properly solved. :)<br />
<br />
I'm also in the process of prettifying the <b>characters battle attacks</b>, by adding new animations, dust and weapon slash effects, ...<br />
<br />
Last but not least at all, I spent something like two weeks working on a <b>big overhaul of Text Rendering</b> management.<br />
That part of the code was a bit rusty, and bearing historical workarounds (including mine), making it something heavy. I previously fixed the most ostensible heaviness there (one year ago in fact, wow) by turning the glyph cache from a std::map to a std::vector leading to better performance when parsing it.<br />
<br />
Previously, the texts rendered on screen were computed on each draw call for Option Boxes (used as selectable lists) and Text Boxes (Main text Gui objects with word wrapping support and other nice features).<br />
Only one class (TextImage) was made with the concern of rendering the text only once and reuse the text texture at draw calls as a normal image.<br />
<br />
I thus <b>made the Option Boxes and Text Boxes use Text images wherever possible</b> while checking for recomputing only what's necessary and when necessary and made many other tweaks that came along the way. (Cached the Font objects within text styles, made the shadow colors only recomputed when necessary, ...)<br />
<br />
The script supervisor is now also using Text Images, meaning that showing some text through scripting isn't killing FPS anymore.<br />
<br />
It turned out well, as I earned an average of ~20 FPS on my low-end laptop when dealing with the menu mode, for instance, where there's a lot of text to draw, and the FPS are much more stable and higher in general now.<br />
<br />
VoilĂ ! I hope I didn't lose you in the middle of my geeky explanations. ;)<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-67141147651960948242013-10-28T03:38:00.002-07:002013-10-28T03:38:57.037-07:00Going into the dungeon...Hi all, :)<br />
<br />
Among other exciting things (just like new Valyria Tear's ports), here is what has been done last month:<br />
<br />
I worked mainly on the next two story maps, which will lead our heroes into the last Episode I dungeon entrance:<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVDcSNsRFfjK34cW84zbfhh13CtXNLN7xzhs6NW2qPRtYwNwtujZVpMI4wNogHf27QLcieWYzbSEP-qIoJM0NGXrPWLF9pAaXsqlZFOy_akYOSAFXoTR1_7uQedVF7noDagIC9o5ih-yM/s1600/snow.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVDcSNsRFfjK34cW84zbfhh13CtXNLN7xzhs6NW2qPRtYwNwtujZVpMI4wNogHf27QLcieWYzbSEP-qIoJM0NGXrPWLF9pAaXsqlZFOy_akYOSAFXoTR1_7uQedVF7noDagIC9o5ih-yM/s400/snow.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The high mountain part, just before the shrine entrance.</td></tr>
</tbody></table>
<br />
Lilou and I have been working on paper on the dungeon design (again and again) and agreed on something. (Believe me, that's the main point! ;])<br />
<br />
I also added Lilou's <a href="http://opengameart.org/content/dark-soldier-on-a-horse-valyria-tear" rel="nofollow" target="_blank">horse</a> into the game, and worked on adding shoulders for the new portraits that were missing those.<br />
I also tweaked certain dialogues and added a proper battle AI to Banesore in the village now the game has support for it, making the battle a bit better tuned.<br />
Finally, I added a new optional quest in the starting village. The well-known and venerable 'Find the chicken' quest!<br />
<br />
Development-wise, I've been working first on something one person of my primary audience (aka my sister) was requesting since a long, long time. Something I will call edge detection or soft-edges since I was unable to find an official name for that. (might be my own fault) ;)<br />
<br />
Briefly, our Hero was previously stopped by walls even when touching them even on edges. Now, it will slide away from them and keep on walking. On another hand, the character won't slide against people he can talk to, treasures, and other interact-able items, to preserve the gameplay.<br />
Here is an example when walking south:<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio8TB0PSaBoL4FBPNNUvwhYdxyBt2NIGtLId-DbAqXW3y5HjtwZQj2D4rAdcFJ6TR4Q9Qw4XlbodOM87E-lS9MzcC7qpQrdlsS9Gj2R9icNoDCJOgvwwIu1JGsTCc9bsGFzSU6eLKLmmo/s1600/soft_edges.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio8TB0PSaBoL4FBPNNUvwhYdxyBt2NIGtLId-DbAqXW3y5HjtwZQj2D4rAdcFJ6TR4Q9Qw4XlbodOM87E-lS9MzcC7qpQrdlsS9Gj2R9icNoDCJOgvwwIu1JGsTCc9bsGFzSU6eLKLmmo/s1600/soft_edges.png" /></a></div>
<br />
I also added a star icon in front of the currently selected language in the option menu as requested by Aapo, and finally added a missing API scripting function used to properly start an event after a dialogue without tangling the map game states! Quite obscure isn't it? But believe me, it was necessary. ;)<br />
<br />
Last but not least, I finally got around removing the GL renderer used to display tiles in the Map Editor, and use an actual Qt Renderer instead!<br />
This permitted to untangle the engine and editor code, remove a lot of unnecessary dependencies for the editor, and leave it out of the way on the port to SDL2. (It previously was broken in the SDL2 port).<br />
<br />
Translation wise, I also thank dimproject who made the full game translation into Russian!<br />
<br />
<u><b>OpenDungeons:</b></u> <br />
I've also been working a lot on compiling OpenDungeons dependencies for Windows (FOSS Dungeon Keeper in the making), and if you're interested to help, feel free to <a href="http://forum.freegamedev.net/viewforum.php?f=15&sid=37d70406b65187a762a7aa0e64b8970b" rel="nofollow" target="_blank">drop by</a>!<br />
<br />
<br />
Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-4546927494137973802013-10-05T08:48:00.001-07:002013-10-05T08:48:44.229-07:00Valyria Tear 0.6.0 on Maemo5/N900Hi everyone,<br />
<br />
Thanks to the work of Aapo Rantalainen, Valyria Tear can now be run on N900 with quite surprisingly few<br />
issues for a first version.<br />
Big kudos to him!!<br />
<br />
Here is the <a href="http://forum.freegamedev.net/viewtopic.php?f=76&t=4943">announcement</a> and below a video!<br />
<br />
<iframe width="640" height="360" src="//www.youtube.com/embed/sF3MG9lOQZo?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com7tag:blogger.com,1999:blog-917480286629905078.post-12653085886777712252013-09-26T16:38:00.000-07:002013-09-26T16:38:30.277-07:000.6.0 Release!Hi there,<br />
<br />
Good news!<br />
<br />
After a few good days in bugfixing, adding the missing little pieces needed to make the 0.6.0 release something polished enough for a pleasant flight, it is now DONE!!<br />
<br />
The release is out and you can go grab it in the <a href="http://valyriatear.blogspot.fr/p/downloads.html" target="_blank">Downloads</a> section!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSpLpL2d02bWf63wjTtjGbstshyvg7AxUzGJWYHWtSHNH_74FIfWeq-FbrSNhGmp-51GoKUn4tT4waYP2vLe2rMh2pDJTHN1lgD8MePQF-1c-uP8iDAq9dPGuvbAuLPyVdqiqkl1Exjr8/s1600/0.6.0+release.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSpLpL2d02bWf63wjTtjGbstshyvg7AxUzGJWYHWtSHNH_74FIfWeq-FbrSNhGmp-51GoKUn4tT4waYP2vLe2rMh2pDJTHN1lgD8MePQF-1c-uP8iDAq9dPGuvbAuLPyVdqiqkl1Exjr8/s400/0.6.0+release.png" width="400" /></a></div>
<br />
<br />
Thanks a lot to the whole team that took the time to test and report feedback. :)<br />
<br />
The following main parts were fixed if your interested:<br />
- Fixed second boss skills<br />
- Fixed the battle stats initialization that weren't proper for certain cases.<br />
- Finally added the Crystal voicecasts.<br />
<br />
Here is also the <a href="https://github.com/Bertram25/ValyriaTear/compare/0.6.0-rc1...0.6.0" rel="nofollow" target="_blank">full changelog</a> between the rc1 and the final release.<br />
<br />
Enjoy!<br />
Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com3tag:blogger.com,1999:blog-917480286629905078.post-28759245461596702652013-09-03T16:42:00.000-07:002013-09-03T16:42:33.785-07:000.6.0 Release candidate 1 out!Hi there! :)<br />
<br />
The new Valyria Tear intermediate release is out!<br />
<br />
<br />
<br />
You'll find the source package and the Windows installer in the <a href="http://valyriatear.blogspot.fr/p/downloads.html">Downloads</a> section.<br />
<br />
Compared to the HEIR1 Release, this release is providing most notably the following things:<br />
<br />
- Many, many, many bugfixes and performance improvements. <br />
- The characters actual weapon is shown in battles, along with weaponless attack support.<br />
- Custom minimap support.<br />
- New art! <br />
- Battle enemies scriptable AI support.<br />
- Better scripted battle events. <br />
- Equipment and Battle status effect support in battles.<br />
- UI theme change support.<br />
- Menu mode UI stats info display improvements.<br />
- Translated into 4 languages (French, Galician Italian, and German) - Come and add your own! <br />
- Map enemies using patrol way points.<br />
- Scripted puzzle objects.<br />
- and of course, more of the story :)<br />
<br />
This release is not only my own work but also the one of a lot of involved and noteworthy people!
Thanks a lot guys and girls!<br />
Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com10tag:blogger.com,1999:blog-917480286629905078.post-37324016664832196562013-08-22T06:57:00.002-07:002013-08-22T06:57:38.870-07:00Mountain backgroundHi everyone :)
Just a small update to tell that we've now got a new battle background thanks to <a href="http://vectorgurl.com/" rel="nofollow" target="_blank">Tamara Ramsay</a>!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://opengameart.org/sites/default/files/styles/medium/public/environment_forest_alt1_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://opengameart.org/sites/default/files/styles/medium/public/environment_forest_alt1_1.png" width="400" /></a></div>
<br />
<br />
This wonderful new piece of art was partially funded thanks to the very first donation received! The donator wants to stay anonymous but I thank both this person and Tamara very warmly for the help :)<br />
<br />
I thus opened a <a href="http://valyriatear.blogspot.ch/p/donation.html" target="_blank">donation log</a> to make clear of what is happening with the money given.<br />
<br />
Cheers,Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com2tag:blogger.com,1999:blog-917480286629905078.post-69239846364457053912013-08-08T00:42:00.001-07:002013-08-08T00:42:35.647-07:00New NPCs portraits!Hi all,<br />
<br />
Thanks to <a href="http://opengameart.org/users/anthony44" target="_blank">Anthony44</a>, and after <a href="http://opengameart.org/forumtopic/valyria-tear-character-portraits-request#comment-21962" target="_blank">a call for new characters portraits</a> thanks to <a href="http://forum.freegamedev.net/viewtopic.php?p=46445#p46445" target="_blank">an idea of BioHazardX</a>, two new portraits have successfully landed into the master repository:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://opengameart.org/sites/default/files/styles/medium/public/forum-attachments/Herth.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://opengameart.org/sites/default/files/styles/medium/public/forum-attachments/Herth.png" /></a><a href="http://opengameart.org/sites/default/files/styles/medium/public/forum-attachments/NPCwomen_02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://opengameart.org/sites/default/files/styles/medium/public/forum-attachments/NPCwomen_02.png" /></a></div>
<br />
Thanks to everyone helping to make this happen!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-18107832986690028592013-07-24T01:13:00.001-07:002013-07-24T01:13:52.861-07:00SummertimeHi everyone,<br />
<br />
First of all, I wish you all to get the time needed to relax and rest a bit before entering the second half of this year. :)<br />
<br />
Having a break is necessary sometimes, and so I did for a few enjoyable days, hence the lack of news here!<br />
But that doesn't mean development on Valyria Tear has ceased! Quite the reverse in fact... ;)<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKBxdPHXMWTY7Tn-nwkDzcuRvc5KF6zqaij6tszwvVHyRkLxI2-31gO8Iv7jpwZe1s_uo9pKlaOXaz_wNQX7D9PBLaap7PjII6BCCXKcrG-OTQaW0RKv5M-M9HcOE5OrbhrE5LGCVZ0O4/s1600/status_effects.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKBxdPHXMWTY7Tn-nwkDzcuRvc5KF6zqaij6tszwvVHyRkLxI2-31gO8Iv7jpwZe1s_uo9pKlaOXaz_wNQX7D9PBLaap7PjII6BCCXKcrG-OTQaW0RKv5M-M9HcOE5OrbhrE5LGCVZ0O4/s1600/status_effects.png" /></a></div>
<b>- Full Battle status effect support!</b><br />
<br />
The characters stats and status effect systems have been greatly simplified and lifted (Almost completely been rewritten in fact), to bring full passive (read: from equipment) and active (read: from spells and hits) effects support in battles!<br />
As a result, elemental status effects, poison and regen support is now fully working in battles!<br />
<br />
This is leading me to introduce the elements that will be existing in Valyria Tear :<br />
Fire, Water, Air, Earth, Life, Death, and Neutral. (Neutral being the strongest one.)<br />
<br />
All that, along with trading support made, and spirit support started on equipment, will permit to improve the heroes' equipment and/or learn new skills through it, or thanks to spirits!<br />
<br />
Some of you may have already seen that some ore is collectable, by the way. ;)<br />
<br />
<br />
<b>- UI theme change</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguo3a826wJL8XPAYcLHOQps1uCjQ3W0nuHI0zTdiSf5OZsbTeyCITPcpe_eHyBCDRPcvSn8IIUYoc49Szte-pLpX8-royKxgNX8g6eTJzA_hB4BsWcWBe28yvY3KV5Zy0eLnHETennuuk/s1600/ui_theme_change.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguo3a826wJL8XPAYcLHOQps1uCjQ3W0nuHI0zTdiSf5OZsbTeyCITPcpe_eHyBCDRPcvSn8IIUYoc49Szte-pLpX8-royKxgNX8g6eTJzA_hB4BsWcWBe28yvY3KV5Zy0eLnHETennuuk/s320/ui_theme_change.png" width="320" /></a></div>
<br />
<br />
Authenticate also added UI Theme change support in the boot option menu. Making the former Allacrostian theme available to those who fancy it. :)<br />
This is also exciting as more themes could be added later, making the overall game a more personal experience...<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<b>- Custom minimap support</b><br />
<br />
Some work was done on minimaps, first to make them use less memory when being created procedurally, but also to fix some little glitches and add custom minimap support! I still need to add the missing ones but here is an example between the procedural way (on the left), and a custom one (on the right):<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVUN9Rww_rzr5E9lX77I1Kp0DeegSv2M4LQ0-ycd5m4sfdjaasZX6vVNQcHzwKfhpOHZahgsHSdXmaafx_OLFpUOP3VKWBKWZTTFxqPUMlM2bJoPNIWsvakf3Ah9Ih846eA_f8zdo9C7w/s1600/custom_minimap_support.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="120" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVUN9Rww_rzr5E9lX77I1Kp0DeegSv2M4LQ0-ycd5m4sfdjaasZX6vVNQcHzwKfhpOHZahgsHSdXmaafx_OLFpUOP3VKWBKWZTTFxqPUMlM2bJoPNIWsvakf3Ah9Ih846eA_f8zdo9C7w/s320/custom_minimap_support.png" width="320" /></a></div>
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<b>- Path finding support to map enemies</b><br />
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The bad fellows that were striving to catch you in the dungeon maps just got smarter! Enemies will now use pathfinding to wander but also to chase after your hero. Also, as I fancied it, I added waypoint support, meaning that certain enemies will patrol on certain map points.<br />
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<b>- Story</b><br />
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The two first maps of the Mt. Elbrus are as of now technically finished, with some eye candy missing. This makes the count of missing maps before the next intermediate release to 4 or 5 depending on how things will turn out.<br />
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Will your heroes escape from the dark soldiers? Time will tell... ;)<br />
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<b>- Bug fixes, and other development hell news</b><br />
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As an ending note, I'll say that this project has reached something like 300% of the features I thought I would add before the Episode I Release, and the work done is far from being mine only.<br />
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Thanks a lot to Ikarus, codergreen, authenticate, endoalir, logzero, NaN and BioHazardX for their help in bug fixing and work on the uneasy technical stuff, just as adding support for MSVC2012 compilation, or precompiled headers support (helping with the compilation time.)<br />
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A lot of work is still awaiting, but we're very close from another release now.<br />
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Stay tuned!<br />
Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com0tag:blogger.com,1999:blog-917480286629905078.post-67718420688489637462013-06-04T01:59:00.000-07:002013-06-04T01:59:07.018-07:00GroundworkHi there!<br />
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Already a month since the last piece of news so I wanted to make a little one. ;)<br />
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<b>New skills</b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6k8Nnf3D8WIBnq7SyQmZ2vfLR8jb7YXh157QuDPPpkgS4SE6-Ruaqi7kMI48QwzM4r99c2MNgIKygBs48VQjhXsc7m3lvj6z5GjBvZEj1DxE685Midm8W0F6Ztb7p2ruO3YUHxsaoGgo/s1600/earth_circle.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6k8Nnf3D8WIBnq7SyQmZ2vfLR8jb7YXh157QuDPPpkgS4SE6-Ruaqi7kMI48QwzM4r99c2MNgIKygBs48VQjhXsc7m3lvj6z5GjBvZEj1DxE685Midm8W0F6Ztb7p2ruO3YUHxsaoGgo/s200/earth_circle.png" width="166" /></a></div>
As said in the title, a lot of groundwork has happened in preparation of
the global game scale. In short, about 60 skills were added in the in
box to support the equipment upgrade system the player will be able to
later use.<br />
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On the left, you can see an example of a later spell you'll be able to cast to protect your team against Earth based attacks!<br />
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I've added the necessary items you'll need to find or buy to later improve your equipment, and add spirit slots to it! I won't spoil it all but spirits will help you obtain new spells based on how you'll combine them on your equipment.<br />
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I thus added support to earn new skills through equipment. This will likely make the game more strategical and more fun. ;)<br />
A lot of work remains but it's already coming along nicely so far.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjjm2uYZ_hEGT4hU5kAYXzgLOhNn2gs_HjdaTDoKWrmEayAmi2Enkca0FDOINgux5GKDKZ9Pw8M1_HJusAnvYA4P_LjP45InxalNJxI_pPjMYQFUz9Bw_GKqWISkR8iK6MlyMDWJ40dEI/s1600/new_skills.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjjm2uYZ_hEGT4hU5kAYXzgLOhNn2gs_HjdaTDoKWrmEayAmi2Enkca0FDOINgux5GKDKZ9Pw8M1_HJusAnvYA4P_LjP45InxalNJxI_pPjMYQFUz9Bw_GKqWISkR8iK6MlyMDWJ40dEI/s400/new_skills.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">New skills in the debug menu</td></tr>
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<b>Story</b><br />
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The two next maps linked to the story have also been added, and the heroes will soon have to evade the bad guy's army in order to survive this. (Mwahaha!)<br />
The pursuit maps are ready on paper and I hope to put out a new intermediate release afterwards, just before the second dungeon.<br />
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<b>Bug fix and other improvements</b><br />
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The title tells it. A ton of bugfixes have happen since last month and keep on coming, making the next release more stable than ever!<br />
Also, Ablu helped fixing the icon installation on linux distributions, hasufell helped fixing path installations, and authenticate just spotted two nasty bugs leading to crashes. :D<br />
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The bug fixes aren't all made of code though. Many graphics were slightly improved along with the addition of support for images offsets, permitting to add back its shadow to the Fenrir, and fixing the grass clumps being previously cut on their bottom edge, for instance.<br />
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<b>Translations</b><br />
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A special note for translation with the ever wonderful job of BioHazardX and NaN in updating the Italian and German translations.<br />
A special guest also came along and not only fixed certain English typos but also added the Galician (gl) translation. A big thanks to Gallaecio for that.<br />
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Knitter also started the Portuguese (pt_PT) translation so this might soon become a reality, too. :)<br />
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Stay tuned!Bertramhttp://www.blogger.com/profile/11010408540242098212noreply@blogger.com6