Hi there,
Good news!
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!!
The release is out and you can go grab it in the Downloads section!
Thanks a lot to the whole team that took the time to test and report feedback. :)
The following main parts were fixed if your interested:
- Fixed second boss skills
- Fixed the battle stats initialization that weren't proper for certain cases.
- Finally added the Crystal voicecasts.
Here is also the full changelog between the rc1 and the final release.
Enjoy!
Thursday, September 26, 2013
Tuesday, September 3, 2013
0.6.0 Release candidate 1 out!
Hi there! :)
The new Valyria Tear intermediate release is out!
You'll find the source package and the Windows installer in the Downloads section.
Compared to the HEIR1 Release, this release is providing most notably the following things:
- Many, many, many bugfixes and performance improvements.
- The characters actual weapon is shown in battles, along with weaponless attack support.
- Custom minimap support.
- New art!
- Battle enemies scriptable AI support.
- Better scripted battle events.
- Equipment and Battle status effect support in battles.
- UI theme change support.
- Menu mode UI stats info display improvements.
- Translated into 4 languages (French, Galician Italian, and German) - Come and add your own!
- Map enemies using patrol way points.
- Scripted puzzle objects.
- and of course, more of the story :)
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!
The new Valyria Tear intermediate release is out!
You'll find the source package and the Windows installer in the Downloads section.
Compared to the HEIR1 Release, this release is providing most notably the following things:
- Many, many, many bugfixes and performance improvements.
- The characters actual weapon is shown in battles, along with weaponless attack support.
- Custom minimap support.
- New art!
- Battle enemies scriptable AI support.
- Better scripted battle events.
- Equipment and Battle status effect support in battles.
- UI theme change support.
- Menu mode UI stats info display improvements.
- Translated into 4 languages (French, Galician Italian, and German) - Come and add your own!
- Map enemies using patrol way points.
- Scripted puzzle objects.
- and of course, more of the story :)
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!
Thursday, August 22, 2013
Mountain background
Hi everyone :)
Just a small update to tell that we've now got a new battle background thanks to Tamara Ramsay!
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 :)
I thus opened a donation log to make clear of what is happening with the money given.
Cheers,
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 :)
I thus opened a donation log to make clear of what is happening with the money given.
Cheers,
Thursday, August 8, 2013
New NPCs portraits!
Hi all,
Thanks to Anthony44, and after a call for new characters portraits thanks to an idea of BioHazardX, two new portraits have successfully landed into the master repository:
Thanks to everyone helping to make this happen!
Thanks to Anthony44, and after a call for new characters portraits thanks to an idea of BioHazardX, two new portraits have successfully landed into the master repository:
Thanks to everyone helping to make this happen!
Wednesday, July 24, 2013
Summertime
Hi everyone,
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. :)
Having a break is necessary sometimes, and so I did for a few enjoyable days, hence the lack of news here!
But that doesn't mean development on Valyria Tear has ceased! Quite the reverse in fact... ;)
- Full Battle status effect support!
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!
As a result, elemental status effects, poison and regen support is now fully working in battles!
This is leading me to introduce the elements that will be existing in Valyria Tear :
Fire, Water, Air, Earth, Life, Death, and Neutral. (Neutral being the strongest one.)
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!
Some of you may have already seen that some ore is collectable, by the way. ;)
- UI theme change
Authenticate also added UI Theme change support in the boot option menu. Making the former Allacrostian theme available to those who fancy it. :)
This is also exciting as more themes could be added later, making the overall game a more personal experience...
- Custom minimap support
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):
- Path finding support to map enemies
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.
- Story
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.
Will your heroes escape from the dark soldiers? Time will tell... ;)
- Bug fixes, and other development hell news
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.
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.)
A lot of work is still awaiting, but we're very close from another release now.
Stay tuned!
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. :)
Having a break is necessary sometimes, and so I did for a few enjoyable days, hence the lack of news here!
But that doesn't mean development on Valyria Tear has ceased! Quite the reverse in fact... ;)
- Full Battle status effect support!
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!
As a result, elemental status effects, poison and regen support is now fully working in battles!
This is leading me to introduce the elements that will be existing in Valyria Tear :
Fire, Water, Air, Earth, Life, Death, and Neutral. (Neutral being the strongest one.)
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!
Some of you may have already seen that some ore is collectable, by the way. ;)
- UI theme change
Authenticate also added UI Theme change support in the boot option menu. Making the former Allacrostian theme available to those who fancy it. :)
This is also exciting as more themes could be added later, making the overall game a more personal experience...
- Custom minimap support
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):
- Path finding support to map enemies
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.
- Story
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.
Will your heroes escape from the dark soldiers? Time will tell... ;)
- Bug fixes, and other development hell news
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.
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.)
A lot of work is still awaiting, but we're very close from another release now.
Stay tuned!
Tuesday, June 4, 2013
Groundwork
Hi there!
Already a month since the last piece of news so I wanted to make a little one. ;)
New skills
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.
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!
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.
I thus added support to earn new skills through equipment. This will likely make the game more strategical and more fun. ;)
A lot of work remains but it's already coming along nicely so far.
Story
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!)
The pursuit maps are ready on paper and I hope to put out a new intermediate release afterwards, just before the second dungeon.
Bug fix and other improvements
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!
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
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.
Translations
A special note for translation with the ever wonderful job of BioHazardX and NaN in updating the Italian and German translations.
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.
Knitter also started the Portuguese (pt_PT) translation so this might soon become a reality, too. :)
Stay tuned!
Already a month since the last piece of news so I wanted to make a little one. ;)
New skills
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.
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!
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.
I thus added support to earn new skills through equipment. This will likely make the game more strategical and more fun. ;)
A lot of work remains but it's already coming along nicely so far.
![]() |
New skills in the debug menu |
Story
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!)
The pursuit maps are ready on paper and I hope to put out a new intermediate release afterwards, just before the second dungeon.
Bug fix and other improvements
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!
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
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.
Translations
A special note for translation with the ever wonderful job of BioHazardX and NaN in updating the Italian and German translations.
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.
Knitter also started the Portuguese (pt_PT) translation so this might soon become a reality, too. :)
Stay tuned!
Thursday, May 2, 2013
The Villains
Hi everyone! :)
I must say I wanted to wait a bit more before presenting what's new in Valyria Tear, but since a lot of time already flew away, I'll do a quick piece of news now!
First things first, let's start with a small teaser ;)
Let me introduce the great first Villain you'll encounter in the game. The mysterious and malevolent Country Lord Banesore.
In the development version, the story goes to the point where Bronann meets that bad guy. As it was the heaviest thing so far I had to script/prepare sprites for, I'm quite happy it's more or less done. :D
I'll now be able to focus on adding the next part of the story, which is a bit lighter in term of scripting and should also be more interesting for the people in need of action! ;)
- Passive Status effect and elements
But this is not only what happened last month, IkarusDowned added support for passive equipment effects in battles, meaning that you will now be able to use (future) upgraded swords and other equipment pieces, giving bonus in attack, or defense.
The status/party, the shop mode, and the menu equipment windows have been upgraded to properly show different equipment effects in a common fashion, and with icons, which will tell the link between stats and effects:
- Other improvements
The game will now remember which repeatable dialogues you have seen and show a bubble only on new npc dialogues. This will be a great help to get to know whom you talked with.
Common game data are now loaded once instead of loading them each time a game mode was loaded, which leads to less audio crashes and better overall performance!
I also took the time to properly try and fix joystick support. Valyria Tear should now be fully playable using your favourite pad!
- Save data and OSX ports
Valyria Tear will now use standard paths for settings and save files, for both Windows and Linux, and auto-copy the data which was in the old location.
Also, thanks to Socapex's work, OSX support for Snow Leopard, Lion and Mountain Lion has been upgraded and improved, and test builds are available in the downloads section! :D
I must say I wanted to wait a bit more before presenting what's new in Valyria Tear, but since a lot of time already flew away, I'll do a quick piece of news now!
First things first, let's start with a small teaser ;)
Let me introduce the great first Villain you'll encounter in the game. The mysterious and malevolent Country Lord Banesore.
In the development version, the story goes to the point where Bronann meets that bad guy. As it was the heaviest thing so far I had to script/prepare sprites for, I'm quite happy it's more or less done. :D
I'll now be able to focus on adding the next part of the story, which is a bit lighter in term of scripting and should also be more interesting for the people in need of action! ;)
- Passive Status effect and elements
But this is not only what happened last month, IkarusDowned added support for passive equipment effects in battles, meaning that you will now be able to use (future) upgraded swords and other equipment pieces, giving bonus in attack, or defense.
The status/party, the shop mode, and the menu equipment windows have been upgraded to properly show different equipment effects in a common fashion, and with icons, which will tell the link between stats and effects:
The omni-sword, a piece of equipment used to test the extreme display case. |
- Other improvements
The game will now remember which repeatable dialogues you have seen and show a bubble only on new npc dialogues. This will be a great help to get to know whom you talked with.
Common game data are now loaded once instead of loading them each time a game mode was loaded, which leads to less audio crashes and better overall performance!
I also took the time to properly try and fix joystick support. Valyria Tear should now be fully playable using your favourite pad!
- Save data and OSX ports
Valyria Tear will now use standard paths for settings and save files, for both Windows and Linux, and auto-copy the data which was in the old location.
Also, thanks to Socapex's work, OSX support for Snow Leopard, Lion and Mountain Lion has been upgraded and improved, and test builds are available in the downloads section! :D
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