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Author Topic: [UPDATE 4/24/16]Code Release  (Read 20520 times)

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[UPDATE 4/24/16]Code Release
« on: March 27, 2013, 02:10:58 am »
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4/24/16 - 1.6 released
Known issues:
Overlap issues in Kokiri Forest with horizontal tree trunks
Menu items all over the place - need to be resprited, will be addressed in 1.7
Camera jitter with spin attack movement
no sword with spin attack
shadow medallion doesn't appear to work anymore

7/2/15 - 1.4 released
Release notes:
Bokoblin and like like added
potions

known issue:
draw order for shield
player doesn't immediately appear after shaking off like like

5/28/15 - 1.3.5 released!
bug fixes
dedication page for Justin

5/17/15 - 1.3 released!
Release notes:
Pause menu can be opened by pressing Enter.  Q and E scroll the menu.  Arrows and bombs can be equipped by pressing left or right arrow.
Old man with a pickpocket indicator can be pickpocketed by approaching from behind and pressing C.  Pressing C a second time will either pickpocket or alert the guards depending on where the meter is when you press it.
Guard will chase link when he comes into his line of sight.  He will return home when far away enough, but will now be listening as well as looking.
Fire and Ice arrows can be switched to by drawing an arrow and pressing R before releasing.

Known issues:
Old man's head sometimes separates from his body
pause menu item names aren't in a great spot.  Needs some graphical improvement
No indicator of fire/ice arrows other than HUD.  Needs graphical improvement.


4/13/15 - 1.2 is here!

Release notes:
Gibdo is functional and can drain the player's health - Mash C to get him off.
Shield can be raised by holding shift.
Floor tiles can fly at the player - this isn't great, needs refinement
Rupees are now a thing! Press T to spawn a rupee to the top left of the player.
The treasure chest can be opened by pressing C when facing the front of it.

Known issues:
The shield has a higher draw priority in all directions than the player.
Treasure chest doesn't respond 100% of the time (more like 90%)
Shielding sprites for Link are hideous

2/19/15 - Version 1.1 is out.  See release notes:

-Overgrown Keese can chase the player and return home (cannot yet carry player)
-Armored Crab can charge the player and walk side to side (Cannot yet spit rocks)
-Player can throw the boomerang by pressing right arrow
-Rolling switched from left shift to C
-Moldorm runs around like a derp(must be commented back into tiletester.xml to see it)
-Map editor tile drops

1/4/15 - Put out a code release last night.  I figured it was long overdue for one.  I'll write up a feature list later tonight.
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Re: [UPDATE]Code Release
« Reply #1 on: March 27, 2013, 02:25:46 pm »
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I think we need to know what you want us to do with the code.
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Re: [UPDATE]Code Release
« Reply #2 on: March 27, 2013, 04:40:14 pm »
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Issues are slowly being put up, I'm waiting for responses from people.
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Re: [UPDATE]Code Release
« Reply #3 on: March 27, 2013, 07:02:25 pm »
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I've been to sick lately to start workign with anything atm, will get on trying to fix some issues once I'm finished being sick and get rid of my heavy headache.
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Re: [UPDATE]Code Release
« Reply #4 on: March 27, 2013, 08:47:17 pm »
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There isn't anything that needs to be fixed per say, but there are things that need to be implemented.  You'll find those in the issue tracker as well.
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Re: [UPDATE 5/17/13]Code Release
« Reply #5 on: May 17, 2013, 08:35:05 pm »
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So we now have a half working map implementation.  We are now able to draw tiles read from an xml file.  It's VERY simple to read.  Below is the sample xml I'm testing with:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<map>
  <version>1.0</version>
  <name>test</name>
  <layerCount>1</layerCount>
  <tileset name = "test">tileset:test</tileset>
  <layers>
<layer width = "1" height = "1" name = "bleh">
<layerNum>0</layerNum>
<tiles>
<tile coordinates = "0:0" selection = "4:2"></tile>
</tiles>
</layer>
  </layers>
</map>

Big thanks to the underlying Gears Engine for providing a foundation for this.  The changes will be pushed to master today.
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Starforsaken101

Wake the Beast
Re: [UPDATE 5/17/13]Code Release
« Reply #6 on: May 17, 2013, 09:45:44 pm »
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So we now have a half working map implementation.  We are now able to draw tiles read from an xml file.  It's VERY simple to read.  Below is the sample xml I'm testing with:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<map>
  <version>1.0</version>
  <name>test</name>
  <layerCount>1</layerCount>
  <tileset name = "test">tileset:test</tileset>
  <layers>
<layer width = "1" height = "1" name = "bleh">
<layerNum>0</layerNum>
<tiles>
<tile coordinates = "0:0" selection = "4:2"></tile>
</tiles>
</layer>
  </layers>
</map>

Big thanks to the underlying Gears Engine for providing a foundation for this.  The changes will be pushed to master today.

!@#$% this is awesome. XML reading is sweet.
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Re: [UPDATE 5/17/13]Code Release
« Reply #7 on: May 17, 2013, 10:15:51 pm »
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So we now have a half working map implementation.  We are now able to draw tiles read from an xml file.  It's VERY simple to read.  Below is the sample xml I'm testing with:

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<map>
  <version>1.0</version>
  <name>test</name>
  <layerCount>1</layerCount>
  <tileset name = "test">tileset:test</tileset>
  <layers>
<layer width = "1" height = "1" name = "bleh">
<layerNum>0</layerNum>
<tiles>
<tile coordinates = "0:0" selection = "4:2"></tile>
</tiles>
</layer>
  </layers>
</map>

Big thanks to the underlying Gears Engine for providing a foundation for this.  The changes will be pushed to master today.

!@#$% this is awesome. XML reading is sweet.

Serializing for the winnar
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Re: [UPDATE 5/17/13]Code Release
« Reply #8 on: May 17, 2013, 11:52:11 pm »
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Working on a map editor to make this !@#$% easier
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Starforsaken101

Wake the Beast
Re: [UPDATE 5/17/13]Code Release
« Reply #9 on: May 18, 2013, 01:00:23 am »
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Let me know if you need some help. I wrote one for my game a while back.
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Re: [UPDATE 5/17/13]Code Release
« Reply #10 on: May 18, 2013, 04:14:56 am »
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Any help is appreciated! :)
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Re: [UPDATE 5/17/13]Code Release
« Reply #11 on: May 18, 2013, 04:36:38 am »
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8x8 or 16x16 tiles? In MC they're technically 8x8... :P
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Re: [UPDATE 5/17/13]Code Release
« Reply #12 on: May 18, 2013, 03:36:23 pm »
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That will depend on the tileset you load :P If you can find a tileset split into 8x8, be my guest! haha
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Re: [UPDATE 5/17/13]Code Release
« Reply #13 on: May 18, 2013, 04:56:13 pm »
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Oh nice, it's variable then? Do tiles need 1px separation? I noticed the chuchu sprite was like that.
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Re: [UPDATE 5/17/13]Code Release
« Reply #14 on: May 18, 2013, 06:56:13 pm »
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Never been a fan of "Human readable" formats, but hey, looks great xD
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Re: [UPDATE 5/17/13]Code Release
« Reply #15 on: May 18, 2013, 07:10:51 pm »
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Oh nice, it's variable then? Do tiles need 1px separation? I noticed the chuchu sprite was like that.

Yes, it's variable and is specified in code.  1px separation is also not required and is variable.  It could be 1, 0, 2, 5 or a chicken :P

Quote
Never been a fan of "Human readable" formats, but hey, looks great xD
I prefer binary formats myself, but for sake of simplicity of this project, this was a very appropriate option :)
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Re: [UPDATE 5/17/13]Code Release
« Reply #16 on: May 18, 2013, 07:16:34 pm »
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Yeah if we need, the gears engine can be modified to do binary serialization instead of XML. XML is just easy and since it happens once, the performance hit isn't as bad.
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Re: [UPDATE 5/21/13]Code Release
« Reply #17 on: May 21, 2013, 07:36:57 pm »
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I'm officially making Tuesday stable release day.  On each Tuesday, stable changes will be pushed to Master.  That starts today with some map editor features!

and I'm just gonna leave this here...
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Re: [UPDATE 5/21/13]Code Release
« Reply #18 on: May 21, 2013, 09:29:54 pm »
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Looks great =)
How do you plan to do things like solid tiles and animated tiles? =P
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Re: [UPDATE 5/21/13]Code Release
« Reply #19 on: May 21, 2013, 09:44:45 pm »
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Not entirely sure yet unfortunately.  Maybe I'll create a special type of actor that can spit out tiles and animate them.  As for solids, the best bet is probably to just use hitboxes (which have an implementation now!)
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