ZFGC
ZFGC CP => King of Thieves => Topic started by: MG-Zero 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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I think we need to know what you want us to do with the code.
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Issues are slowly being put up, I'm waiting for responses from people.
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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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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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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:
<?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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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:
<?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.
!@#$% this is awesome. XML reading is sweet.
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So we now have a half working map implementation. We are now able to draw tiles read from an xml file. It's VERY simple to read. Below is the sample xml I'm testing with:
<?xml version="1.0" encoding="utf-8" ?>
<map>
<version>1.0</version>
<name>test</name>
<layerCount>1</layerCount>
<tileset name = "test">tileset:test</tileset>
<layers>
<layer width = "1" height = "1" name = "bleh">
<layerNum>0</layerNum>
<tiles>
<tile coordinates = "0:0" selection = "4:2"></tile>
</tiles>
</layer>
</layers>
</map>
Big thanks to the underlying Gears Engine for providing a foundation for this. The changes will be pushed to master today.
!@#$% this is awesome. XML reading is sweet.
Serializing for the winnar
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Working on a map editor to make this !@#$% easier
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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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Any help is appreciated! :)
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8x8 or 16x16 tiles? In MC they're technically 8x8... :P
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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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Oh nice, it's variable then? Do tiles need 1px separation? I noticed the chuchu sprite was like that.
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Never been a fan of "Human readable" formats, but hey, looks great xD
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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
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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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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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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Looks great =)
How do you plan to do things like solid tiles and animated tiles? =P
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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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Hm.. I'm trying to compile the code now, but I get stuck with the missing font, where exactly do I have to put it for it to be included? I tried installing it, but that doesn't seem to help.
EDIT: Got it working =) Just needed a restart -_-
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Cool cool. If you hit any odd hiccups in it, lemme know!
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This weeks release is ready (and 15 minutes early too!)
There were some complications with some merges from Wildex's fork. After a merge conflict and a derp on my part, we lost the code that allows multi tiling in the map editor. After much dicking around, I have gotten the code to a point to where I'm ok to release it. We now have working collision detection (and pretty smooth at that) thanks to Wildex!
I will be working throughout this week to reimplement the multi tile selection.
Please sync your forks up to the main repo.
EDIT: Plowed through it and made it better than it was previously. Multi selection is now functioning again and is available in today's release.
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We're using git, how do you LOSE code? xD
I'll give you complications!
*Deletes all Editor related code files, commits, does a pull request to main*
See, much cleaner xD :)
Also, this thread have too much text... SCREENSHOTS(Very W.I.P. this does not reflect the quality of the final blah blah blah)
Look, Link can NOT pass through the rocks, it's MAGIC!
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We're using git, how do you LOSE code? xD
I was thinking the same thing lol
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If you're Steve, you can pull miracles, or in this case maybe a disaster or two :P
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If you're Steve, you can pull miracles, or in this case maybe a disaster or two :P
anti-wizard magic
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Anyone who updates from the development branch from today, make sure you pull Gears as well. There's been a small update to it.
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Think I might have to jump in on this soon.
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The more the merrier! :)
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Master has been updated! Please pull the changes pushed and update Gears as well.
This week's release has some fun things. We now have every type of Keese implemented (Wildex), a base for liftable objects such as pots, and a MUCH more elegant way of handling timer events (StarForsaken). Check it out!
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Added a day night clock and the ability to save maps from the editor. The later needs some tweaks, but works for the most part.
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Just keeping this updated since there hasn't been a release in a month. Reason being grad schools been keeping me busy. Haven't forgotten about this, just doing what I can for now :P
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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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code release!
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.
1.3.5, the cleanup and fix build, is also underway as of yesterday. 1.4 will begin shortly as well.
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1.3.5 is out. This is mostly bug fixes and some cleanup. Not as complete as I want it, but it'll do.
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1.4 is out
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1.6 is outta here!