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Author Topic: [UPDATE 4/24/16]Code Release  (Read 20503 times)

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Re: [UPDATE 5/21/13]Code Release
« Reply #20 on: May 21, 2013, 10:00:40 pm »
  • The devil in the mirror.
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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 -_-
« Last Edit: May 21, 2013, 10:04:26 pm by wildex999 »
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Working on my Masters Degree in Computer Science.
Hey look, Zelda Coop....later.
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Re: [UPDATE 5/21/13]Code Release
« Reply #21 on: May 21, 2013, 10:28:23 pm »
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Cool cool. If you hit any odd hiccups in it, lemme know!
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Re: [UPDATE 6/4/13]Code Release
« Reply #22 on: June 04, 2013, 03:48:28 am »
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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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Re: [UPDATE 6/4/13]Code Release
« Reply #23 on: June 04, 2013, 01:22:41 pm »
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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!
« Last Edit: June 04, 2013, 01:24:51 pm by wildex999 »
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Working on my Masters Degree in Computer Science.
Hey look, Zelda Coop....later.
Proud user of C++ for 9 years, and counting!
Re: [UPDATE 6/4/13]Code Release
« Reply #24 on: June 04, 2013, 01:24:54 pm »
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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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Re: [UPDATE 6/4/13]Code Release
« Reply #25 on: June 04, 2013, 01:25:24 pm »
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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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Re: [UPDATE 6/4/13]Code Release
« Reply #26 on: June 04, 2013, 02:32:28 pm »
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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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Re: [UPDATE 6/4/13]Code Release
« Reply #27 on: June 06, 2013, 05:33:40 pm »
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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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Re: [UPDATE 6/4/13]Code Release
« Reply #28 on: June 08, 2013, 06:11:45 pm »
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Think I might have to jump in on this soon.
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Re: [UPDATE 6/4/13]Code Release
« Reply #29 on: June 09, 2013, 12:03:09 am »
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The more the merrier! :)
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Re: [UPDATE 6/11/13]Code Release
« Reply #30 on: June 11, 2013, 05:18:31 am »
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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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Re: [UPDATE 6/25/13]Code Release
« Reply #31 on: June 25, 2013, 02:40:32 pm »
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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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Re: [UPDATE 6/25/13]Code Release
« Reply #32 on: July 24, 2013, 08:13:49 pm »
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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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Re: [UPDATE 1/4/15]Code Release
« Reply #33 on: January 05, 2015, 02:03:31 pm »
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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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Re: [UPDATE 5/17/15]Code Release
« Reply #34 on: May 18, 2015, 03:24:09 am »
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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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Re: [UPDATE 5/17/15]Code Release
« Reply #35 on: May 29, 2015, 03:11:10 am »
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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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Re: [UPDATE 7/2/15]Code Release
« Reply #36 on: July 02, 2015, 11:13:00 pm »
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1.4 is out
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Re: [UPDATE 7/2/15]Code Release
« Reply #37 on: April 24, 2016, 01:58:26 pm »
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1.6 is outta here!
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