I think if it had come earlier so we'd been able to plan our project accordingly, I'd understand an extension. I know in college & grad school, if I'd asked a prof for an extension on a paper two weeks in advance, I'd get it. But not two days before it was due.
Can we keep an index of active links to entries as they are completed, polished, and updated, so that people can continue to show off their games as they work on them, as an alternative to extending the deadline?
We've been busting ourselves trying to get our game done, budgeting our time, four dungeons, one per week, etc, and are finally in the home stretch... I rather agree with gr3yh47. If it was only a day under extenuating circumstances for some competitors, I might feel a little more lenient, but five days is a lot, and two weeks is fully half the competition period.
There's nothing saying we can't continue to polish and work on our games after the deadline, which is why they're all GPL'd and CC-BY-SA'd. I know I plan to keep working, I already have three dungeons sketched out on paper. I know my wife is getting sick of me staying up late to work on it, too. Extending the deadline just feels like a little bit of a letdown this late in the process.
(so, for instance, put all your 32x32 tiles into one .png, all your 32x64 into another .png, etc, etc. They can still all end up in the same .png in your mods/alungkymod/images/tilesets folder, but Tiled will need them to be separate)
When you load a source image into tiled, all tiles within the source image will be the same size. The key is to split it up into multiple images accordingly - just be very careful when designing the tilesetdef that they all match up.
I don't know if Tiled can export the tileset_cave.txt, but if you want to put in events/npcs/enemies/enemygroups, you'll need to download the Tiled daily build. http://www.mapeditor.org/ has daily builds for Windows, and the Ubuntu PPA (also listed there) has a package called tiled-daily. I don't keep my tiled-daily up-to-date, but need some kind of version of the daily for exporting FLARE maps with objects in them.
I also forgot to mention - the architecture errors seem to come even from using cmake or g++, since SDL_gfxBlitFunc was added. The error mentions that file specifically.
If you're looking to place tiles, there's a few ways to do it. When you paste something into the gimp, you do have the option to dictate where it pastes using exact pixel coordinates, which is one of the reasons I prefer it to photoshop.
If you're making tiled maps, you can also use a program called Tiled, which is heavily linked around these forums.
If there's no "source" code, it's not Open Source. The basic Morrowind code doesn't allow the kind of collaboration that real open sourcing encourages, nor the freedoms guaranteed by free software.
Morrowind doesn't allow access to the source code. This access is necessary to see how they made their product, which allows modification and study, two key freedoms of free software, and a hallmark of open source software. Also, both Free/Libre and Open Source Software (often abbreviated as FLOSS) include the right to restribution - I can't just host Morrowind on my own website without getting the living snot sued out of me. On the other hand, FLOSS like LibreOffice, Firefox, or the GIMP, I can host on my website or burn to CD and give to a friend.
Submitted! We've taken a lot of time to balance and polish the game, so please, head on over the the repository and check it out!
https://github.com/pennomi/polymorphable
Clipping issues resolved! Artwork updated! Castle tiles refined! Transformation system tweaked! Bugs Squashed!
Thhis looks really great!
I think if it had come earlier so we'd been able to plan our project accordingly, I'd understand an extension. I know in college & grad school, if I'd asked a prof for an extension on a paper two weeks in advance, I'd get it. But not two days before it was due.
Can we keep an index of active links to entries as they are completed, polished, and updated, so that people can continue to show off their games as they work on them, as an alternative to extending the deadline?
We've been busting ourselves trying to get our game done, budgeting our time, four dungeons, one per week, etc, and are finally in the home stretch... I rather agree with gr3yh47. If it was only a day under extenuating circumstances for some competitors, I might feel a little more lenient, but five days is a lot, and two weeks is fully half the competition period.
There's nothing saying we can't continue to polish and work on our games after the deadline, which is why they're all GPL'd and CC-BY-SA'd. I know I plan to keep working, I already have three dungeons sketched out on paper. I know my wife is getting sick of me staying up late to work on it, too. Extending the deadline just feels like a little bit of a letdown this late in the process.
(so, for instance, put all your 32x32 tiles into one .png, all your 32x64 into another .png, etc, etc. They can still all end up in the same .png in your mods/alungkymod/images/tilesets folder, but Tiled will need them to be separate)
When you load a source image into tiled, all tiles within the source image will be the same size. The key is to split it up into multiple images accordingly - just be very careful when designing the tilesetdef that they all match up.
I don't know if Tiled can export the tileset_cave.txt, but if you want to put in events/npcs/enemies/enemygroups, you'll need to download the Tiled daily build. http://www.mapeditor.org/ has daily builds for Windows, and the Ubuntu PPA (also listed there) has a package called tiled-daily. I don't keep my tiled-daily up-to-date, but need some kind of version of the daily for exporting FLARE maps with objects in them.
that did it. I even made sure I had src/*.c included and I got the architecture error - switched to .cpp, smooth sailing.
Smooth sailing with really WEIRD colors, but smoother sailing.
I also forgot to mention - the architecture errors seem to come even from using cmake or g++, since SDL_gfxBlitFunc was added. The error mentions that file specifically.
http://www.gimp.org/windows/ for a Windows installer.
If you're looking to place tiles, there's a few ways to do it. When you paste something into the gimp, you do have the option to dictate where it pastes using exact pixel coordinates, which is one of the reasons I prefer it to photoshop.
If you're making tiled maps, you can also use a program called Tiled, which is heavily linked around these forums.
If there's no "source" code, it's not Open Source. The basic Morrowind code doesn't allow the kind of collaboration that real open sourcing encourages, nor the freedoms guaranteed by free software.
Open Source software is defined here:
http://opensource.org/docs/osd
And Free Software is defined here:
http://www.gnu.org/philosophy/free-sw.html
Morrowind doesn't allow access to the source code. This access is necessary to see how they made their product, which allows modification and study, two key freedoms of free software, and a hallmark of open source software. Also, both Free/Libre and Open Source Software (often abbreviated as FLOSS) include the right to restribution - I can't just host Morrowind on my own website without getting the living snot sued out of me. On the other hand, FLOSS like LibreOffice, Firefox, or the GIMP, I can host on my website or burn to CD and give to a friend.
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