Ah, Clint explained it in an issue I opened over there: It's a C file, not a C++ file, which is okay, but the command to compile needs to be changed just slightly:
I didn't see that specific file, just SDL_gfxBlitFunc.c/.h. Copied those from FLARE, same error. On a whim, I changed SDL_gfxBlitFunc.c to .cpp and it worked! I'm guessing this is afflicting main as well.
Uploaded art_src/logo/flare_logo.svg, which should fix any issues people have with cmake. Still not sure how to handle the g++ compile error I'm getting, though. I'll look into it.
Shirish, we didn't intend for all the extra portraits to stick around. We hope to eventually have customizable hair and face, but it'll still be pixellated.
Aside from that, have you encountered any other bugs?
Xp rewards aren't implemented yet, so i'm not even sure how you made it to Level 2! Chances are, handing the flower to the elder and completing the first dungeon will only net you the second level, anyhow. I'm not sure where Pennomi stands, but the first dungeon is really a training dungeon, and it's only appropriate to give one level. Depending on how the second, third, and fourth dungeons go, maybe they will each grant two levels. Future side quests will probably grant one level each.
Over on the code page for Polymorphable, I did note that there needs to be some visual indicator that you can return to the cavern. If you've been to the cavern once and gotten the bat talisman, you should be able to just walk off of the northern edge of the map right now to get back into the cavern. There will eventually be a small glade at the end of that road to make everything more coherent (instead of a flower in the middle of a dirt road!)
I hope people won't feel the need to grind for the Hero's sword before progressing. It's certainly an option, but I'll be modifying the price so that one can purchase it by the end of the game without repeating content.
And yes, Jurkan. I just wanted to get some gameplay out there and be able to work on the quests and technical details while the graphical details are still being hashed out.
Hopefully the storyline will be good as well. I just pushed another update that gets the Ancient Tombstone event running (the lynchpin of the storyline in the cave), and I will likely continue to obsess over and refine the dialog, which should get more involved as the game progresses.
And, yes, the bat is only the first challenge, and some more powers should be coming down the pipes as well!
Finally, even after August 1st, I think Pennomi and I are going to continue to work on and expand the game. We have four dungeons planned for the LPC deadline, but I think we'll have little trouble creating more content in the months to follow.
Ah, Clint explained it in an issue I opened over there: It's a C file, not a C++ file, which is okay, but the command to compile needs to be changed just slightly:
g++ -I /usr/include/SDL src/*.cpp -o flare -lSDL -lSDL_image -lSDL_mixer -lSDL_ttf
to
g++ -I /usr/include/SDL src/*.c src/*.cpp -o flare -lSDL -lSDL_image -lSDL_mixer -lSDL_ttf
Our own README has been updated appropriately.
I didn't see that specific file, just SDL_gfxBlitFunc.c/.h. Copied those from FLARE, same error. On a whim, I changed SDL_gfxBlitFunc.c to .cpp and it worked! I'm guessing this is afflicting main as well.
Uploaded art_src/logo/flare_logo.svg, which should fix any issues people have with cmake. Still not sure how to handle the g++ compile error I'm getting, though. I'll look into it.
Pennomi - not sure if this is just me or everyone. Ubuntu 12.04.
$ g++ -I /usr/include/SDL src/*.cpp -o polymorphable -lSDL -lSDL_image -lSDL_mixer -lSDL_ttf
/tmp/cchf9XBw.o: In function `Avatar::loadGraphics(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)':
Avatar.cpp:(.text+0xa96): undefined reference to `SDL_gfxBlitRGBA'
Avatar.cpp:(.text+0xad9): undefined reference to `SDL_gfxBlitRGBA'
Avatar.cpp:(.text+0xb33): undefined reference to `SDL_gfxBlitRGBA'
Avatar.cpp:(.text+0xb8d): undefined reference to `SDL_gfxBlitRGBA'
Avatar.cpp:(.text+0xc15): undefined reference to `SDL_gfxBlitRGBA'
/tmp/cchf9XBw.o:Avatar.cpp:(.text+0xc58): more undefined references to `SDL_gfxBlitRGBA' follow
collect2: ld returned 1 exit status
Shirish, we didn't intend for all the extra portraits to stick around. We hope to eventually have customizable hair and face, but it'll still be pixellated.
Aside from that, have you encountered any other bugs?
Polymorphable saves should be in ~/.local/share/polymorphable. We need to update that README file to be specific to polymorphable.
Xp rewards aren't implemented yet, so i'm not even sure how you made it to Level 2! Chances are, handing the flower to the elder and completing the first dungeon will only net you the second level, anyhow. I'm not sure where Pennomi stands, but the first dungeon is really a training dungeon, and it's only appropriate to give one level. Depending on how the second, third, and fourth dungeons go, maybe they will each grant two levels. Future side quests will probably grant one level each.
Over on the code page for Polymorphable, I did note that there needs to be some visual indicator that you can return to the cavern. If you've been to the cavern once and gotten the bat talisman, you should be able to just walk off of the northern edge of the map right now to get back into the cavern. There will eventually be a small glade at the end of that road to make everything more coherent (instead of a flower in the middle of a dirt road!)
I hope people won't feel the need to grind for the Hero's sword before progressing. It's certainly an option, but I'll be modifying the price so that one can purchase it by the end of the game without repeating content.
Oh, and Pennomi and I both agree that, eventually, EVERY NPC in Laurelia will get their own quest and backstory...
Thanks everyone!
And yes, Jurkan. I just wanted to get some gameplay out there and be able to work on the quests and technical details while the graphical details are still being hashed out.
Hopefully the storyline will be good as well. I just pushed another update that gets the Ancient Tombstone event running (the lynchpin of the storyline in the cave), and I will likely continue to obsess over and refine the dialog, which should get more involved as the game progresses.
And, yes, the bat is only the first challenge, and some more powers should be coming down the pipes as well!
Finally, even after August 1st, I think Pennomi and I are going to continue to work on and expand the game. We have four dungeons planned for the LPC deadline, but I think we'll have little trouble creating more content in the months to follow.
I'm still fighting with the chests to get them to spawn loot properly. I'll also change them to look "open".
Pages