I can't find any documentation on the about dragging a button with firefox / html5. The w3c spec says a button can have the attribute draggable, but I can't make it work with firefox 4 :(. If I don't resolve this issue, i will add a 'add to shortcut tab' button for each skill in the skill tab.
So for the moment the demo only works well with chrome (put you can still use skills with the skill tab opened).
@ TheAncientGoat : Which browser do you use ? Is there some errors in the console ?
EDIT: I reinstalled firefox 4.0 : there was a problem with a function, now the skills should display in the tab. However drag & drop do not work with firefox 4.0 :(, I'll have to look at that.
- Added a skill panel : you can access it by clicking on an aptitude in the aptitude panel ('L' shortcut). It then will propose all skills linked to this aptitude that you can use according to your aptitude levels. You can then drag & drop skills on the shortcut bar.
- Added a dozen of skills : melee (precise attack, power attack, burning strike, thunder strike), fire (flare, inferno, flame nova), air (lightning bolt, lightning, thunder, nova).
Short term roadmap :
- Inventory, item database, item drop
- Areas for map generation : for the moment objects are randomly put on the map. There will be some areas (forest, village, ...) that will constrain objects and monsters location.
It seems next release will be very interesting ! :)
I'm currently coding skills too, and there are great ideas here (haven't tought about random aim). Could you post a typical skill definition from the config file ? Do you plan to use a standard such as xml or json for config files or making your own format ?
As a developper, if the model/sound can be loaded/edited with an open source program, I'm fine with it. And an "open game art" should not use any proprietary format.
Welcome here RafaMann :).
I can't find any documentation on the about dragging a button with firefox / html5. The w3c spec says a button can have the attribute draggable, but I can't make it work with firefox 4 :(. If I don't resolve this issue, i will add a 'add to shortcut tab' button for each skill in the skill tab.
So for the moment the demo only works well with chrome (put you can still use skills with the skill tab opened).
@ TheAncientGoat : Which browser do you use ? Is there some errors in the console ?
EDIT: I reinstalled firefox 4.0 : there was a problem with a function, now the skills should display in the tab. However drag & drop do not work with firefox 4.0 :(, I'll have to look at that.
Updates for v 0.02 :
- Removed the 'Q' shortcut for fireball.
- Skills have now a level requirement.
- Added a skill panel : you can access it by clicking on an aptitude in the aptitude panel ('L' shortcut). It then will propose all skills linked to this aptitude that you can use according to your aptitude levels. You can then drag & drop skills on the shortcut bar.
- Added a dozen of skills : melee (precise attack, power attack, burning strike, thunder strike), fire (flare, inferno, flame nova), air (lightning bolt, lightning, thunder, nova).
Short term roadmap :
- Inventory, item database, item drop
- Areas for map generation : for the moment objects are randomly put on the map. There will be some areas (forest, village, ...) that will constrain objects and monsters location.
@TheAncientGoat : thanks for the mention :)
- upgrade existing art
- "Take your camera"
Pfunked wrote :
- loot=random,x,y,level OR loot=id,x,y,item_id (x and y are the tile in which to spawn the loot).
Example 1: spawn a random level 4 treasure in map position 10,10. loot=random,10,10,4
Example 2: spawn a longsword ( http://clintbellanger.net/rpg/item.php?id=200 ) in map position 10,10: loot=id,10,10,200
It seems next release will be very interesting ! :)
I'm currently coding skills too, and there are great ideas here (haven't tought about random aim). Could you post a typical skill definition from the config file ? Do you plan to use a standard such as xml or json for config files or making your own format ?
Very nice !
As a developper, if the model/sound can be loaded/edited with an open source program, I'm fine with it. And an "open game art" should not use any proprietary format.
I like it. Perhaps change hair to brown ?
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