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Tuesday, July 31, 2012 - 13:09

Looks like submitting without hitting upload worked fine... thanks!

Tuesday, July 31, 2012 - 11:28

Yep! The problem is that there's practically nothing else after that... yet! Unfortunately, my time to work on it has finished :(

Tuesday, July 31, 2012 - 11:08

Fixed... The line giving you the error (though I don't know why it did) was inside an old and unused  part of code, so I removed the useless part straight away... I also fixed the make.sh file as you suggested (I'm not expert in linux programming)... And as far as I know libsdl-ttf1.2-def is fine...

Tuesday, July 31, 2012 - 09:50

Final update.

I haven't had time to finish the game - even if due time is delayed to tomorrow 1st August, I have other businesses both today and tomorrow and I can't finish it no way... :(

...but I will submit what I have by now anyway. So the repo has been updated with last changes and the almost-playable windows build is at https://sourceforge.net/projects/talesofgydia/

Good luck to all partecipants to Liberated Pixel Cup!

Monday, July 30, 2012 - 06:07

Fixed the compilation errors you had above - found out I had accidentally used a 'replace all' too much :)

Saturday, July 28, 2012 - 03:17

BTW, the RTS idea was even worst than the original one - picked back the old ideas... Though I'm not completely satisfied about none of the two :)

Saturday, July 28, 2012 - 03:15

@Bertram: I fixed the second bug, the game crash when trying to use empty slot, but I can't see the other one... Are you saying that when you pick the apples from the box, then you use one of them and re-open the box, the two apples are still in your inventory?

Thursday, July 26, 2012 - 16:15

Thanks for your report!

Btw, I think both inventory and item exchange will be removed if I totally turn the game into a RTS (and I have done most of the conversion)... The release you're trying is not up to date (my fault - didn't upload new files)

?
Thursday, July 26, 2012 - 15:42

You mean how to run the game or which are the commands?

If you want to know how to run the game, follow instructions in readme.

Else, use WASD to move, Q to strike, E to cast spell, U for player info, I for inventory, O for quests, P to look inside container

 

 

In any case, some of this commands will vary in next release with changes discussed above

Thursday, July 26, 2012 - 13:25

Radical changes!

I was trying the game a few days ago and I found myself thinking: "Hell! This game is the most boring thing I've ever played!" - and yes, it really was.

Having a turn based RPG means (IMO) you need to have a good background story or a good gameplay to make it interesting. And we hadn't. We also had to remove some features to end within the competition end, which made the game even more boring.

So what's the conclusion of this? I adapted the engine a little bit to make a turn based strategy game, instead. Very simple. The idea is this: you have a (hopefully large) set of battles, played in smaller maps (from 20x20 to 30x30 tiles); each battle has a fixed starting situation (e.g. you have some fixed units in fixed position, as well as your enemy) and can be played either between human and computer or between two humans. No inventory, no recruiting, no resource, just battle. Think of it as if you were playing chess on an unusual board with unusual pieces.

I know it might be too late to make such changes to the game, but we will try...

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