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by Roots
Sat Feb 18, 2017 11:18 pm
Forum: Design
Topic: 0.1.0 Release Maps and Scripting
Replies: 41
Views: 21685

Re: 0.1.0 Release Maps and Scripting

One thing I've been struggling with a bit recently is finishing the map design of the capital, particularly the castle. There's a lot of different rooms and floors in it, and I was rather overwhelmed by that work. Especially considering that we're missing a lot of tile artwork that we'd need to real...
by Roots
Sat Feb 18, 2017 4:54 am
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 15286

Re: Quick Programming Q & A

Yeah, sorry I haven't been around hardly at all lately. Just a lot of stuff going on in my life at the moment.
by Roots
Sun Feb 12, 2017 5:59 am
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 15286

Re: Quick Programming Q & A

Naw, leave the aftermath alone and I'll take care of cleaning it up. You should be able to create an instance of BootMode in your Lua script. You can kind of see an example at the bottom of the capital_attack.lua map script: functions["MapEndTransition"] = function() local mode = hoa_custo...
by Roots
Mon Feb 06, 2017 3:00 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 15286

Re: Quick Programming Q & A

That's a mistake. There should only be one definition of these functions. Otherwise (I think) one will overwrite the other. Typically the way I've been organizing map files is to have all of the "setup" type functions at the top, then all "update" functions, then all "draw&q...
by Roots
Fri Dec 30, 2016 1:30 am
Forum: Design
Topic: 0.1.0 Release Maps and Scripting
Replies: 41
Views: 21685

Re: 0.1.0 Release Maps and Scripting

I got asked in the chat channel a few days ago about how others can help with map development and scripting, seeing as I am the only one with the knowledge of how to do it at the moment. I've been meaning for weeks to produce a video tutorial to explain exactly that, but I just haven't gotten around...
by Roots
Tue Dec 20, 2016 5:25 am
Forum: Design
Topic: 0.1.0 Release Maps and Scripting
Replies: 41
Views: 21685

Re: 0.1.0 Release Maps and Scripting

For the aftermath map, before I start scripting on that there's some missing artwork that needs to be created, and then additional interiors of the castle and homes need to be designed with that art. So for the next week or two I'm going to be focused on finding or making that art and placing it in...
by Roots
Thu Dec 01, 2016 6:06 am
Forum: Ideas and Game Features
Topic: Day/night time and lighting change idea
Replies: 8
Views: 6670

Re: Day/night time and lighting change idea

The idea wasn't thrown away, we just haven't been in a spot to really implement it. And we probably won't be for a while. It's just an idea right now, and there hasn't been any coding or other effort done with it in mind. We do have day/night in the game already, but there's no timer that determines...
by Roots
Sun Nov 27, 2016 6:10 pm
Forum: Online Services
Topic: NEW: Allacrost Discord channel
Replies: 7
Views: 4145

Re: NEW: Allacrost Discord channel

Everything above is now done, with the exception of updating the wiki pages which I'll get around to sometime. Going to http://chat.allacrost.org will now redirect you to our discord server, and this link is available on the front page of the site.
by Roots
Tue Nov 15, 2016 4:57 pm
Forum: Online Services
Topic: NEW: Allacrost Discord channel
Replies: 7
Views: 4145

Re: NEW: Allacrost Slack channel

I'm going to shutdown our slack channel. Discord is easier for anyone to hop on and join and that open nature is sorely needed for a project like ours. The only two things that I like about slack over discord are that we can have our own subdomain link and it has integration with bitbucket. The firs...
by Roots
Mon Oct 10, 2016 5:44 pm
Forum: Artwork
Topic: Artist Task Thread
Replies: 42
Views: 10630

Re: Artist Task Thread

Kyle was a character in our final demo release a few years ago. He won't be making an appearance anytime in the near future, so I wouldn't worry about him. (Of course if you are really enthusiastic about that character for some reason, go for it). We absolutely need some knight face portraits. We ha...
by Roots
Sat Oct 08, 2016 3:53 pm
Forum: Artwork
Topic: Artist Task Thread
Replies: 42
Views: 10630

Re: Artist Task Thread

Glad you enjoyed it. Your interpretations look great! Our roadmap has a pretty complete list of what we need in every area for the next release. You can find artwork under the Media section. http://www.allacrost.org/wiki/index.php?title=Roadmap#Media As you can see, there are a few face and body por...
by Roots
Wed Oct 05, 2016 5:21 am
Forum: Artwork
Topic: Roots' Art Feedback Thread
Replies: 51
Views: 17514

Re: Roots' Art Feedback Thread

Thanks. I'm still working on this, just haven't had any time for it in the last couple of weeks. I already have made a lot of good progress on it. I just haven't shared that progress yet. :angel:
by Roots
Mon Sep 26, 2016 8:15 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 15286

Re: Quick Programming Q & A

-What is this "waiting for key input"- event called in the code/where can I find it? -how to generally find such things (since breakpoints aren't working :/). Asking those, who had to work into foreign code before. When you don't know the code (not written yourself), is there a solid way ...
by Roots
Mon Sep 26, 2016 1:20 pm
Forum: Artwork
Topic: Hello, I've just made a drawing of Claudius
Replies: 4
Views: 761

Re: Hello, I've just made a drawing of Claudius

Claudius and Rafaela are both in their mid 20s. We already have portraits for both as we ll as some other main characters, so if your objective is to get something into the game, I'd advise going with the silhouettes I mentioned. The silhouettes will be used just like any other face portrait, primar...
by Roots
Mon Sep 26, 2016 4:41 am
Forum: Programming
Topic: Mercurial Repository Management
Replies: 6
Views: 10108

Re: Mercurial Repository Management

In the coming week or so there will be more disruptive changes. With the sdl2 work done, I am preparing to remove the demo/ folder from the repository (a separate demo branch has already been created to hold this historical content). Additionally, everything in the game/ folder will be moved to the...
by Roots
Sat Sep 24, 2016 3:40 am
Forum: Artwork
Topic: Hello, I've just made a drawing of Claudius
Replies: 4
Views: 761

Re: Hello, I've just made a drawing of Claudius

Hi, I can't see the image. It just says "Image". If you'd like to help out, one simple thing that we could use are some "silhouette" face portraits. Conveniently, these do not require coloring. :) You can make some generic ones for adult male, adult female, child, a knight, a mer...
by Roots
Thu Sep 22, 2016 8:28 pm
Forum: Programming
Topic: Mercurial Repository Management
Replies: 6
Views: 10108

Re: Mercurial Repository Management

It is a per-user file. If you have Allacrost on a single machine and two different people use that machine to play it, we don't want one person's setting changes to affect the other. The installer just takes the copy in lua/data/config (which never gets altered at run-time) and copies it to the user...
by Roots
Thu Sep 22, 2016 4:54 pm
Forum: Programming
Topic: Mercurial Repository Management
Replies: 6
Views: 10108

Re: Mercurial Repository Management

Check your My Documents folder. There might be a hidden allacrost file or folder there. At least I think that's where it's at. You could always do a search for settings.lua in the start menu and figure out where this file exists.
by Roots
Wed Sep 21, 2016 1:35 am
Forum: Technical Issues
Topic: Compilation Issues Thread
Replies: 4
Views: 870

Re: Compilation Issues Thread

I'd like to move to QT5, yes (although I might already be building the editor with it, but I'm unsure). This is a low priority issue for us though, as we don't really expect many people to be using the map editor.
by Roots
Wed Sep 21, 2016 1:33 am
Forum: Technical Issues
Topic: Luabind or Lua problem when building Allacrost
Replies: 29
Views: 13695

Re: Luabind or Lua problem when building Allacrost

We're still using Lua 5.1. We verified a couple weeks ago that 5.2 doesn't work with the Luabind source that we have (and our Lua files are using constructs that were removed on 5.2). We're sticking with Lua 5.1 for now but will take a look at 5.2 again when there aren't more pressing things to addr...

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