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Search found 545 matches

by rujasu
Sat Nov 19, 2011 9:37 am
Forum: User Feedback
Topic: hoa on a winter break
Replies: 3
Views: 5445

Re: hoa on a winter break

We've done releases without Roots, but at the moment there would be no new content to add to a new release.
by rujasu
Tue Nov 08, 2011 9:45 pm
Forum: User Feedback
Topic: hoa on a winter break
Replies: 3
Views: 5445

Re: hoa on a winter break

Something like that. Roots has disappeared and I have no idea where he went. I've been around, but haven't had any motivation to work on Allacrost because it honestly wouldn't do much good. Allacrost needs game content, and while I've tried, I'm not good enough at creating said content to drive this...
by rujasu
Tue Aug 30, 2011 5:52 pm
Forum: Artwork
Topic: Mak Hound Challenge
Replies: 23
Views: 13736

Re: Mak Hound Challenge

I think they all look good. The one on the right is a good height, I think, keeping the legs long enough to seem basically plausible for a mounted beast. I think going with that one would be a good idea. Feel free to start animating it; I'm looking forward to seeing how it looks walking around in th...
by rujasu
Sun Aug 28, 2011 10:51 pm
Forum: Story
Topic: Demo Story
Replies: 52
Views: 38494

Re: Demo Story

Actually, Brian, we've kind of moved on from the demo at this point. Would you be interested in doing some editing work on the prologue script perhaps? One issue we have right now is that the current edition of the prologue script includes a member of the Muabi tribe overlooking the scene and narrat...
by rujasu
Mon Aug 22, 2011 10:46 pm
Forum: Artwork
Topic: Mak Hound Challenge
Replies: 23
Views: 13736

Re: Mak Hound Challenge

I think it looks great. Jetrel may have something with the shorter legs, they are pretty long at this point, though I don't know how much shorter they should be.
by rujasu
Fri Aug 19, 2011 11:27 pm
Forum: Artwork
Topic: About my "disappearance"
Replies: 4
Views: 4761

Re: About my "disappearance"

Yeah, best of luck with your game and thanks for letting us know. I'm a bit busy myself, but I'm still watching the forums and will get involved with work on the game again fairly soon. Going to a cousin's wedding next week so it might not be until September before I really get rolling again, but if...
by rujasu
Wed Aug 03, 2011 2:08 am
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 205346

Re: Subversion Commit Log

Committed revision #2030. ============================================================ Files Added C:\Documents and Settings\rujasu\My Documents\SVN\Allacrost_VS2010\Allacrost.vcxproj C:\Documents and Settings\rujasu\My Documents\SVN\Allacrost_VS2010\Allacrost.vcxproj.filters C:\Documents and Setti...
by rujasu
Tue Aug 02, 2011 12:14 am
Forum: Programming
Topic: Visual Studio 2010 Project File
Replies: 10
Views: 7478

Re: Visual Studio 2010 Project File

Got a slow start on this. VC++ 2010 is just finishing setup, I'll look at the project tomorrow.
by rujasu
Mon Aug 01, 2011 8:33 am
Forum: Programming
Topic: Visual Studio 2010 Project File
Replies: 10
Views: 7478

Re: Visual Studio 2010 Project File

He emailed it. I'm going to take a look at it tonight. If I can get it to build, I'll put it out on SVN so the Windows developers can try it out.

Thanks a lot SapphireStorm!
by rujasu
Tue Jul 26, 2011 8:50 am
Forum: Ideas and Game Features
Topic: Attribute icons
Replies: 4
Views: 14632

Re: Attribute icons

I must agree to rusjasu. Thinking back to old Might And Magic games, there were 20 or more icons representing all stats of charakter. Took me a while to understand everything. Otherwise I don't like the abbreviations, so written words (after some rearrangement and reduced font size) would also look...
by rujasu
Mon Jul 25, 2011 10:34 pm
Forum: Ideas and Game Features
Topic: Attribute icons
Replies: 4
Views: 14632

Re: Attribute icons

No, I think icons would be worse. Abbreviations are easy to understand -- I can tell with absolutely no trouble that STR means strength. I can generally figure out that a picture of a muscle also corresponds to strength, but usually about half of the icons I have no earthly idea about. Please do not...
by rujasu
Mon Jul 25, 2011 10:29 pm
Forum: Programming
Topic: Visual Studio 2010 Project File
Replies: 10
Views: 7478

Re: Visual Studio 2010 Project File

First off, thanks a lot for doing this. Would you be able to post a copy of the new project/solution and perhaps explain how you got the dependencies set up for us? We've had a lot of trouble with getting VS support working, and your help would be greatly appreciated. Yes, the math.h header should b...
by rujasu
Mon Jul 25, 2011 1:51 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 205346

Re: Subversion Commit Log

Silencer, you can try doing a "clean" and going in and updating the list of files in the "sources" and "headers" folders in the sidebar. If you go through the last couple of revisions that Roots posted, find the paths with "A" next to them and add them, delete the ones with "D" next to them. Like Ro...
by rujasu
Fri Jul 22, 2011 6:47 am
Forum: User Feedback
Topic: Development packages contain SVN files
Replies: 3
Views: 3279

Re: Development packages contain SVN files

Well, I'm still looking into it basically, haven't had time to know for sure. It appears that, since the files are duplicated, it doesn't actually affect the size of the self-extracting .exe, but I guess it makes the output folder larger. I'm more concerned with the size of the file going over the I...
by rujasu
Fri Jul 15, 2011 12:30 pm
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6694

Re: Performance issues on mid-range machine

The real problem is in MapMode. If the FPS drops below 10 or so, characters start randomly pingponging around because they can't pathfind properly, or something like that. It's strange, to say the least.

Battles and menus look bad with low FPS, but at least they function correctly.
by rujasu
Thu Jul 14, 2011 9:05 pm
Forum: Artwork
Topic: Short Term Art Goals - please contribute.
Replies: 23
Views: 12777

Re: Short Term Art Goals - please contribute.

Yeah, I guess we can axe the previous version of harrvah_house. It was only used in a couple of desert maps which we definitely won't be recycling. As for Jetrel, the easiest way to get in touch with him is to pop into #allacrost on irc.freenode.net. Jetrel is there most of the time, even though he ...
by rujasu
Thu Jul 14, 2011 7:20 pm
Forum: Artwork
Topic: Short Term Art Goals - please contribute.
Replies: 23
Views: 12777

Re: Short Term Art Goals - please contribute.

Yeah, Jetrel made the tiles originally, but the set wasn't completed, and only designed for a small house. I hacked it into a placeholder set, because we needed to get moving on a demo with a desert setting, Jetrel had other commitments, and the project was basically spinning its wheels for a while....
by rujasu
Thu Jul 14, 2011 6:55 pm
Forum: Programming
Topic: Code Change Requests
Replies: 15
Views: 8634

Re: Code Change Requests

Roots wrote:Good point with avoiding const. Maybe we could instead use "hoa" as our constant class?
Sure, I guess that works.
by rujasu
Thu Jul 14, 2011 5:59 pm
Forum: Programming
Topic: Code Change Requests
Replies: 15
Views: 8634

Re: Code Change Requests

Huh, I don't remember seeing this before. I dunno, this seems kind of hackish to me. It's shorter, but may be harder to follow/understand since we're not using the classes themselves. I guess it's up to you, but I can't say I'm a fan. :shrug: Also, I wouldn't use "const." Maybe that's fine in Lua, b...
by rujasu
Wed Jul 13, 2011 1:49 pm
Forum: Programming
Topic: Battle Code: Doing It Right
Replies: 63
Views: 27830

Re: Battle Code: Doing It Right

Bertram wrote:Hence, I wonder whether it would be better to wait for the last action to finish before saying "Yes, you win!".
Ideally, yes, it would be better.

Also, shouldn't we have some sort of animation/effect for enemies dying? That should be the last thing to happen, not just the attack/action animation.