Laurelia's Polymorphable Citizen
Did you see what I did there? Our game's initials are LPC!
Laurelia's Polymorphable Citizen (or just Polymorphable for short) is an action-rpg based on the Flare engine. We're aiming a little more towards the "Zelda" feel, only with more RPG aspects (ie. attribute choices on level up!)
The core mechanic in Polymorphable is using different talismans to polymorph into different forms so you can reach different areas. Imagine being blocked by a pit, so you transform into a bat to fly across. Or perhaps there's a wall of fire in front of you, so you turn into ghost form to phase right through.
We currently have a thread going here: http://opengameart.org/forumtopic/the-lpc-approaches which is a discussion on what we're aiming for, but I suppose that would bore most of you, so I'm creating this new thread to simply show off screenshots! (And get feedback, if you'd be so kind.)
Our repo is located here: https://github.com/pennomi/polymorphable
And finally, what you really wanted to see... :)
Also, maybe you should ask Clint Bellanger for a blog post on FLARE website about your game :-)
No new gameplay, but I did some work fleshing out Laurelia proper.
I like the game. (And not only because it is one of the (currently) just three that work for me.) Hope to see it much extended, some day.
But I noticed a missing attribution: The signpost right before the boss was done by me (http://opengameart.org/content/lpc-caeles-art). (Anyway, thanks for finding it useful!)
Oof, sorry about that! I think I definitely learned an important lesson during this contest: Start your Authors file early and update it obsessively, or you'll miss someone.
I'm glad you're enjoying the game, though! Hopefully it will be much extended sooner, rather than later. I may end up expanding some of the existing dungeons, as well as adding at least five new ones, and then I can always start tagging on new towns as well!
umm.... maybe I've missed something or the other but now the bats kill me and I can't kill them, right once I enter the cave, either the balancing has taken the fun out or I've forgotten the controls or something.
If I'm not wrong the controls are lmb (left mouse button) once you have the basic sword in your inventory and in main hand.
Also a point to note, there is no documentation either about the controls or when you get your talismans or keys either in the README or README.md . Look forward to the answers.
Check your actionbar... For some strange reason, if you overwrite an older version of Polymorphable and then start a new character, Swing doesn't default to your left mouse button. Check for that in your powers panel.
Attributions were a pain for us...I didn't realize how much work they were going to be, a few hours were spent on the last day just tracking stuff down. It was not fun.
The old BSD license had an "advertising clause" that was an attribution requirement.
Developers kept adding attribution requirements in modified versions of the code to the point there was a push to get copyright holders to remove them because the pile up of required attribution was such a pain thus leading to the birth of the revised BSD license that doesn't require it.
/cool story bro
Got "Warning: non-continous tileset indexes in outside.txt. This may blow up memory usage." untill the game crashed with a storage access error.
I love this game … especially the name. ^^
Basto - Thanks! We've known about this non-contiguous tileset error for a while now, but we hadn't heard of any ill effects. I guess this means we finally have a reason to try to fix it! If you enjoy it, keep checking out this thread and the base repo.
Gnudist - I've heard about that second hand. IIRC, it also applied to any work you did with those programs - so if you made an advertisement, you had to conspicuously credit EVERYONE who worked on that BSD - licensed program you made it in. CC- BY-SA is fortunately a much less onerous, since an AUTHORS file is just a couple more kb in your package.
didn't know you were making changes (due to changes in the way github is making notifications work now, dunno how to get notifications of new commits in my dashboard feed :( )
Anyways gitted up to the latest :-
commit 930a1a403167b7399a6f0463e5bef3fe1937f1ed
Merge: bf17877 7efae77
Author: Matthew Krohn <makrohn@gmail.com>
Date: Fri Aug 10 15:07:14 2012 -0400
Merge remote-tracking branch 'upstream/master'
Conflicts:
mods/averguard/enemies/necromancer_apprentice.txt
mods/averguard/enemies/professor_langlier.txt
mods/averguard/enemies/sir_evan_maddox.txt
mods/core/engine/misc.txt
mods/fantasycore/enemies/antlion_burster.txt
mods/fantasycore/enemies/antlion_freezer.txt
mods/fantasycore/enemies/antlion_spitter.txt
mods/fantasycore/enemies/skeletal_knight.txt
mods/fantasycore/enemies/skeletal_mage.txt
mods/fantasycore/enemies/skeletal_occultist.txt
mods/fantasycore/enemies/skeletal_warrior.txt
mods/living_bones/enemies/grisbon.txt
mods/living_bones/enemies/krakatoa.txt
mods/living_bones/enemies/scathelocke.txt
mods/living_bones/enemies/skeletal_prophet.txt
mods/living_bones/enemies/skeletal_thundersword.txt
mods/living_bones/enemies/vesuvvio.txt
src/Avatar.cpp
And tried compiling and it gave these errors while compiling :-
CMakeFiles/polymorphable.dir/src/MenuManager.cpp.o: In function `MenuManager::MenuManager(PowerManager*, StatBlock*, CampaignManager*, ItemManager*)':
MenuManager.cpp:(.text+0x7b0): undefined reference to `MenuStash::MenuStash(ItemManager*, StatBlock*)'
MenuManager.cpp:(.text+0xe9e): undefined reference to `MenuStash::update()'
CMakeFiles/polymorphable.dir/src/MenuManager.cpp.o: In function `MenuManager::logic()':
MenuManager.cpp:(.text+0x19ac): undefined reference to `MenuStash::logic()'
MenuManager.cpp:(.text+0x2711): undefined reference to `MenuStash::click(InputState*)'
MenuManager.cpp:(.text+0x275c): undefined reference to `MenuStash::itemReturn(ItemStack)'
MenuManager.cpp:(.text+0x27b7): undefined reference to `MenuStash::itemReturn(ItemStack)'
MenuManager.cpp:(.text+0x27f5): undefined reference to `MenuStash::click(InputState*)'
MenuManager.cpp:(.text+0x2a46): undefined reference to `MenuStash::full(int)'
MenuManager.cpp:(.text+0x2a7a): undefined reference to `MenuStash::add(ItemStack)'
MenuManager.cpp:(.text+0x33d3): undefined reference to `MenuStash::full(int)'
MenuManager.cpp:(.text+0x341f): undefined reference to `MenuStash::drop(Point, ItemStack)'
MenuManager.cpp:(.text+0x374f): undefined reference to `MenuStash::itemReturn(ItemStack)'
MenuManager.cpp:(.text+0x3839): undefined reference to `MenuStash::drop(Point, ItemStack)'
MenuManager.cpp:(.text+0x3862): undefined reference to `MenuStash::itemReturn(ItemStack)'
CMakeFiles/polymorphable.dir/src/MenuManager.cpp.o: In function `MenuManager::render()':
MenuManager.cpp:(.text+0x3d96): undefined reference to `MenuStash::checkTooltip(Point)'
collect2: error: ld returned 1 exit status
make[2]: *** [polymorphable] Error 1
make[1]: *** [CMakeFiles/polymorphable.dir/all] Error 2
make: *** [all] Error 2
It's possible you know about the errors but reporting just in case.
If you have unresolved conflicts, it won't resolve. Glancing at your errors, it looks git might not have added MenuStash.cpp (a brand new file) properly.
My advice is to either download the new source zip, or delete your local Polymorphable folder and reclone from git. If you reclone, don't be surprised if it takes a while, because we did a massive merge with FLARE this week that gave us all of FLARE's blobs and commit history, but should make future merges much easier on the dev team and upgrades more seemless.
If you're still having errors after a redownload or a reclone, let us know!
../src/MenuStash.cpp needs to be added to CMakeLists.txt. I'm pushing the fix to my fork, but I haven't pushed in a while, so it's taking some time.
EDIT: That took longer than I expected. Apparently, we've merged in all of Flare's past commits, so the repository size has grown quite a bit. Anyways, everything should work now with the latest master.
Update: it built perfectly (without any errors while compiling)
commit 28536f21a4853344ceb6d3ab01e7da50ba056494
Author: Matthew Krohn <makrohn@gmail.com>
Date: Sat Aug 11 09:29:00 2012 -0400
Added a couple new maps and a new npc.
While trying to use the bat talisman, was unable to as it's a level 10 artifact. Wasn't it supposed to be a level 1 artifact. I wasn't able to equip it either in off-hand or in the artifact window.
Talismans are no longer equippable, just having it in your inventory is enough. Drag it to your actionbar - there /should/ be a message directing you to do so when you open the bat talisman chest (let me know if there isn't).
Don't worry about the talisman being level 10, FLARE doesn't have level requirements for items. Item level is for loot tables only - if the Bat Talisman was a Level 1 item, then any enemy could drop it!
Twenty days since last update! And a month since the LPC submission date! So, what are we up to?
If you download the current tarball, the first thing you should do is walk around town - every single building has been built out now, including some plot hooks for some dungeons that have't been created yet. You can even get to one of the dungeons, Shadow Laurelia, though it's currently a dead end.
We've been incorporating changes from the main FLARE engine, so some of the menus may look a little different. There's also been some balancing,such as for enemy strength and speed.
If you poke through the game files, you'll see some new enemies and tileset info. It's not IN the game yet, but it lays the groundwork for some rapid dungeon development. No dungeons without enemies to fill them! The rewards for those dungeons, like another transform, are lurking there as well.
And lastly, it's still in the fork, not in the main tarball, but a couple of extra rendering layers have been added to the map engine, so there's a branch where I'm currently remastering all of the maps. This should mean less clipping in areas such as Snow Mountain, and it's an excuse to do a second pass on some of the tilesets. Once the remaster is completely done, it'll get merged into the main branch. That should be done within the next week.
Going forward, I'd say you should expect at least one new dungeon before the end of September, if not two or three!
Map remaster is complete, and now I've added a new dungeon, complete with a quest, an upgraded transform, some XP, and some mysteriouuuuus items which will be of use to access future dungeons. To reach the new dungeon, investigate the fireplace in the Elder's House at some point after you've acquired the ghost talisman.
I'm also feeling proud of myself for pushing myself more in map creation and storyline. The difficulty level of it is either way too hard or way too easy, I'm honestly not sure - since it's an optional dungeon, it'll be a little harder if you don't have snake form yet, and also, wise use of transforms can make a pretty big impact. Hopefully this just means it feels like a little skill and strategy goes a long way, but I'll see what people think.
Screenshots!
Screenshot from 2012-09-08 14:07:18.png 105.6 Kb [101 download(s)]
Screenshot from 2012-09-08 14:08:00.png 87.1 Kb [333 download(s)]
Screenshot from 2012-09-08 14:08:41.png 83.6 Kb [539 download(s)]
Pretty excellent!
I'll check it out asap.
Keep it up. :)
Hean01 fixed a pretty major bug this morning, so make sure you download the latest source!
@makrohn: Ok, I did. :)
Thanks for the tip.
New, much smaller repo (55MiB instead of ~350MiB) is located at https://github.com/makrohn/polymorphable
It's also now part of the FLARE network graph. This is the new place to get the latest and greatest!
Ah cool! I have a low bandwidth, so this is really appreciated! :)
Windows and OSX "builds!"
https://github.com/makrohn/polymorphable/downloads
They're really just the vanilla FLARE engine with the mods folder swapped out. If you want to play FLARE but have Polymorphable installed, they're going to share save directories and settings directories, so you'll want to go into Configuration, and make sure "core" is the only mod enabled.
Also, since it's vanilla FLARE engine, the titles won't be right, and bombs won't be functional.
Still, hopefully those of you with no experience compiling binaries will find these builds useful!
No new content, but Poly's being updated to run with the latest version of the Flare engine. If anyone wants to compile and run it and report any bugs they find, I hope to do a "final" release of Polymorphable when Flare 0.18 comes out, now that we have 100% shared code.
Windows and OSX builds of the latest Polymorphable can can be found here: https://sourceforge.net/projects/polymorphable/
Download, play, and let me know if you find any bugs! Difficulty has been VERY tweaked for the bosses, as well as in general, for hopefully a more satisfying play experience.
Hi Makrohn :)
I'd like to add a small banner in my blog pointing to Laurelia's RPG.
Do you have any 170 pixel wide image (and ~100 high) I could use there?
Thanks a lot and all the best for Laurelia and Concordia!
I don't have anything, but I can see what I can whip up! And thanks!
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