Brandon's Adventure is an rpg in the style of Zelda mixed with Final Fantasy.
@jasonisop link of your repo please. I do not see it anywhere.
it was in this thread
Just a note it has not been updated since the start of the coding contest, but 90% or so of it is current.
edit: project no longer there
the folder marked actule game files is where the project is, the files outside that folder are as3 files i used as refrence to port to lua.
what's the reason of not using something like github or sourceforge.net or something like that or even code.google.com . That makes it far easier to check out things rather than docs.google.com, just curious.
It's what I had handy. I am going to work on setting up github or something, but right now id rather be working on the game itself.
Well I got a little bit more done today. Right now the player gets random stats when starting. Next on my list is to get the players items to show in the inventory and make them dragable to the Character item slots.
Any progress on this game? It's one of the many games I'm really looking forward to playing! :D
Unfortunately no, not much progress has been made. I now have actual work to do, and have had busy weekends. I do plan on working on it after the contest to finish it.
Im hopeing to atleast finish the character and item screens, and add some npc's and enemies. Most likely the npc's will just stand there, and the enemies will have limited AI untell after the contest.
I'll be looking forward to playing your game but most probably when you have some repo. set up, I am not so enamoured by having to download files each time you make an update. A git/mercurial/subversion (either) repo. just makes the whole experience easier and the diffs are smaller as well.
Ok back to work on this game. Currently im adding in a save system, im not sure if i want to save the states of the enemies or just reset them all. also there is now a github https://github.com/jasonisop/lpc_game
two things :-
a. It would have been better to name/rename the entry to something like brandon-adventure-lpc or something like that. There are quite a few games with the name of LPC or some permutation of the same.
b. The README.md does not have compilation instructions at all :( Could you refresh the instructions so we, the players know how to compile the game.People might discover the game just through github (as people discover games directly through sourceforge.net) rather than through opengameart.org.[
On an unrelated note, do you know the first time I saw the name 'Jason' it reminded me of certain other Jason 'https://en.wikipedia.org/wiki/Jason_Voorhees' .
Of course the name Jason has many peaceful connotations as well https://en.wikipedia.org/wiki/Jason_%28disambiguation%29 but sometimes movies make a much over-arching impression on names, faces and features than one would normally want or need be. [/OT]
Looking forward to updates in readme or maybe an INSTALL file (whichever you prefer) 'Jason' :)
Changed the readme for direction on how to get the game to run.
hmm... ok it would have been easier to just say
In my case it was
I was able to run it and kill both the bat and the eyeball but neither got any xp nor could see anything else happening. Didn't get where the water is which our bald baby hero needs to heal nor anything else.
Is that all to the game or am I missing something ?
you can also go into the building, pressing c brings up a character and inventory sheet the only action you can do is close them. There is still some small issues with my level changes that i need to fix so once you start to enter the building dont move untill it loads.
I did that once or twice and then had a ghost experience meaning I couldn't see our hero's body but he was definitely moving. Also he's a nude guy, at some point he should have some clothes or something.
Brandon is no longer NAKED!!!!!!!!!!!
Got the following while trying to run/play it :-
$ love ~/games/brandon-adventure/Error: Could not open file ( Graphics )/heart_full_16x16.png. Does not exist.stack traceback: [C]: ? [C]: in function 'newImage' luascripts/Gui_playerHud.lua:8: in function 'setup' main.lua:104: in function 'load' [string "boot.lua"]:378: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
Thanks for that didnt notice that on my end as i had the files in that folder. this is now fixed. Pressing "c" or "p" will crash the game as im working on them right now.
o.k. cool. Just a suggestion :-
Have another folder/directory where you pull from the github repo. and play. It tells if something is an issue or not.
Another thing are you thinking of having a big game world or a small one. IF a small one, then would request you to make some sort of boundaries so the hero doesn't go off-screen. Sometimes he tends to go off-screen and have no idea where he is.
I do, just didnt test from that one. I have all the files i work on, on my google drive then move them to the folder for the github.
He shouldnt be getting off screen, there just is not much to the "south" and "east", I do still need to work on how i want him moving vs camera move.
I think i see what your talking about now after leaving the inside map, you can walk off the camera, I will have to adjust the cam code. He does stop at the edge of the map still.
o.k. looking forward to your updates.
I tried using some one elses camera class to fix it fast but, it ended up giving me 4FPS verses the 70+ i was getting my way.
take ur time, I don't think anybody is in a hurry. Just make a note in your todo, better yet have a todo file which is in the repo.
just saw your changes which you made some couple of hrs. ago.
Author: Jason Morse <email@example.com>Date: Thu Feb 7 11:23:50 2013 -0500
Forgot to commit
Just removed the email id so spammers can't spam :)
I do see it's going to take quite some time for the game to take shape.
~/games/brandon-adventure$ love .Error: luascripts/Bat.lua:193: attempt to call method 'show' (a nil value)stack traceback: luascripts/Bat.lua:193: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
Do you happen to be running linux? some one else had that issue on arch but ran under ubuntu.
Yup on Debian 64-bit wheezy ,
I gitted again and came across this now (not even starting) :-
$ love .Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
stack traceback: [C]: ? [C]: in function 'require' luascripts/Gui_inventoryScreen.lua:2: in main chunk [C]: in function 'require' main.lua:11: in main chunk [C]: in function 'require' [string "boot.lua"]:331: in function <[string "boot.lua"]:227> [C]: in function 'xpcall'
Do you happen to have a windows box to test it on?
I did find an error on that line (unused function), but love .8 for windows seems to only error out when running the bad code not when starting up, that makes it hard to make sure it works on all systems.
sorry no windows box atm
I gitted again and got this :-
~/games/brandon-adventure$ love .Error: Syntax error: itemscripts/HealthPotion.lua:35: function arguments expected near '+'
This is with latest git master -
commit 5de57b5c350d1afe0110fafcd8cd6e0a5c203732Author: xxxxxDate: Fri Feb 8 13:51:09 2013 -0500
Code cleanup and commenting
I actually upgraded love to the latest in debian (sid)
$ apt-show-versions -a lovelove 0.8.0-3 install ok installedlove 0.5.0-2 stable ftp.debian.orglove 0.8.0-1+deb7u1 wheezy ftp.debian.orglove 0.8.0-3 unstable ftp.debian.orgNo experimental versionlove/unstable uptodate 0.8.0-3
I just commited a fix, should fix that for you.
Thanx. When I try to kill the bat or the one-eye monster I get this :-
$ love .Error: luascripts/Bat.lua:196: attempt to call method 'show' (a nil value)stack traceback: luascripts/Bat.lua:196: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
$ love .Error: luascripts/Eyeball.lua:206: attempt to call method 'show' (a nil value)stack traceback: luascripts/Eyeball.lua:206: in function 'mousepressed' main.lua:147: in function 'mousepressed' [string "boot.lua"]:164: in function '?' [string "boot.lua"]:396: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
The game has minor update that improves framerate. Still working on optimizing code before adding new features or content.
Did you rename the project to 'Legend of Rathnor' because that's what it says it there now.
Yes, but its title still might change. The other people in the group lost intrest so its a solo effort now.
I still haven't seen any improvements. My fps is still around 35-40 fps in the open and it comes rapidly comes down to 14-15 fps if I'm in the house. I'm fully gitted up.
I get over 700fps on windows 7 and over 200fps on ubuntu 13.04, I have not tested on my home pc yet but im going to assume it will be over 700fps There might still be issues with your love install, or your system is really really old.
Im not sure whats causeing the large frame rate drop from the windows version of love to the ubuntu. Im going to ask in the love forums to see if they have any idea's why.
windows pc (work computer)
older intel dual core
Intel® Core™2 Duo CPU T7500 @ 2.20GH
GeForce 8600M GT
Also whats your video card and driver version, are you using up to date drivers?
It's an Intel integrated G33 chipset . The glxinfo gives that info :-
~/games/flare-game$ glxinfo | grep OpenGLOpenGL vendor string: Tungsten Graphics, IncOpenGL renderer string: Mesa DRI Intel(R) G33 OpenGL version string: 1.4 Mesa 8.0.5OpenGL extensions:
It's basically an oldish 45nm Intel Dual-Core CPU E5400 (soc 775) @ 2.70GHz CPU.
RAM is 2 GB DDR2.
Love version is :-
$ love --versionLOVE 0.8.0 (Rubber Piggy)
So guess it's the latest.
Im kinda suprised your getting the frame rates that you are.
The game has had some updates. The name has been changed, the camera code has been re-done. There was also a fix for people using luajit.
NPC's can now have random movement. This is just basic at the moment the NPC "jumps" to the next tile. There seems to be a minor issue with the map based on how fast the player moves there are vertical lines in the tilemap depending on the speed and location of the player.