First of all, I have to apologize for not having been around these days, but I was busy with other business...
For the compilation problems, I tried to make it easier to check dependencies and compile the game without needing to spend too much time studying automake tools or similar (which I actually never used before) - which lead me to writing that make.sh script, which actually runs only on debian based distros.
As for non-debian based distributions, I probably had better inserting more instructions in the readme file (my fault, I know) - but running the command in the posts above should work (I will fix the readme ASAP)
Coming to the "error" shirish had, it is not a real bug, but a performance problem. The real fact is that the database loading system is not very performant - that means, it takes very long to load the whole database, first of all, because the database loading system is not very efficient, secondly because the way it is used in the game is the worst possible (it requires to load multiple times even the same objects - although I realized it much too late to change it); when I started adding content, this became a pretty annoying problem, though I didn't have time to fix it.
So, to try my game you must be veeeery patient and motivated, that's it :)
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...
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!
@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?
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)
First of all, I have to apologize for not having been around these days, but I was busy with other business...
For the compilation problems, I tried to make it easier to check dependencies and compile the game without needing to spend too much time studying automake tools or similar (which I actually never used before) - which lead me to writing that make.sh script, which actually runs only on debian based distros.
As for non-debian based distributions, I probably had better inserting more instructions in the readme file (my fault, I know) - but running the command in the posts above should work (I will fix the readme ASAP)
Coming to the "error" shirish had, it is not a real bug, but a performance problem. The real fact is that the database loading system is not very performant - that means, it takes very long to load the whole database, first of all, because the database loading system is not very efficient, secondly because the way it is used in the game is the worst possible (it requires to load multiple times even the same objects - although I realized it much too late to change it); when I started adding content, this became a pretty annoying problem, though I didn't have time to fix it.
So, to try my game you must be veeeery patient and motivated, that's it :)
Looks like submitting without hitting upload worked fine... thanks!
Yep! The problem is that there's practically nothing else after that... yet! Unfortunately, my time to work on it has finished :(
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...
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!
Fixed the compilation errors you had above - found out I had accidentally used a 'replace all' too much :)
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 :)
@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?
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)
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
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