We pulled in one function from SDL_gfx, since we didn't need the whole thing.
It's currently in the Flare/src folder as "SDL_gfxBlitRGBA.h/.cpp". We'll need to add those files into our src folder as well. If you can, try to grab that file from the latest Flare repo and add it into ours. I simply forgot to "git add" it. :/
Ah, yeah, I think I forgot to add a file. I'm kind of tied up right now, but you can find that file in the other Flare repo. Could you add that to polymorphable for me?
Platform: Your code must be able to be compiled and run on a 100% free-as-in-freedom platform. It may not make use of any proprietary libraries or VMs. Just to be clear, we cannot accept games that will ONLY run on one of the following: Flash, Silverlight, XNA, Unity, Windows, MacOS (or OSX), iOS, proprietary JVMs, or similar. It is perfectly acceptable if your game runs on any of these platforms, but it must also work on an open platform (we strongly recommend making sure that your program run on modern flavors of GNU/Linux, as all of the judges will have access to it).
There is nothing in here that I can see that says you must DEVELOP on a free software stack. On the other hand, it must be able to be COMPILED on a totally free software stack.
shirish, I can see why we'd need some extra help text that shows what you need to do. The control scheme actually uses both the mouse and keyboard - mouse for aiming and interacting with objects, keyboard for movement. I don't think that is explained anywhere in the game, so maybe we'll write something along those lines.
You should be able to click on any NPCs you see to talk to (and later, trade with) them.
By the end of the week you should see some serious gameplay.
cemkalyoncu: Ooh, nice! I'll definitely add that into the archive. :)
buch: Also, very nice! I'll add those in too!
This was a temporary bug with the upstream. It should be fixed now. (In polymorphable)
Thanks for figuring that out! Like I said, I've been working a lot, so my brain is a little fried...
Sorry about that, I didn't give good directions.
We pulled in one function from SDL_gfx, since we didn't need the whole thing.
It's currently in the Flare/src folder as "SDL_gfxBlitRGBA.h/.cpp". We'll need to add those files into our src folder as well. If you can, try to grab that file from the latest Flare repo and add it into ours. I simply forgot to "git add" it. :/
Ah, yeah, I think I forgot to add a file. I'm kind of tied up right now, but you can find that file in the other Flare repo. Could you add that to polymorphable for me?
I like the concept. Looking forward to seeing how the gameplay works!
See this new thread for updates: http://opengameart.org/forumtopic/laurelias-polymorphable-citizen
I figured I ought to put our progress report next to all the others! :)
Quoting the official rules:
There is nothing in here that I can see that says you must DEVELOP on a free software stack. On the other hand, it must be able to be COMPILED on a totally free software stack.
Tonight I made tabs and radio buttons. I'll update the archive when I get the window done, but until then...
Radio buttons:![](https://dl.dropbox.com/u/23175651/radiobutton_default.png)
Active tab:![](https://dl.dropbox.com/u/23175651/tab_active.png)
Inactive tab:![](https://dl.dropbox.com/u/23175651/tab_inactive.png)
shirish, I can see why we'd need some extra help text that shows what you need to do. The control scheme actually uses both the mouse and keyboard - mouse for aiming and interacting with objects, keyboard for movement. I don't think that is explained anywhere in the game, so maybe we'll write something along those lines.
You should be able to click on any NPCs you see to talk to (and later, trade with) them.
By the end of the week you should see some serious gameplay.
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