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Re: Porting my own Veins of the Earth to LOVE
Posted: Fri Sep 09, 2016 1:11 pm
by Zireael
Okay, thanks to spacegame I've now got a working version. The goof was in player-actor inheritance, not in placement itself.
Time to go code the inventory... or make objects useful. Or something!
Re: Porting my own Veins of the Earth to LOVE
Posted: Sat Sep 10, 2016 7:27 pm
by Zireael
The game now has a git repo:
https://github.com/Zireael07/veins-of-the-earth-love
Pushing all the stuff took half a day
***
Ugh, tried to get a basic inventory system going. Self.inven mysteriously becomes nil during play, though. Even walking through the code with a debugger didn't help me figure out what happens to cause this.
Could someone give me a hand and test? 'g' key picks up stuff, which is when the game borks out. Argh.
Re: Porting my own Veins of the Earth to LOVE
Posted: Sat Sep 10, 2016 10:14 pm
by pgimeno
It doesn't become nil for me, it's an empty table.
Re: Porting my own Veins of the Earth to LOVE
Posted: Sun Sep 11, 2016 3:50 pm
by Zireael
This is weird. When walking through a debugger, all the initializations are done correctly and the self.inven isn't empty. It only becomes empty later.
Or maybe someone has an idea how to implement the inventory in a slightly simpler way? The body table is there so that different actors can have different inventory slots...
Re: Porting my own Veins of the Earth to LOVE
Posted: Sun Sep 11, 2016 7:25 pm
by Zireael
Progress!
I decided to try loading the inventory definitions a bit earlier, like T-Engine did, and this allowed me to get past the self.inven being empty thing. So the player can now actually try picking up stuff.
I tried to make Actor inherit ActorInventory and I keep getting errors. I can make Player inherit ActorInventory however with no trouble. Can anyone take a look and figure out why?
Re: Porting my own Veins of the Earth to LOVE
Posted: Mon Sep 12, 2016 9:32 pm
by rmcode
Saw the screenshot and immediately thought "This reminds me of ToME"
Looking forward to this.
EDIT: Just tried it out. Looks like you are off to a good start. To reduce the draw calls per frame I suggest you look into
SpriteBatches.
Re: Porting my own Veins of the Earth to LOVE
Posted: Tue Sep 13, 2016 12:29 pm
by Zireael
rmcode wrote:Saw the screenshot and immediately thought "This reminds me of ToME"
Looking forward to this.
EDIT: Just tried it out. Looks like you are off to a good start. To reduce the draw calls per frame I suggest you look into
SpriteBatches.
Thanks for the kind words! Of course it would remind you of ToME as it was originally made on the very engine ToME uses.
I will look into optimizing once I have the game more or less set up - I don't want to wreck things by trying to optimize too early. FOV, UI screens/panels as well as actual randomization of actors/objects are still to be done...
Re: Porting my own Veins of the Earth to LOVE
Posted: Wed Sep 14, 2016 6:06 pm
by Zireael
Basic FOV
As you see I decided to make FOV bigger than in the original Veins (max you could get was 3), therefore maps will probably be slightly bigger too. The FOV is now square instead of circle but I will think about changing it.
If you want to take a look, go ahead!
Re: Porting my own Veins of the Earth to LOVE
Posted: Sat Sep 17, 2016 3:47 pm
by Zireael
Some more progress was made. The game now creates a log file in the default save directory - it's not being used yet because the code needs to insert line breaks and timestamps first before any prints.
I started porting actual game content and got the npc data to be loaded properly - so the game can now demand, say, a human and it will be spawned. Also I made first steps towards a tooltip system - if you place a mouse over an actor, you will see it's name towards the bottom of the screen.
Baby steps, as they say, but I am looking more and more optimistic as to the port being successful. And I learned some The timeframe, however...
Re: Porting my own Veins of the Earth to LOVE
Posted: Tue Sep 20, 2016 10:10 am
by Zireael
Actor combat and life interfaces are being ported.
However I'm running into a problem with removing dead actors from the entities table as well as the scheduler. I'm seemingly doing both and it works fine until I'm left with a player + one actor, at which point the turn never returns to the player
I even tried walking through the code with a debugger and I'm still stumped as to why it doesn't work correctly in this one case.