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Re: Porting my own Veins of the Earth to LOVE

Posted: Tue Sep 20, 2016 3:05 pm
by rmcode
Looks like you are making good progress.

The game currently drops down to 1 FPS when I'm moving / taking a turn for me.

Re: Porting my own Veins of the Earth to LOVE

Posted: Thu Sep 22, 2016 11:00 am
by Zireael
Thanks rmcode.

As for the performance drop, this is probably due to a ton of debugging going on and printing stuff to console. (Off the top of my head, pathfinding and FOV are heavily debugged, and they happen every turn.) I seriously need to get a FPS counter to show up, and then start working on the debugging some other way (overlays for FOV/pathfinding?)

Anyway I think I have fixed the removing dead actors problem.

Have fun testing!

PS. Seriously need to sit down and start doing the inventory screen. What's the point of pickable items if you can't do anything with it later :ultrahappy: ?

Re: Porting my own Veins of the Earth to LOVE

Posted: Sat Sep 24, 2016 7:45 am
by Zireael
Image
WIP inventory screen - you can drag and drop into the slots to equip but you can't unequip or drop to ground yet

I have added an in-game message log as well. The inventory took the whole of yesterday but I'm very pleased with it, it's a massive UX/UI improvement over what I had in T-Engine (as far as the inventory part is concerned - the equipment slots were fine, the inventory was a list with teeny-tiny tiles).

Re: Porting my own Veins of the Earth to LOVE

Posted: Sun Sep 25, 2016 7:21 pm
by rmcode
Are you using a library for the inventory ui? I'm currently working on my inventory as well but I didn't like any of the libraries I've tried so far (mainly due to lack of proper documentation I guess).

Re: Porting my own Veins of the Earth to LOVE

Posted: Sun Sep 25, 2016 7:22 pm
by Zireael
More things that I couldn't do in T-Engine (at least not easily)

Image
By dev demand in /r/roguelikes Discord channel, a visible grid AND toggleable labels (inspired by Cogmind)

Next: I seriously need to work on making the map scrollable (probably some sort of a camera module).

Re: Porting my own Veins of the Earth to LOVE

Posted: Tue Sep 27, 2016 6:40 pm
by Zireael
Printing to log is now finished, although it's used very sparingly now because most debugging stuff still prints to console.

The map can now scroll using the mouse - this necessitated moving/editing some of the existing functions. I used the HUMP library for this.

This opens the way for larger maps, obviously. Area generation, here I come, I guess?

I used up most of today looking for a good free offline planning/notetaking app before deciding on CherryTree. The thing I'm most pleased with compared to CintaNotes is being able to paste images - I already have a couple of GUI design notes consisting of screens from various RPGs. Game screens, inventory screens, categorized so that I can work on making my interface as intuitive as possible.

Re: Porting my own Veins of the Earth to LOVE

Posted: Fri Sep 30, 2016 6:50 pm
by Zireael
Area generation turned out to be more difficult than I thought :(

Instead I ported more code, either my original (such as actor skills) or T-Engine's (factions, colors palette [although significantly simplified]).

Map scrolling should behave better (although it sometimes goes out of whack when losing/regaining focus - any ideas?)

I also worked on improving the experience (e.g. dragging an item in inventory now highlights the slot you can equip it to). Labels have been expanded to work for objects, too. Log messages are now archived so that you can bring them up using l key. I still haven't implemented scrolling, so they'll overwrite old entries if there are enough of them, sorry.

**
Tile loading should be saner now and I have discovered how to upscale sprites using Graphics Gale, but next week I will be busy with non-gamedev stuff. Next weekend, I guess, for scaling?

Re: Porting my own Veins of the Earth to LOVE

Posted: Fri Sep 30, 2016 6:54 pm
by rmcode
There is a problem with case sensitivity again:
Screenshot 2016-09-30 20.53.31.png
Screenshot 2016-09-30 20.53.31.png (53.61 KiB) Viewed 4736 times
Works fine if I run it from terminal.

Re: Porting my own Veins of the Earth to LOVE

Posted: Sat Oct 01, 2016 7:29 am
by Zireael
Ugh. I'm gonna fix it ASAP - and I'll try to avoid that sort of goofs in the future. What OS are you on? And why should it make any difference whether you run it from terminal or not?

EDIT: Fixed.

Re: Porting my own Veins of the Earth to LOVE

Posted: Sat Oct 01, 2016 8:31 am
by rmcode
Zireael wrote:Ugh. I'm gonna fix it ASAP - and I'll try to avoid that sort of goofs in the future. What OS are you on? And why should it make any difference whether you run it from terminal or not?
I'm on Mac OS. My harddisk isn't case-sensitive:

Code: Select all

   File System Personality:  Journaled HFS+
   Type (Bundle):            hfs
   Name (User Visible):      Mac OS Extended (Journaled)
I don't understand it either. Maybe LÖVE accesses the files differently when they are packed in a .love file? I am just assuming it has to do something with it, because if the file was really missing from the .love it should also fail if I try to run the unpacked love. When I checked your code because of the crash caused by the font file the case was the only difference I could find.