Robin wrote:I think it's better if you leave the music out of the Git repository. It's not really what Git is meant for, and certainly not what it is optimized for. Especially if you want to change it at some point. Best just distribute it with releases, and let the Git version be silent.
The same thing applies here as science fiction taught us: don't meddle with the past.
How would you do that?
Incidentally, I'm having difficulties cloning your repository. It wants to fetch something that doesn't exist. A nasty left-over from the history-rewriting? Anyway, I just downloaded a tarball anyway. I'll go check it now.
What does that mean? Cloning? What happens when you try?
EDIT: fsaa considered harmful: please don't enable it by default. Also, I'd like a setIdentity, so it doesn't save the files in ~/.love directly.
I don't even know what it does. I'll turn it off. I just copied it from another project. (The 3D dice roller) Also, it doesn't save in ~/.love. Why is yours? Oh, are you on Linux? Because on OS X it saves in my Library. I have put a setIdentity in the new version. It has the same name "Adventure". Let me know if it saves in the right place. BTW, where do each respective OS save their game files? On OS X it's in ~/Library/Application Support/LOVE/***. Where does Linux and OS X do it?
I liked the improvements. The “Jasoco” in the very first screen falls too soon for me, the game isn't really ready yet, so it doesn't appear on my screen. Old timey-effects: very nice.
I know. The Physics sometimes fails too. It was a fun experiment, but I don't think it's going to be around much longer. The game will probably just go directly into the game as it is with the logo being over the scrolling map. Sometimes it works fine, others it will get stuck and fall randomly in weird directions like the Physics module got sick or something. You like the interesting film grain? I liked it t first, but eventually it may be taken out. Depends on where I go with this.
The intro scene -- is it skippable?
How many times do I have to mention the S key? It saves your progress. Just save right after the intro is done and it will keep it for future plays. Save after the intro or after the conversation or after the saving of the girl in the orchard. Whatever you want. Just remember to delete the entire thing later.
And another thing
I was wondering whether you already had a story for an actual game in this engine. Is that so, or do you have no idea what to do other than having Kristen Stewart and Zooey Deschanel bein' sisters and stuff?
No game. Just engine. Game will come later. I just picked the names out of the air one day. All you see right now is for demo purposes to see what the engine can do.
BTW, when you play these games, make sure to delete your previous preferences and stuff so it thinks you're starting fresh. I just noticed the music was off by default. The intro doesn't have the same impact without the music. So turn it on and view the game intro again.
Also, the game currently uses os.time(). I know some older versions would crash in Windows when accessing os.time() so keep that in mind and disable that line in the "gameTime()" function if it happens. It is used for the two clocks in the game. One on the side of the Inn and one inside the inn on the small Grandfather clock. Check it out! Shows off what I can do with my engine and scripts.
The panning is done with a quick snap to top of map then slow moving pan to players X,Y point while inside the courtyard's post script .lua file there is a draw function that takes care of the credits and the moving clouds.
Also remember, press E during the intro to edit. Press T while editing to test. It's a little buggy. Also any maps you save are placed in the same path under the games Identity folder. If you create maps and download a new version, keep the custom maps when you delete the other stuff if you want. Don't go crazy yet. It's not all finished or documented thoroughly. One bug I've had is if you edit Courtyard, then test, then edit and try to test again it craps out. I'll get to the bottom of that. Things will work out in time.