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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 658 Location: Minnesota
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Posted: Tue Apr 22, 2008 1:00 am Post subject: |
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It might be a good idea to "rate" the different starter modules according to difficulty?
There is a star system in place, does that show up in the module starter section? If it does, but people continue ignoring it, we could use text phrases instead of stars: 1 star = "Too easy.", 5 stars = "Are you insane?!?!?!"
The thing that is a bit disappointing about "dumbing down" the module difficulty is that each of the modules is easily beatable if you know the trick, and brute force is almost never the solution. This is the way it SHOULD be, but I think it is a bit frustrating for new players.
Maybe there could be some kind of "intro" that shows the strengths and weaknesses of the various classes, and gives a hint on the tricks? Or maybe there could be an in-game help screen that would give one important hint about the module's trick?
The real problem with the Adventurer starter is that Mim's and Brom's AI are not very good. I've always had problems (even from the earliest versions) keeping them with me and not getting them stupidly killed. In fact, I don't think that I have ever killed the Mum and had Mim and Brom alive at the end... |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 1614 Location: Norway
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Posted: Tue Apr 22, 2008 6:18 am Post subject: |
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I could try to improve their AI with som additional scripting. Their script is very outdated, from Egoboo 1.00 or so.
And what about an intro video? (One of these videos which play when you start the game). I'm not sure, but SDL should support PlayVideo() or something like that. The video could show each class doing what they are best at. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 658 Location: Minnesota
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Posted: Tue Apr 22, 2008 6:57 am Post subject: |
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I was thinking about that, but we would almost have to have some way of doing scripted animations. The current scripting language sould be used, but it is so (relatively) hard to write a working script and to handle timing that I'm not sure it would be worth it.
If we could manage to script it, then we could use fraps or something (maybe even the screenshot?) to dump the frames to disk and then combine them into a video. One problem is cimbining text and the video (not too hard) doing voiceovers and music?
That sounds like a big, cool project.... any takers? |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Tue Apr 22, 2008 7:40 am Post subject: |
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Yep, it's definitely a bug. When I finish the level, kill the mum grub etc. I get the victory msg. Then when I exit. There is no sign anywhere of an export or save file or anything. Also, when I restart the same level, it spawns me straight into a wall and I die every time until I restart my machine!
I'm convinced it's because egoboo does not have permissions to write to my file sytem. I can't even save a screenshot for the same reason. I'm going to talk to the ubuntu forums to see if there is a way around this.
| penguinflyer5234 wrote: | | Zefz wrote: | | Hmm. Is exporting broken in 2.7.7? Can anyone else try a starter module and see if they manage to get their character stored? |
The thing is, Jarramundi is using 2.4.4 or 2.7.5, not 2.7.7. |
I am using 2.7.5 in Linux (xubuntu gutsy gibbon). |
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Axel The Lord of Ducks


Joined: 25 Sep 2007 Age: 10 Posts: 1582 Location: Hyrule
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Posted: Tue Apr 22, 2008 8:39 am Post subject: |
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Jarramundi, please read this thread until your eyes bleed or until you learn the rules, your choice:
Topic =) _________________
Remotes I own:
Member Remote
PnP Remote
Junior Cookie Remote
Stupidity Remote |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Tue Apr 22, 2008 12:10 pm Post subject: |
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Are we cool?
No more double posts... I never knew that it wrecked your head so bad.
Can we continue?  |
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Agent of Dread Second Member (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 3342 Location: Google it
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Posted: Tue Apr 22, 2008 8:31 pm Post subject: |
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Sure thing.  _________________
[My dA]|[Egoboo]|[SoulFu]
What the hell? No one told me there were LAZERS there!
Hey, Jimmy, what's the answer to number two? |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Tue Apr 22, 2008 9:39 pm Post subject: |
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I had to add into the terminal:
sudo chmod a+rw /usr/share/egoboo
To give that file read/write permissions, otherwise it cannot save any data in the file system. I'm going to play now and beat that damn mum grub again!!! and see if we get a result.
Last edited by Jarramundi on Wed Apr 23, 2008 2:55 am; edited 1 time in total |
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penguinflyer5234 The One Divine True Creator


Joined: 01 Feb 2008 Age: 14 Posts: 923 Location: Here, There and Everywhere
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Posted: Tue Apr 22, 2008 9:43 pm Post subject: |
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It should only write to ~/.egoboo!
Can you copy what's in /usr/bin/egoboo?
(Use code tags) _________________ What do you want? |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Wed Apr 23, 2008 2:52 am Post subject: |
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There is no /egoboo in /usr/bin
If you meant /usr/share/egoboo then here it is.
| Code: |
jarramundi@Jarramundi:/usr/share/egoboo$ ls
basicdat controls.txt License.pdf players setup.txt
Changelog.txt Egoboo 2.7.5 Manual.pdf modules Readme.txt
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Anyway, now I can load my adventurer in any stage... So I think the prob is sorted...
Not sure whether 2.7.5 is being updated or not? But it runs pretty buggy.. lots of getting stuck in walls, torch flames don't disappear when I put the torch away etc. It's a nice game though. Cheers guys. |
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penguinflyer5234 The One Divine True Creator


Joined: 01 Feb 2008 Age: 14 Posts: 923 Location: Here, There and Everywhere
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Posted: Thu Apr 24, 2008 12:57 am Post subject: |
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There should be a shell script with the file name 'egoboo'!
Is it in /usr/games?
Version 2.7.7 and 2.6.0 and the newest versions but they do not support Linux yet. _________________ What do you want? |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Thu Apr 24, 2008 5:58 am Post subject: |
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Nothing in /usr/games either....
Wait here it is, sorry it was in /usr/bin
I was looking for a directory /usr/bin/egoboo and obviously not finding it because it's not a directory.
Ok so this is a shell script. What can I do with this? Can you turbocharge it for me penguinflyer? Should I chmod it? |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 1614 Location: Norway
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Posted: Thu Apr 24, 2008 5:23 pm Post subject: |
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| Quote: | Version 2.7.7 and 2.6.0 and the newest versions but they do not support Linux yet.
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You got 2.7.7 to build, but it ran slowly right?
And I checked the makefile, the only thing it contains that should not be in 2.6.0 was SDL_image. Think it may run if we removed that inclusion? _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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penguinflyer5234 The One Divine True Creator


Joined: 01 Feb 2008 Age: 14 Posts: 923 Location: Here, There and Everywhere
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Posted: Fri Apr 25, 2008 1:42 am Post subject: |
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Jarramundi: Can you copy it here?
Zefz: 2.7.7 does run slowly, I think it's something to do with it not doing the SDL stuff every time it does the main function...
2.6.0: I recompiled without the -lSDL_image and it still gives the same error. _________________ What do you want? |
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Jarramundi Lumpkin

Joined: 18 Apr 2008 Posts: 33
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Posted: Tue Apr 29, 2008 11:58 am Post subject: |
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Man I'm not even sure how to open it...
Hey at least I'm learning right?
I'll work it out.
Yep.
| Code: | # exit on any error
set -e
if [ ! -d ~/.egoboo ]; then
mkdir ~/.egoboo
cp -a /usr/share/egoboo/setup.txt /usr/share/egoboo/controls.txt \
/usr/share/egoboo/players ~/.egoboo
ln -s /usr/share/egoboo/basicdat /usr/share/egoboo/modules ~/.egoboo
fi
cd ~/.egoboo
exec /usr/libexec/egoboo "$@" |
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