Activity for Hale

  • Grokmoo Grokmoo posted a comment on ticket #82

    Sounds good. Let me know if you have specific questions about the codebase; I may be able to help.

  • Trilarion Trilarion posted a comment on ticket #82

    Thanks for the explanations. Rust really seems like a very good choice, even though Wikipedia describes it as a system programming language (whatever that means). I hadn't heard of Rust before and I would assume that for these rather new languages the number of available frameworks and libraries is rather small, but that doesn't seem to be the case. Switching between different serialization formats sounds good. I forked Hale from github. Let's see what can be done. I would first try to get an overview,...

  • Grokmoo Grokmoo modified a comment on ticket #82

    You are welcome to fork Hale, of course. I would look forward to seeing what you might do with it! I can provide a bit of support, but as I said I don't intend to devote significant additional time to Hale. https://github.com/Grokmoo/sulis I'm writing Sulis in Rust. This has been my first major project in Rust, so some of the code is a bit rough. But, overall I am finding it well suited to developing a game. 99.99% of the coding in Hale was done by me. There were some others providing play testing...

  • Grokmoo Grokmoo posted a comment on ticket #82

    You are welcome to fork Hale, of course. I would look forward to seeing what you might do with it! I can provide a bit of support, but as I said I don't intend to devote significant additional time to Hale. https://github.com/Grokmoo/sulis I'm writing Sulis in Rust. This has been my first major project in Rust, so some of the code is a bit rough. But, overall I am finding it well suited to developing a game. 99.99% of the coding in Hale was done by me. There were some others providing play testing...

  • Trilarion Trilarion posted a comment on ticket #82

    Hi, Thanks for the quick reply. I'm interested in playing around with the code but I haven't decided yet. If so, I would probably fork the Github repository. I like the game. I'm good with Java and find it generally okay to program in, so I wonder what alternative language you are considering? Could you maybe comment a bit further on the basic engine choices you are not happy with and what alternatives you would choose now? Is there some kind of a vision statement/document in which direction you...

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Grokmoo Grokmoo posted a comment on ticket #82

    Hi. Thanks for you interest and I'm happy to hear you have enjoyed the game! Is it true that version 0.7 is the final version as announced in the readme? Yes; at least I personally have no plans to continue development. The primary reason being I have no desire to continue coding in Java. There are also some pretty basic engine choices which I am not happy with and would neccessitate (another) major rewrite to fix. I am working on a successor game called Sulis, but it is not yet playable. Is the...

  • Trilarion Trilarion created ticket #82

    State of the project?

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Hale Hale released /hale-0.7.0.zip

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Grokmoo Grokmoo committed [r1880]

    fixes to quickbar group popup

  • Grokmoo Grokmoo committed [r1879]

    improvements to quickbar group popup, still nee...

  • Grokmoo Grokmoo committed [r1878]

    re-arranged quickbar groups; improved quickbar ...

  • Grokmoo Grokmoo committed [r1877]

    refresh config file if it is out of date

  • Grokmoo Grokmoo committed [r1876]

    cleanup quickbar

  • Grokmoo Grokmoo committed [r1875]

    added icons and improved quickbar group buttons

  • Grokmoo Grokmoo committed [r1874]

    began work on quickbar groups - better (and aut...

  • Grokmoo Grokmoo committed [r1873]

    don't show duplicate ability selection lists in...

  • Grokmoo Grokmoo committed [r1872]

    set up grid based maze generator

  • Grokmoo Grokmoo committed [r1871]

    started work on maze algorithm

  • Grokmoo Grokmoo committed [r1870]

    set up framework for procedural generation of a...

  • Grokmoo Grokmoo committed [r1869]

    implement companions leaving party

  • Grokmoo Grokmoo committed [r1868]

    basic companion support implemented

  • Tiltowait Tiltowait created ticket #81

    Can't equip armor

  • Grokmoo Grokmoo committed [r1867]

    started work on companions for DoC

  • Grokmoo Grokmoo committed [r1866]

    fixed overlapping features from last commit

  • Grokmoo Grokmoo committed [r1865]

    fixes to features in unified tileset; added har...

  • Grokmoo Grokmoo committed [r1864]

    added some merchants to Chaol Dorn

  • Grokmoo Grokmoo committed [r1863]

    more work on DoC; added optional label for tran...

  • Grokmoo Grokmoo committed [r1862]

    set up intro cutscene for DoC

  • Grokmoo Grokmoo committed [r1861]

    work on starting area for DoC

  • Grokmoo Grokmoo committed [r1860]

    fixed editor not setting passable/transparent f...

  • Grokmoo Grokmoo committed [r1859]

    added swamp and mud terrain to unified tileset

  • Grokmoo Grokmoo committed [r1858]

    improved layout of party formation window

  • Grokmoo Grokmoo committed [r1857]

    allow selecting difficulty in single character ...

  • Grokmoo Grokmoo committed [r1856]

    don't allow deletion of characters in parties i...

  • Grokmoo Grokmoo committed [r1855]

    when choosing only 1 character, go directly fro...

  • Grokmoo Grokmoo committed [r1854]

    fixed campaign selector to handle longer names

  • Grokmoo Grokmoo committed [r1853]

    added skeleton for new campaign

  • Grokmoo Grokmoo committed [r1852]

    show mouse and view info in area palette

  • Grokmoo Grokmoo modified ticket #8

    basic functionality in editor

  • Grokmoo Grokmoo posted a comment on ticket #8

    Done as of r1851. Campaigns can be loaded and maps can be edited and saved. terrain,...

  • Grokmoo Grokmoo posted a comment on ticket #74

    Since this project is so small and I am not supporting multiple versions, I am just...

  • Grokmoo Grokmoo modified ticket #74

    no README for branches

  • Grokmoo Grokmoo modified ticket #15

    unified, modular tileset

  • Grokmoo Grokmoo posted a comment on ticket #15

    Unified tileset is done as of r1851. It may still need some tweaking; which will...

  • Grokmoo Grokmoo committed [r1851]

    fixed bug in setting features; fixed bug in mou...

  • Grokmoo Grokmoo committed [r1850]

    added features to unified tileset; sort area pa...

  • Grokmoo Grokmoo committed [r1849]

    added elevation to unified tileset

  • Grokmoo Grokmoo committed [r1848]

    tileset cleanup

  • Grokmoo Grokmoo committed [r1847]

    added stone walls and buildings to unified tileset

  • Grokmoo Grokmoo committed [r1846]

    added wooden walls to unified tileset

  • Grokmoo Grokmoo committed [r1845]

    show names of terrain and feature types on buttons

  • Grokmoo Grokmoo committed [r1844]

    remove extra file from last commit

  • Grokmoo Grokmoo committed [r1843]

    added chasm, lava, and rough walls to unified t...

  • Grokmoo Grokmoo committed [r1842]

    clean up of base and border layers of unified t...

  • Grokmoo Grokmoo committed [r1841]

    allow manual editing of passable & transparent ...

  • Grokmoo Grokmoo committed [r1840]

    show passable & transparency layers in editor

  • Grokmoo Grokmoo committed [r1839]

    default borders are now set up based on border ...

  • Grokmoo Grokmoo committed [r1838]

    default borders now don't give overlaps

  • Grokmoo Grokmoo committed [r1837]

    add elevation editing in editor

  • Grokmoo Grokmoo committed [r1836]

    setting up base and borders layers for unified ...

  • Grokmoo Grokmoo committed [r1835]

    better preview tile for walls in outdoor tileset

  • Grokmoo Grokmoo committed [r1834]

    bug fixes to terrain, feature, and tile editing

  • Grokmoo Grokmoo committed [r1833]

    features not editable in editor

  • Grokmoo Grokmoo committed [r1832]

    fixed crash when editing outside area bounds

  • Grokmoo Grokmoo committed [r1831]

    border tiles on terrain now working

  • Grokmoo Grokmoo committed [r1830]

    Edit based on radius in terrain grid to support...

  • Grokmoo Grokmoo committed [r1829]

    Editor tile preview now offset properly

  • Grokmoo Grokmoo committed [r1828]

    Terrain edit mode now adds border tiles (still ...

  • Grokmoo Grokmoo committed [r1827]

    area files can now be written to JSON within th...

  • Grokmoo Grokmoo committed [r1826]

    implement writing areas to JSON; layers still i...

  • Grokmoo Grokmoo committed [r1825]

    implemented creating areas

  • Grokmoo Grokmoo committed [r1824]

    added separate name field for areas in addition...

  • Grokmoo Grokmoo committed [r1823]

    added missing create area dialog

  • Grokmoo Grokmoo committed [r1822]

    GUI for create area dialog

  • Grokmoo Grokmoo committed [r1821]

    improved mouse handling in swing editor

  • Grokmoo Grokmoo committed [r1820]

    allow editing in a radius and removal of existi...

  • Grokmoo Grokmoo committed [r1819]

    set up area palette to show terrain and features

  • Grokmoo Grokmoo committed [r1818]

    show image for each tile in swingeditor

  • Grokmoo Grokmoo committed [r1817]

    renamed 0.7 branch to obsolete

  • Grokmoo Grokmoo committed [r1816]

    merges 0.6 branch back into trunk

  • Hale Hale released /hale-0.6.5.zip

  • Hale Hale released /hale-0.6.5.zip

  • Grokmoo Grokmoo modified a wiki page

    Home

  • Grokmoo Grokmoo committed [r1815]

    updated release notes for 0.6.5

  • Cor'e  =) Cor'e =) modified ticket #79

    Not all Quest items being removed from Inventory after quests...?

  • Cor'e  =) Cor'e =) posted a comment on ticket #67

    Awesome really, will test!

  • Grokmoo Grokmoo posted a comment on ticket #79

    Yes, quest items should be removed when going to a new campaign / chapter

  • Cor'e  =) Cor'e =) modified ticket #67

    Locked Out at Open Door?

  • Cor'e  =) Cor'e =) posted a comment on ticket #75

    Ok, i thought i was at a 'magical' work bench or something. =)

  • Cor'e  =) Cor'e =) posted a comment on ticket #79

    I see, but they get stripped out as they move from one sub campaign to another, unless...

  • Cor'e  =) Cor'e =) modified a comment on ticket #80

    Well, those effects i added are too far from any art to need someone's permission...

  • Cor'e  =) Cor'e =) posted a comment on ticket #80

    Well, those effects i added are too far from any art to need someone's permission...

  • Grokmoo Grokmoo posted a comment on ticket #67

    Done in r1814

  • Grokmoo Grokmoo modified ticket #67

    Locked Out at Open Door?

  • Grokmoo Grokmoo committed [r1814]

    move default action over open door in combat

1 >
MongoDB Logo MongoDB