Author Topic: Touhou SRPG - Story of a Lost Sky [Update 1/22/11 - Version 0.6.0] (Thread 3)  (Read 122679 times)

Re: Touhou SRPG - SOALS [Update 8/19/09 - Version 0.4.0] (Thread 3)
« Reply #120 on: October 28, 2009, 08:50:04 PM »
Hmm yes, the printed sun pattern on her shirt works well. While it's true that the original Elcura design was somewhat "bottom-heavy" in detail, having only 1 section of the skirt be patterned seems over-compensated. Fewer pleats on the skirt (i.e. same number as you have now), same "eye per pleat" approach might be better.

My only other concern is that the design still has more interest toward the bottom, which I think looks nice but it wouldn't be seen as often as the top (because of portraits). Maybe the headdress can get some eye treatment XD I don't think it would seem like too much since I took away some from the bottom. (The more I think about it, the more I think this is a good idea right now)
This is why the brooch in the original Elcura design was good - gives some detail to her top for portraits to show. If need be, elaborate the brooch or try a necklace/pendant but do keep it a sun pattern of sorts (optionally with an eye pattern added to it).

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Re: Touhou SRPG - SOALS [Update 8/19/09 - Version 0.4.0] (Thread 3)
« Reply #121 on: November 01, 2009, 05:15:19 PM »
Pushing the release back a week. There are a few things that I wasn't able to implement yet and there's a potentially game breaking bug that I need to sort out. If you unequip Master Spark from Marisa's inventory between CH1ST2 and CH1ST3, it leaves her with a crippled spell for the rest of the game. I'm going to go with a solution of deleting the spell at the end of CH1ST2 and restoring it in CH1ST3. Also waiting on Jamuko to get portraits in to me.

Psieye, could you set aside some time to play the beta version and tell me what you think could be improved?

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Re: Touhou SRPG - SOALS [Update 8/19/09 - Version 0.4.0] (Thread 3)
« Reply #122 on: November 03, 2009, 05:27:12 PM »
Well, shit's happened and I'm kinda back on track now.  I won't go into details, suffice to say the last few weeks sucked ass.

I'm liking the feedback and the new take on Asa. 



This is a pretty old picture that I promised Fawkes a while ago...not sure what happened but it was where I took the design before shit happened.

I also like the sun pattern on the shirt, nice way to add some details.  I like the parts that happen on the end of her sleeves.  I believe some detail can be added (along with that part generally being thicker) but it's completely optional.  ZUN tends to over design, so I reckon on that point more = more.  I really like the new skirt design, though the best of both worlds would be indeed fewer pleats, the cloth in the middle and some eye designs per pleat.  Could probably tone it down depending on how much attention we want to draw to her crotch...  My original goal that didn't come across when I drew it (because I didn't draw it lol) was to have the top half match the bottom in detail by having a sort of hyroglyphics type stuff on her shirt.  Oh well, swings and round-a-bouts.

In general, I'd say definite changes are -

fewer pleats on skirt (making it heavier/thicker in material, less creases and folds)
sun print on shirt, either side works (it's better when the shirt joins on one side rather than the centre)
stronger head dress.

points to be decided -

neck/collar area
shirt orientation (not sexual), centre, left, or right (influences neck area)

-----

Anyway, post your thoughts/pictures on those Jimuko, hopefully we'll get the design down after that.  I was going to do a sprite as well...but I forgot who... maybe Yukari?

Oh yeah, here are some of the emotes I said I'd do.  Open to more suggestions on what other emotes I could do as well as how to improve/change the ones I've done.  It's all pretty experimental right now.


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Re: Touhou SRPG - SOALS [Update 8/19/09 - Version 0.4.0] (Thread 3)
« Reply #123 on: November 04, 2009, 02:52:32 PM »
Elcura, could you split the animations into frames as with the character animations? They look really nice. I can't import .gifs directly. I'll post about Asa later today once I've had a chance to absorb the information.

Another one I might suggest would be a (!) and a (?) exclamation.

======
I don't think we should overdesign. We are going to have to scale this down to a 35x35 sprite with a 120x120 portrait, so most of the detail is going to be lost. ZUN only has 10 seconds to make a first impression with his design, we get time scales on the order of minutes to hours to make our visual impression.

Sprites: Yukari I think is what you said you wanted to work on next. We could really use Keine too. She's the only one I'm using placeholder images for that's in the party.
« Last Edit: November 05, 2009, 03:36:09 AM by FawkesGarde »

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Re: Touhou SRPG - SOALS [Update 8/19/09 - Version 0.4.0] (Thread 3)
« Reply #124 on: November 08, 2009, 04:24:26 AM »
Release 0.4.1 is here!

Bitbucket: http://bitbucket.org/featheredmelody/lost-sky-project-public/wiki/Home
Source: http://www.4shared.com/file/148238327/15f34e82/lostsky-v041final-source.html
Windows: http://www.4shared.com/file/148238452/2f973a4f/lostsky-v041final-windows.html

Added a new Marisa portrait by Jamuko.



From the Readme:
0.4.1 represents a major under the hood update to the engine. There have been a number of small minor fixes throughout the engine. Please refer to the changelog (changelog.txt) for details. The biggest update is a new AI system that behaves a lot more intelligently than the old AI engine. It is still very much an experimental work in progress. Some features that the new AI system has is that it tries to select the best target and destination in each turn. Support for healing units is implemented but not used in-game. The old AI system just looked for the closest enemy. The new AI system is also able to go after Spirit Source Points as demonstrated in CH2ST1. As far as new content goes, some more dialog has been added to CH1ST4 - Onwards to the Village.


Changelog since last time:
Quote
# 11/7/09 - 0.4.1 Final
- Enabled flags for Prologue/Splash Screen/WM Tutorial
- Added new Marisa portrait image

# 11/3/09 - Marisa Master Spark Bugfix
- Added Remove spell sub action to mission2wiki script
- [Bugfix] Remove spell sub action works now.
- [Issue 30][Bugfix] Forcibly removes Master Spark from CH1ST2 and adds it back in CH1ST3. Prevents the player from unequipping MS and having it remain crippled for rest of the game.

# 10/31/09 - Healing Spell Cards, Chen Trait Tweak, Bugfixes
- Added support for healing type spell cards
- Added "Sacred Treasures - Sunbeam Mirror" to spell catalog
- Chen starts with Regen Lv. 1
- Added a Remove Spell sub action
- [Bugfix] Canceling on the options menu doesn't change the music state properly.
- [Bugfix] Reset status effects for units at the end of mission scenes

# 10/24/09 - Some minor tweaks to terrain / trait learning - 0.4.1 Beta
- Rearranged some info placement in move menu
- Added terrain data drawing function to map object
- Added drawing of data about terrain currently under cursor
- Traits are drawn grayed out if you don't have enough TP to buy them
- Updated the last line of CH2ST2 to correspond with version number
- [Bugfix] Trait points at top weren't updating when you bought traits

# 10/18/09 - Tiny sized fixes
- Added ability to use Left/Right arrow keys on world map top level menu
- Moved Chen's starting position 1 tile down in CH1ST1
- Added some text explaining that Marisa can't take many hits.
- [Issue 29] Added an exit option to the world map menu.

# 10/17/09 - Pursuit AI - 0.4.1 Alpha
- Autosave enabled by default
- Added Pursuit type AI that does not have a restricted range (Best used with Flight trait)
- Added Flight trait to fireflies in CH2ST1 and gave them the pursuit AI
- Added a scene with Youmu and Ran to CH1ST4

# 10/4/09 - Yuyuko
- Added Yuyuko sprite / portrait images
- Added Yuyuko to the portraits catalog
- Added Yuyuko to Sandbox map as demo and replaced Asa.

# 10/3/09 - SSP Seeking AIs
- SSPs stored in map as a dictionary with keys as locations
- Added some support for SSP capture with the AI
- Moved CH1ST4 to Western Village Path
- Adjusted world map path unlocking to compensate for the the above change
- Traits are displayed in two lines on the battle screen. This fixes problems with long trait names
- [Bugfix] CH1ST2's Wooden Statue treasure item was stated as given but not actually added.

# 9/20/09 - Wind Weasels Youkai added
- Replaced 3 fuzzballs in CH2ST1 with wind weasels
- Added Wind Weasel sprite
- Moved some enemies around in CH2ST1

# 9/19/09 - Destination condition optimization algorithm + Bugfixes
- Attack AI has received a movement optimization algorithm
- Increased Rice Cake's spell use to 8
- [Bugfix] Enemy units not acting if a previous unit was just defeated
- [Bugfix] Crash due to typo in CH1ST3 mission xml
- [Bugfix] Crash due to failure to assign AI to one of the fireflies in CH2ST2

# 9/13/09 - Healing AI bugfix and improvements
- Moved some common methods to parent AI state class
- Deprecated old ai and moved it into the inactive code
- Rather than going directly to first target that signals, healer SOS response prioritizes among its list with same formula as standby mode
- Healer Standby AI seeks out nearest ally if nobody is in range
- [Bugfix] SSPs not resetting when mission is failed
- [Bugfix] Fixed an error where ALT+F4 wasn't triggering the quit command when certain other modifers were active like numlock
- [Bugfix] Crash when a unit in a healer's SOS list is defeated before they get full healed.

# 9/12/09 - Healer Standby / Healer SOS / Attack Retreat States
- AI is assigned at the initialization stage instead of the adding unit to map stage.
- Added assignment of initial AI to mission XML
- Added Healer, Healer SOS, and Attack Retreat AI States
- Added diagnostic print statements to the AI detailing target selection and state switching
- Added set HP sub action
- Changed the names of sandbox units to properly match what their sprites are
- [Bugfix] Crash when AI unit goes through prioritization with no spell equipped
- [Bugfix] Crash when last player is killed off by a status effect

# 9/7/09 - New AI Targetting Formula and Asa
- Changed targetting algorithm for AI to use a weighted avg of target's distance, weakness, and effectivness of AI's equipped spell
- Added Asa to sandbox
- Added Asa's sprite / portrait
- Moved a mushroom in CH1ST2 one tile down.

# 9/5/09 - AI Finite State Machines
- Created an AI Finite State Machine system
- Implemented current AI system in new FSM system
- Changed the unit cap on sandbox to 6 units.
- [Bugfix] Reward item named wrong (didn't catch one of the rice cake items)

# 9/2/09 - Item bugfix and tweaks / Version number update
- CH1ST1, CH1ST3 Typofix
- Updated version display to 0.4.1
- Moved Broken Lantern item to a map action given item.
- Bread Roll -> Rice Cake
- [Bugfix] Exiting a mission by failing / quitting allowed you to keep items added by Map Actions.
- Map Action items are now added at a missions' successful conclusion

# 8/29/09 - Deploy screen big tweaks
- [Issue #24] Placing a unit in deploy mode returns you to the character select level
- Added a max number of units allowed to deploy
- Updated the XML data to reflect max units by adding another required element in the deployment info.
- Added a display for number of units deployed / max units
- Added directions to deploy menus
- First time the max unit cap is hit, the player is automatically returned to the front menu
- Tweaked handling of unit placement:
--- Units may now replace already deployed units
--- C key deletes the unit underneath it if one has been already deployed
--- Units can now be moved directly without needing to delete it

# 8/27/09
- Autosave set to before/after missions
- Moved autosave code to up around the event execute code in the location class instead of within each event
- Changed "Autosave before missions" in options to Autosave before/after missions

# 8/26/09
- [Bugfix] Crash when using ally/enemy centering if allies/enemies have been defeated
- Added a queue of 2 auto-save slots with #1 containing most recent autosave data, and #2 containing the next most recent.
- [Save Data Change!] Added a comment to the save data that shows when the save was made and whether it was an autosave
- [Bugfix] Crash when the last spell in a spell inventory list is swapped out for another spell

# 8/25/09
- Added rudimentary 1 slot auto-save functionality
- Added auto-save enable/disable to the options system
- Expanded the save data slots to include an autosave box

# 8/23/09
- Added a script mission2wiki.py that exports the mission data to the Mediawiki format

# 8/22/09
- [Bugfix] Post mission results screen displays the location portrait / description
- [Bugfix] Results display uses form [Delta(SC)] to [New SC] for both attacker and defender
- [Issue #21 ] Added option to end a mission
- [Issue #20 ] Send all print/error statements to text file output.txt enabled with "python srpg.py -p"

# 8/21/09 - SC now represented as Ints instead of Floats
- Bugfix to address Issue #16
- Converting all spirit charge values to ints instead of floats.
- SC displayed as 500 instead of 5.00.


Thanks to everyone's hard work and contributions to the project. I'll work on getting the goals for the next version put together in the next week or so.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #125 on: November 11, 2009, 04:26:48 AM »
Here's my list of goals for what I'd like to accomplish for 0.4.2 which I am tentatively setting as a release for the end of the year. Might push it back a little since 0.4.1 was delayed a lot. I don't think we had a Fall release last year. I intend to pretty much power though this during Thanksgiving and winter break though.

http://wiki.featheredmelody.com/Story_of_a_Lost_Sky#To-do_List

I would really love to hear what could be improved in 0.4.1. I haven't really heard much of any feedback from anyone.

I deliberately left out Art and Music since I don't know where everyone stands as far as the next few months goes. Anyone able to say what they would be able to work on coming up?
« Last Edit: November 11, 2009, 04:35:34 AM by FawkesGarde »

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #126 on: November 15, 2009, 04:07:12 AM »


Implemented Elcura's emotion bubble animations. :D

The "..."s in Marisa's Arrival have been replaced by the dot dot dot emote.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #127 on: November 24, 2009, 04:29:01 AM »
Developers mainly, I've added a single mission launcher script. It'll allow us to test a mission without needing to play through the rest of the game. It's only available in the source version since it requires editing the python file to set the characters up. Please grab it from the internal repository.

Instructions are included in the mission_launcher.py with an example.

I'd also like to propose an update to the spell crafting system. I don't think that having the player manually combine the crystals is a good way to go. It is terribly unintuitive and relies on a lot of trial of error. One of the problems that we've been presented with is that the player doesn't really know what they get when they combine synth item A and synth item B. I'd like to go with a system that's based on recipes and these recipes would be acquired by completing missions. Optional missions would give you access to additional spells that you can craft. 
« Last Edit: November 24, 2009, 05:08:53 AM by FawkesGarde »

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #128 on: November 27, 2009, 05:56:40 AM »
First off, I'm really loving Google Wave as a collaboration tool. I've sent out all the invites I have to people who were online at the time, but I will prioritize development team members in the next batch of invites I get. Let me know if I didn't get you in the first invite batch.

I posted over at Pooshlmer on this thread [link]. The responses were largely positive and supportive.

There were some good suggestions that I'm planning on adding to 0.4.2
- Notification that a spell has run out
- Unit death quotes

There was also the suggestion of Mouse and Gamepad support. I'll have to research how to do that so it is unlikely to make it into this version.

I already implemented the spell exhaustion alerts. I also started into the SC cost implementation. It wasn't too difficult of a fix, but note that this does break Save File compatibility. It's difficult to say how well this works, but this does make things a little more tactical especially in areas of lots of enemies. I changed the SC rewards from regular attack gives you 5 SC to regular attack gives you 20 SC.


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RuneDevros

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #129 on: December 06, 2009, 03:48:14 AM »
Also posted on the Wave.

Revised spell synth system is mostly in place.



[X] Recipe system already in place. Make it the primary interface to the spell crafting system. At this point the free create system has been deprecated.
[X] Unlock recipes. Implemented as a sub action in usual mission scripting XML.
Tutorials
Item Creation Basics
[Next Version] Treasure Crafting
[Next Version] Crystal synthesis
[Next Version] Treasure Crafting
[Next Version] Crystal Synthesis
[Next Version] Tier 2 recipes would be unlocked by a sidequest in Chapter 3. Basic recipes would be available immediately after CH1ST4:
[Next Version] Another feature I would like to add is a way to decompose non-story critical treasures into elements. This gives the player some choice as to whether they want to trade in the treasures for items or use them for crafting.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #130 on: December 10, 2009, 10:56:37 AM »
I only recently joined the shrine maiden forum, and only just recently discovered this project.

I'd love to help out but i don't know where...

oh I got it.

Having done programming for years now and having developed a few simple games, I could possibly assist in testing. I enjoy discussing game mechanics at length but lack the programming skills to carry out my visions. So while I cannot succeed with independent developing, I'd like to help out in any way I can.


On the game:

it reminds me of Final Fantasy Tactics Advance crossed with Fire Emblem.

I'm concerned that the battle themes are too calming..I always think of SRPG themes as fast paced and grand. The grandeur of armies fighting armies. I suggest making a touhou-esque remix, but make it grand. Study the music in Fire Emblem for inspiration.

Also allow me to disable exp messages in the options please. The pop-ups while useful to some, distract me from the battle.  Can you guys find a way to allow in mission saving, or at least suspend data. 



« Last Edit: December 10, 2009, 11:42:28 AM by mew77 »

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #131 on: December 10, 2009, 07:54:03 PM »
We could use all the help we can get. If you have IRC can you hop into our channel at some point? ( irc.psigenix.net #lostskyproject  ) I'm in the middle of final exam deathyness right now but I'll try to get you set up for testing in maybe the next week. Welcome aboard!

I don't think we should change the current music since we are really short on hands in that front. We could use more ears for feedback for future music though so thanks for your input.

Disabling the exp messages can be added with not too much difficulty, but mid-battle saving will need a lot more work. I have given it some thought but it's not an expected addition in the next couple releases. I would love to have that feature though.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #132 on: December 11, 2009, 02:25:40 AM »
the exp messages are a minor point to me though.

Great..

however I too am in the middle of final exams.

How about we wait till mid December when all this exam stuff is over.

it's better for the both of us.

Then comes the question of what you expect alpha testers to do.


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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #133 on: December 11, 2009, 02:56:12 AM »
We'll need to get you set up with Python / Pygame and running from source. Are you at all familiar with using version control software like SVN, Mercurial, or Git? We use Mercurial for our version control so I can show you how to get that working and be able to access the latest code versions. There's a GUI version of Mercurial (TortoiseHg) as well as a command line version, and it is fairly straightforward to use.

As for what tasks need to be done, mainly whenever new features are added they should be tested by as many people as possible and we need feedback as to whether the implementation could be improved. Bitbucket's bug tracker makes reporting bugs and suggestions easy to keep organized.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #134 on: December 11, 2009, 05:00:12 AM »
Are you at all familiar with using version control software like SVN, Mercurial, or Git?

No, but let's wait till after exam season to start.

Strange thing: on the mission Lost lantern, I made a mistake and decided to retry the mission. When I restarted the mission Marisa had a redundant master spark in her skill menu.

« Last Edit: December 11, 2009, 06:34:53 AM by mew77 »

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #135 on: December 13, 2009, 02:33:52 AM »
I ran into a problem when my character's basic attack ran out and I don't know how to replenish them. I liked playing the game but past the human village.
Gensokyo Everyday's story My Touhou fangame http://gensokyosnack.blogspot.com/

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #136 on: December 13, 2009, 04:23:49 AM »
You need to use the Spell Synthesis menu to create new spells. I think you should have at least an iron ore to build a Dagger Throw. I know that Youmu runs out of her standard attack by this time.

I realize that this part isn't well explained and we're completely restructuring it for the next release to be more intuitive.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #137 on: December 13, 2009, 05:45:37 AM »
Speaking of that point though...

I've got to the third mission of the game and I'm already running low on healing spells..

Should this be happening?

And is the thing with the redundant copy of master spark in the character's spell menu a glitch or what?


Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #138 on: December 13, 2009, 02:02:24 PM »
Back on track, working on sprites.  Will just post them here if googlewave doesn't work.



Working on making it all...pretty now.
« Last Edit: December 15, 2009, 02:35:54 AM by Elcura »

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #139 on: December 16, 2009, 12:14:34 AM »
Sorry I haven't been replying. Almost done with semester.

@mew77
You should have gotten a rice cake item after mission 2. We maybe need to add a reminder to equip it.

Did you at some point remove Marisa's masterspark? At the end of ch1st2 the game is supposed to remove it from her inventory and add it back in ch1st3. I'll doublecheck on that.
Also do you have Google wave? We are doing some of our planning stuff over wave so I'd be happy to send you an invite.
@Elcura
New youmu looks very nice.  I'll need to add support for animated idle stances. Are you planning on working on the map sprites? I think we still need some (Asa/Lord Fuzzy/Fuyuhana) to push on to finish ch2. I'll see what I can do about placeholders for them. We also need basic attack animations for Reimu who never received any.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #140 on: December 16, 2009, 12:58:29 AM »
Yeah, I couldn't imagine doing it without an idle.  Can be used just to make things less static around the battle screen, can be used on menu screens etc, besides that I think I may have found my stride so to say.  But idle frames are easy compared to the rest of the animations. 



Hopefully everything will look like that, so let's get it done~ 

Anyway, I will finish some map sprites later, I'm getting a new computer for christmas, so during that downtime I can do some map sprites.

Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #141 on: December 16, 2009, 10:08:26 AM »
I'd recommend just adding a notice when the player gets a new item. No I did not remove any spells since I downloaded it.

As for the master spark glitch, I had started the mission and according to the plot Marisa got master spark back. partway I made a mistake and decided to restart the mission. In which case the plot event probably gave her a redundant copy of master spark. Perhaps have the program remove master spark from the inventory if a player tries to restart the mission.

I do not have google wave.

« Last Edit: December 16, 2009, 10:11:12 AM by mew77 »

RuneDevros

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #142 on: December 16, 2009, 06:27:18 PM »
To clarify the duplicate MS spell appears in ch1st3? I'll see if I can fix that. The entire repairing Marisa's MS spell opened up a whole slew of bugs that required not so elegant fixes.

Can you pm me your email so I can add you to our Wave?

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #143 on: December 16, 2009, 10:32:00 PM »
maybe good news and maybe bad news.  I'm home for christmas but I think I left my tablet pen back at uni... so I dunno how well I'll be able to make sprites, but I should at least be able to finish the idle animation and do the map sprites.  That's of course if I can't find a work around.

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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #144 on: December 17, 2009, 10:01:36 PM »
@Elcura - Thanks for the update. Hope we can get a lot of progress over the winter break.

@Mew77 - Do you have IRC/AIM/MSN? I'd like to get you access to the latest internal version for testing. Also what OS are you running? In light of the fact that spamming Master Spark is no longer an option due to the new spell cost and I'd rather not have to write hackish workarounds to get Marisa's MS spell restoration working for what is essentially a one purpose event that'll never get used in the game again, I set MS to have 2 uses and just fully recharge between CH1ST2 and CH1ST3 as if it were another spell card. The dialog has been changed a little to reflect that.


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Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #145 on: December 18, 2009, 02:21:57 AM »
My MSN is my e-mail.

And I primarily use e-mail to communicate online...That and PM's

But you can find me on MSn using my e-mail

I use windows vista home

A few minor things..

It would be nice if healing attacks raised the spirit charge meter, I find I have underdeveloped characters because chen and ran need to be used for healing so much.

« Last Edit: December 18, 2009, 02:36:58 AM by mew77 »

RuneDevros

  • Professor Dr. Momoneko-sama
    • Lost Sky Project
Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #146 on: December 18, 2009, 04:14:05 AM »
Mew - Added you to the wave. I'd like to have some brainstorming sessions in the next few weeks. No specific time since wave just adds stuff. Just check our postings and reply to them at your leisure.

Re: Healing attacks recharging the spirit meter. We discussed this a while back and since everyone can attack, your healers will be able to attack and gain SC as well. I think a compromise could be that we allow healing spells to get a +5-10 SC boost while healing items don't. [Edit: I'm a (9). Healing Spells give you the same boost as regular attack. No crits. Healing Items do not] Oh and Chen if you level her up is a good defense character. Her attack is weak, but she can take a lot of hits and  her regen makes her able to last long without needing a healer always backing her up. Ran is also useful as a caster. Not as fragile as Marisa, plus she has Defense+ lv.1 to hold off against physical attacks.

I'm working on a tutorial to get you started on the testing and for future testers. Here is the tutorial. You'll need to at the very basic, get python / pygame set up. Nothing complicated, just two installers and then adjust your environment settings as shown there on the wiki. Then, you'll need to set up Mercurial to pull the latest releases. I can help you if you run into any trouble. Let me know when you've registered on Bitbucket so that I can give you access to the internal code repository. If you run into any trouble, please let me know. I'd be more than happy to help you get started.
« Last Edit: December 19, 2009, 04:01:05 AM by FawkesGarde »

1.0.0 is here (2/13/14) |  My Twitter | My Tumblr

RuneDevros

  • Professor Dr. Momoneko-sama
    • Lost Sky Project
Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #147 on: December 19, 2009, 04:26:54 AM »
Last of the new SC cost system is in place. Added a display of the SC Costs to the post-battle screen. I'm uncertain whether to put a - sign in front of the SC cost or not. The version I committed to the repository doesn't have it since a Cost is a positive number, but it looks kind of odd since you expect to add those numbers in the column.



Since I'm snowed in, I'm going to be working on it all tomorrow. To do next: spell tutorials.

1.0.0 is here (2/13/14) |  My Twitter | My Tumblr

Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #148 on: December 19, 2009, 12:38:11 PM »
http://wiki.featheredmelody.com/Story_of_a_Lost_Sky/Python_Setup_Instructions

I followed the instructions as per the video but i still get the error at the command line...

What should I do?


Re: Touhou SRPG - SOALS [Update 11/7/09 - Version 0.4.1] (Thread 3)
« Reply #149 on: December 19, 2009, 01:30:47 PM »
Last of the new SC cost system is in place. Added a display of the SC Costs to the post-battle screen. I'm uncertain whether to put a - sign in front of the SC cost or not. The version I committed to the repository doesn't have it since a Cost is a positive number, but it looks kind of odd since you expect to add those numbers in the column.



Since I'm snowed in, I'm going to be working on it all tomorrow. To do next: spell tutorials.

It does look a little odd, but what actually bothered me was see Spell SC cost, since SC stands for Spellcard, it's a little redundant to have spell before SC.

I was thinking, cause there isn't a lot I can do sprite wise, perhaps I could take a stab at redesiging the interface and menus?