Let's talk about a stable release: etheldreme
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Let's talk about a stable release: etheldreme
tmc and I plan to release the next stable release, etheldreme by the end of this month.
Could this be our first-ever on-time undelayed stable release? Your help might make the difference!
* <s>I will announce a release candidate here soon. Maybe next week? Be ready to help by testing games with it.</s>
And here is the release candidate! Pleast play and test:
Windows: http://hamsterrepublic.com/ohrrpgce/nig ... efault.zip
Mac: http://hamsterrepublic.com/ohrrpgce/nig ... CE-wip.dmg
Linux: http://hamsterrepublic.com/ohrrpgce/nig ... 64.tar.bz2
* If you know about a serious bug that you haven't reported, say something now!
* We can also use this thread to talk about ideas for the next stable release codename. It should start with the letter "F" and should be obscure and/or fun. tmc and I will pick our favorite f-name shortly before etheldreme releases.
Could this be our first-ever on-time undelayed stable release? Your help might make the difference!
* <s>I will announce a release candidate here soon. Maybe next week? Be ready to help by testing games with it.</s>
And here is the release candidate! Pleast play and test:
Windows: http://hamsterrepublic.com/ohrrpgce/nig ... efault.zip
Mac: http://hamsterrepublic.com/ohrrpgce/nig ... CE-wip.dmg
Linux: http://hamsterrepublic.com/ohrrpgce/nig ... 64.tar.bz2
* If you know about a serious bug that you haven't reported, say something now!
* We can also use this thread to talk about ideas for the next stable release codename. It should start with the letter "F" and should be obscure and/or fun. tmc and I will pick our favorite f-name shortly before etheldreme releases.
Last edited by Bob the Hamster on Sun Nov 19, 2017 5:52 pm, edited 2 times in total.
Re: Let's talk about a stable release: etheldreme
High hopes!
We expect to declare the release candidate a week before release.
I get the feeling that I can change whatever I want, and noone will complain :)
We expect to declare the release candidate a week before release.
Or any bug, or inconvenience.Bob the Hamster wrote:* If you know about a serious bug that you haven't reported, say something now!
I get the feeling that I can change whatever I want, and noone will complain :)
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Re: Let's talk about a stable release: etheldreme
Frogmagog - This guy, but a giant frog https://en.wikipedia.org/wiki/Gogmagog_(giant)Bob the Hamster wrote:* We can also use this thread to talk about ideas for the next stable release codename. It should start with the letter "F" and should be obscure and/or fun. tmc and I will pick our favorite f-name shortly before etheldreme releases.
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Looks like MorpheusKitami might be 2 for 2. He suggested "etheldreme."Dang! Fufluns is awesome! It's gonna take some good suggestions to top that one!
Maybe it's time to designate him the official engine namer: we can call him the "naming laureate." I don't know, just a thought. (Not really, but it's cool that he's got so many good naming ideas.)
I don't have any name suggestions at this time. I like the ones that are already made.
Last edited by Pepsi Ranger on Tue Nov 14, 2017 9:55 pm, edited 1 time in total.
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- Fenrir-Lunaris
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...Fimbulwinter?
I think I MIGHT be able to pull off one more major update to a certain project to close the book on it if I've got a few months for coding and bugfixing...
EDIT - On second thought, put me down for "Gleipnir". The list of camera goofups and text rewriting I'm going to have to do might take a while. Vikings REALLY hasn't aged as gracefully as I'd have hoped. It's certainly not up to what I'd consider my current level of standards anyhow.
I think I MIGHT be able to pull off one more major update to a certain project to close the book on it if I've got a few months for coding and bugfixing...
EDIT - On second thought, put me down for "Gleipnir". The list of camera goofups and text rewriting I'm going to have to do might take a while. Vikings REALLY hasn't aged as gracefully as I'd have hoped. It's certainly not up to what I'd consider my current level of standards anyhow.
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Last edited by Fenrir-Lunaris on Wed Nov 15, 2017 9:01 am, edited 2 times in total.
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Wow, another stable release coming up already!? It still seems like Dwimmercrafty was just the other day...
I guess I'd gotten too used to the previous release schedule (or "schedule" I suppose you could say XD) if having new versions come out multiple times a year seems so much faster than usual. Poked around at the wiki and some of those WIP features mentioned sound pretty neat -- lots of new stuff going on in the battle system it seems, customizable accuracy formulas sound great!
I guess I'd gotten too used to the previous release schedule (or "schedule" I suppose you could say XD) if having new versions come out multiple times a year seems so much faster than usual. Poked around at the wiki and some of those WIP features mentioned sound pretty neat -- lots of new stuff going on in the battle system it seems, customizable accuracy formulas sound great!
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
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Flumbler Waffy., but as one word. An inversion of "Fluffy Wambler". Or Flumber Waffly perhaps
Last edited by SwordPlay on Wed Nov 15, 2017 2:28 am, edited 1 time in total.
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Unfortunately the new accuracy stuff is not supported in the attack editor in nightly wip builds yet, so it will probably not be in etheldreme (unless I get really ambitious this week?)FnrrfYgmSchnish wrote:Poked around at the wiki and some of those WIP features mentioned sound pretty neat -- lots of new stuff going on in the battle system it seems, customizable accuracy formulas sound great!
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Here is a last minute addition that will be in the etheldreme stable release:
Enemy Appear Animations
<img src="https://i.imgur.com/CdjrTmq.gif">
This was surprisingly easier to implement than I expected. It turned out to be much simpler than just re-using a reverse version of the death dissolve handling, because the death dissolve has all kinds of extra special-cases for preventing targetting while a dead enemy dies, and none of that was needed for "Appear" animations.
Enemy Appear Animations
<img src="https://i.imgur.com/CdjrTmq.gif">
This was surprisingly easier to implement than I expected. It turned out to be much simpler than just re-using a reverse version of the death dissolve handling, because the death dissolve has all kinds of extra special-cases for preventing targetting while a dead enemy dies, and none of that was needed for "Appear" animations.
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