Age | Commit message (Collapse) | Author | Files | Lines |
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bugfixes, many new features, improved stability and performance.
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52, doesn't work. Needs -lreadline and something else. Will look into this
later. From ChangeLog:
Engine changes
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* Add a very short sample quest with free graphics and musics (#232, #318).
* Allow scripted dialog boxes (#184).
* Allow a scripted game-over menu (#261).
* Replace the old built-in dialog box by a very minimal one.
* Remove the old built-in game-over menu.
* Remove the old built-in dark rooms displaying (#205).
* New entity: separators to visually separate some regions in a map (#177).
* New type of ground: ice (#182).
* New type of ground: low walls (#117).
* Blocks and thrown items can now fall into holes, lava and water (#191).
* Kill enemies that fall into holes, lava and water (#190).
* Allow quest makers and users to set the size of the playing area.
* Allow maps to have a default destination entity (#231).
* A game can now start without specifying an initial map and destination.
* Stairs inside a single floor can now go from any layer to a next one (#178).
* Fix map menus not receiving on_command_pressed/released() events.
* Fix camera callbacks never called when already on the target (#308).
* Fix a crash when adding a new menu during a menu:on_finished() event.
* Fix a crash when calling hero:start_victory() without sword.
* Fix an error when loading sounds (#236). Sounds were working anyway.
* Fix a possible memory error when playing sounds.
* Fix blocks that continue to follow the hero after picking a treasure (#284).
* Fix on_obtained() that was not called for non-brandished treasures (#295).
* Jumpers can no longer be activated the opposite way when in water.
* Jumpers are now activated after a slight delay (#253).
* Sensors no longer automatically reset the hero's movement (#292).
* Correctly detect the ground below the hero or any point.
* Don't die if there is a syntax error in dialogs.dat.
* Show a better error message if trying to play a Solarus 0.9 quest (#260).
* Remove built-in debug keys. This can be done from Lua now.
* Remove the preprocessor constant SOLARUS_DEBUG_KEYS.
* Call on_draw() before drawing menus.
* Fix .it musics looping when they should not.
* Log all errors in error.txt (#287).
* The quest archive can now also be named data.solarus.zip (#293).
Data files format changes
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You can use the script tools/data_files_conversion/1.0_to_1.1/update_quest.lua
to automatically update your data files.
Don't forget to make a backup first.
* Sprites: New syntax easier to read and parse (#168).
* project_db.dat: New syntax easier to read and parse (#169).
* quest.dat: Allow to specify a range of supported quest sizes.
* Maps: Add the property "default" to destinations.
* Maps: Make optional the property "destination" of teletransporters.
* Tilesets: The ground value of diagonal walls with water has changed.
* Tilesets: New ground values "ice" and "low_wall".
* dialogs.dat: Allow any property in dialogs. dialog_id and text are mandatory.
* languages.dat no longer exists. Languages are in project_db.dat now (#265).
Lua API changes
---------------
Changes that introduce incompatibilities:
* map:is_dialog_enabled() is replaced by game:is_dialog_enabled().
* map:start_dialog() is replaced by game:start_dialog().
* Remove map:draw_dialog_box(), no longer needed.
* Remove map:set_dialog_style(): replace it in your own dialog box system.
* Remove map:set_dialog_position(): replace it in your own dialog box system.
* Remove map:set_dialog_variable(): use the info param of game:start_dialog().
* Make map:get_entities() returns an iterator instead of an array (#249).
* Replace map:set_pause_enabled() by game:set_pause_allowed().
* Make the enemy:create_enemy() more like map:create_enemy() (#215).
* Remove sol.language.get_default_language(), useless and misleading (#265).
* Remove sol.main.is_debug_enabled().
* Remove map:get_light() and map:set_light() (#205).
* In game:get/set_ability(), ability "get_back_from_death" no longer exists.
* Empty chests no longer show a dialog if there is no on:empty() event (#274).
Changes that do not introduce incompatibilities:
* game:get/set_starting_location(): map and destination can now be nil.
* hero:teleport(): make destination optional (maps now have a default one).
* map:create_teletransporter(): make destination optional.
* Add a function sol.video.get_quest_size().
* Make map:get_camera_position() also return the size of the visible area.
* Add a method entity:is_in_same_region(entity).
* Add a method entity:get_center_position().
* Add methods entity:get_direction4_to(), entity:get_direction8_to() (#150).
* Add a method game:get_hero().
* Add methods hero:get/set_walking_speed() (#206).
* Add hero:get_state() and hero:on_state_changed() (#207).
* Add events separator:on_activating() and separator:on_activated() (#272).
* Add methods enemy:is/set_traversable() (#147).
* Add a method enemy:immobilize() (#160).
* Add on_position_changed() to all entities, not only enemies (#298).
* Add on_obstacle_reached() to all entities, not only enemies (#298).
* Add on_movement_changed() to all entities, not only enemies (#298).
* Add on_movement_finished() to all entities, not only enemies/NPCs (#298).
* target_movement:set_target(entity) now accepts an x,y offset (#154).
* Add a method game:is_pause_allowed().
* Add a method map:get_ground() (#141).
* Add a method map:get_music() (#306).
* Add an optional parameter on_top to sol.menu.start.
* Add sprite:on_animation_changed() and sprite:on_direction_changed() (#153).
* Add a function sol.input.is_key_pressed().
* Add a function sol.input.is_joypad_button_pressed().
* Add a function sol.input.get_joypad_axis_state().
* Add a function sol.input.get_joypad_hat_direction().
* Add functions sol.input.is/set_joypad_enabled() (#175).
* Add a function sol.audio.get_music() (#146).
* Add a function sol.audio.get_music_format().
* Add a function sol.audio.get_music_num_channels().
* Add functions sol.audio.get/set_music_channel_volume() for .it files (#250).
* Add functions sol.audio.get/set_music_tempo() for .it files (#250).
* Return nil if the string is not found in sol.language.get_string().
* sol.language.get_dialog() is now implemented.
* Add a function game:stop_dialog(status) to close the scripted dialog box.
* Add an event game:on_dialog_started(dialog, info).
* Add an event game:on_dialog_finished(dialog).
* Add functions game:start_game_over() and game:stop_game_over (#261).
* Add events game:on_game_over_started(), game:on_game_over_finished (#261).
* Add sol.file functions: open(), exists(), remove(), mkdir() (#267).
Solarus Quest Editor changes
----------------------------
* Add a GUI to upgrade automatically quest files to the latest format (#247).
* Remove the initial prompt dialog to open a quest (#264).
* Replace non-free images by new icons (#245).
* Add tooltips to the add entity toolbar.
* Simplify the add entity toolbar by showing only one icon per entity type.
* Survive when images cannot be found (#256).
* Create more content when creating a new quest (#258, #279).
* Improve error messages.
* Fix a crash when creating a destructible without tileset selected (#283).
* Fix the sprite field disabled in the NPC properties dialog (#303).
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own PKGNAME is unchanged.
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Ren'Py is a visual novel engine that helps you use words, images,
and sounds to tell stories with the computer. These can be both
visual novels and life simulation games. The easy to learn script
language allows you to efficiently write large visual novels, while
its Python scripting is enough for complex simulation games.
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Pygame is a set of Python modules designed for writing games. Pygame
adds functionality on top of the excellent SDL library. This allows
you to create fully featured games and multimedia programs in the
python language.
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pkgsrc changes:
- remove previous patch-LUAHandler.cpp, which has been integrated
Upstream Changes (only Japanese log available)
20130929:
- apply a patch to fix compile failure with Lua 5.2
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pax -rw, the destination directory must exist. pax in NetBSD creates it if
not, pax in MirBSD complains. I read through all pkgsrc Makefiles that use
pax and added an entry to INSTALLATION_DIRS, or an INSTALL_DATA_DIR
invocation.
I did not test all the changes but they should be fairly safe. If you notice
any breakage because of this change, please contact me.
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v5.1 The bitmap graphics from the US Macintosh release of Lancelot
now display correctly.
v5.0 V1 games are also now supported.
The input logic now correctly handles commas and full stops
in the user's input for v3 or later games.
The input logic now allows hyphens and apostrophes to be
input, which is needed for some v2 games.
The dictionary listing for v2 games no longer has junk on the
end.
The graphics detection algorithm has been improved, so that it
now correctly finds graphics in all known games.
A difference in the logic between the v2 and v3 line-drawn
graphics has been implemented, which corrects the scaling for
some v2 graphics.
Added #seed and #play meta commands.
v4.1 Corrected a bug that made Lancelot unplayable.
BBC B bitmaps are now shown as they appeared on the original
computer.
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Fix an edge case of divider-obsoletion in Group.
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Bump revision.
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pkgsrc changes:
- add patch-LUAHandler.cpp to adapt to lua 5.2 API changes
Upstream Changes (only Japanese log available)
20130812:
- make savescreenshot and savescreenshot2 insns allow any filenames,
i.e. allow filenames without .bmp extension as the original
ONScripter does.
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build on SunOS.
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