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CodeWalrus Website => Game, Software and Music Downloads => Games => Topic started by: 123outerme on August 17, 2017, 09:45:20 PM

Title: Sorcery of Uvutu PC Port
Post by: 123outerme on August 17, 2017, 09:45:20 PM
I'm learning C; primarily for computer usage, although I would love to figure out CE development. I figured that a good way to progress my skills, as always with hobbyist programmers, is to make a game. However, I love Sorcery's sprites too much (especially @LD Studios ' great main character sprite that I have yet to give a name), so I can't just make a new game in a new genre. I have to stick to my roots and create a port! I plan to make this version another fully-fledged port of the CSE original.

It's built in C using SDL (https://www.libsdl.org/). SDL can also combine with OpenGL for all of you OpenGL beasts, although I'm not gonna be using that for this project. Here's the Github repo if you want it (https://github.com/123outerme/Sorcery-of-SDL/). Here's the list of stuff I have to get done for me to call the engine complete, and then the stuff for me to call the game complete:
[spoiler=Engine Checklist - DONE!]* Turn rendering from individual PNGs to spritesheet rendering
* Reading from a different line for a different map
* Collision detection
* Make user movement locked during text box stuff
* Menu screen
* Help menu
* Save file
* Random battles
* Map transitions[/spoiler]
[spoiler=Game Checklist - DONE!]* Make all maps
* Add all enemies
* Add all attacks
* Add all boss quips and NPC text
* Add menus
* Add item pickups
* Add overworld HUD[/spoiler]
https://www.youtube.com/watch?v=ADHeZMpJm5A
(go here for all screenshots) (http://imgur.com/a/90eEZ)
In this new screenshot, I show off the general flow of the game, the intro text, etc., and provide a full-res, full-speed glimpse into Sorcery!

I've released SoU in Release Candidate form now. You can download it below this text. If you wish to build it, download SorceryOfUvtutuPCbin.zip and run a_makeWindows.bat in the build subfolder. Linux currently compiles as well, but you'll have to run the commands by following the instructions in a_makeLinux.txt, which I explain why in there. Note that the Linux version (at least for me on my Linux VM) currently doesn't work; specifically, it segfaults trying to draw the map. If you can get it to run without crashing, let me know. If you are on Windows and you want to download the .exe without having to build it (especially if you don't have GCC), then download SorceryOfUvutuPC.zip. It'll have all the tools you need to run a pre-built version of Sorcery.

Download the newest release of Sorcery of Uvutu PC here:
https://github.com/123outerme/Sorcery-of-SDL/releases
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 18, 2017, 09:20:38 PM
I added a new screenshot, which you can see below, and updated the Github link.

(http://i.imgur.com/NSiXU6y.gif)
I now have collision detection (strangely I didn't actually show it off here though), CSE map-format loading, and map transitions! A lot of collision has been implemented as of now, not everything, but most things. I can now load the xLIBC tilemap format, meaning I can reuse CSE maps, further meaning I don't have to make a single map for this project. Map transitions all fully work, whether they be doors or going to the edges of the screens. I'm really excited for the progress that comes next, because that means stuff like menus, battles, save file(s), and more!
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 19, 2017, 10:56:00 PM
I added another new screenshot, showing off main menu stuff! It really does look a lot like Sorcery of Uvutu CSE (although due to legal reasons I'll probably have to change my font from TI's font to another 8*8 retro font)! Still the text box doesn't say anything interesting, but I'm sure you can look past that.

(http://i.imgur.com/x7m2NZk.gif)

I have only a few engine stuff left to do including random battles and the overworld menu!
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 20, 2017, 01:21:30 AM
Add smooth scrolling :ninja:
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 20, 2017, 01:36:21 AM
Quote from: c4ooo on August 20, 2017, 01:21:30 AM
Add smooth scrolling :ninja:
That would actually be amazing! I was thinking about doing that, but I'm not confident in my ability to make that happen right now. It could be possible later when I figure out the best method to smoothly scroll the screen. I was thinking that I would load the next map into RAM, then based on which map you were headed to next, it would load the next tiles in on the top/bottom/left/right and scroll the furthest tiles out. Doing it top to bottom and vice versa like this would probably be easy, especially if I treated the 2D array like an array of 1D array pointers.
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 20, 2017, 01:51:20 AM
Since a tilemap takes next to no ram relative to the gigabytes found on a modern computer, the easiest thing would be to combine all the separate tilemaps into a single world tilemap. From there smooth scrolling is easy (I can give some pseudo code if you want).

I would not recommended using the chunk based approach you described. Chunk based worlds are only really useful when the world is to big to fit in ram or be render all at once (eg Minecraft or some open world RPGs).
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 20, 2017, 02:43:48 AM
Quote from: c4ooo on August 20, 2017, 01:51:20 AM
Since a tilemap takes next to no ram relative to the gigabytes found on a modern computer, the easiest thing would be to combine all the separate tilemaps into a single world tilemap. From there smooth scrolling is easy (I can give some pseudo code if you want).

I would not recommended using the chunk based approach you described. Chunk based worlds are only really useful when the world is to big to fit in ram or be render all at once (eg Minecraft or some open world RPGs).
Actually, that definitely seems possible! I already have my tilemap renderer set to where I can render from any arbitrary element in the tilemap, and wrap drawing around at any other arbitrary element. All I'd have to do is make world-sized tilemaps and be able to load them properly (since they'd take up way more space than my load function is arbitrarily capped at) and that would definitely work!
Title: Re: Sorcery of Uvutu PC Port
Post by: xMarminq_ on August 20, 2017, 02:46:03 PM
Would you consider the wizard looks in the direction you put it in? ...or do you want to keep the feel of the game?
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 20, 2017, 07:59:41 PM
Quote from: xMarminq_ on August 20, 2017, 02:46:03 PM
Would you consider the wizard looks in the direction you put it in? ...or do you want to keep the feel of the game?
I did in in the monochrome verison of Sorcery, and there are ways to flip sprites using SDL, so I'd say yeah, I'm probably gonna add that in if I remember.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 23, 2017, 03:18:08 PM
I'm really torn on what the control scheme should be laid out, so I've presented the best 4 options in a poll. Vote at the top of the topic for which control scheme you like best! Also, I've been doing more work (no screenshot yet, still working on the Stats menu), and I've added a whole lot more! I'm really excited to share my progress; screenshot coming soon!
Title: Re: Sorcery of Uvutu PC Port
Post by: xMarminq_ on August 23, 2017, 03:44:41 PM
Cool! Maybe you should consider having custom setups as well as some defaults like WASD or        ^        (Arrow keys, I tried to be clever) maybe TAB IJKL because they are most reminiscent of the calc layout.                                                                                                                                                                                                 <V>                   
                                                                                                                                                                       
                                                                                                                                 
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 23, 2017, 06:37:51 PM
I've done a lot more work on Sorcery PC, including doing the overworld menu and Stats sub-menu, so here that is:

(http://i.imgur.com/rKBWtgm.gif)
(go here for all screenshots) (http://imgur.com/a/90eEZ)
I also show off loading a save file, and the new font I'm using to avoid legal issues with TI. This font is a very slightly modified version of one found here (https://int10h.org/oldschool-pc-fonts/). It's a very retro font, and the closest one I could find to the TI-84+'s font without doing too much research.
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 23, 2017, 08:34:20 PM
WASD + space
Or
WASD + E
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 24, 2017, 12:29:46 AM
Quote from: c4ooo on August 23, 2017, 08:34:20 PM
WASD + space
Or
WASD + E
WASD + E sounds like an interesting option! I could definitely see that happening, but for now I just implemented WASD + space.

Here's a new screenshot:
(http://i.imgur.com/Ym1vaTt.gif)
I finally show you guys the collision I did. I also showed off the custom text input routine, basic items menu, and a little more. I also implemented NPCs in houses this build, but totally forgot to show it off.
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 25, 2017, 12:12:46 AM
What is the 2nd key used for BTW? Cause I think it will be fine to just make enter space and left shift all = 2nd key.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 01:41:46 AM
Quote from: c4ooo on August 25, 2017, 12:12:46 AM
What is the 2nd key used for BTW? Cause I think it will be fine to just make enter space and left shift all = 2nd key.
It's used for talking to NPCs and menu selection. That might not be a bad idea, but as for left shift, I was planning that to be the back button in the battle menu, unless you think another key would be better for back (other than maybe backspace, that one's kinda obvious, but I'm "reserving" that for the custom name input screen).

Another thing I'm gonna have to think about; how in the world do I make Code::Blocks spit out a standalone exe? I heard something about having to turn on static library linking, but I can't find where that is in settings... :-|
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 25, 2017, 02:13:22 AM
Err, i think it should make a compiled .exe? Because if it never makes an .exe it has nothing to run when you compile? With msvs the .exe is in the project folders, but idk about code::blocks.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 02:24:01 AM
Quote from: c4ooo on August 25, 2017, 02:13:22 AM
Err, i think it should make a compiled .exe? Because if it never makes an .exe it has nothing to run when you compile? With msvs the .exe is in the project folders, but idk about code::blocks.
It compiles an exe but it can only run when I press the run button in the Code::Blocks editor (meaning that either it needs dynamically linked libraries instead of having statically linked libaries, or it needs me to run some flags when launching it, which is not desirable when users have to use it). Apparently I need to statically link the libraries I use (basically compiling the libraries into the .exe) but I can't find the option. I was wondering if anybody understands Code::Blocks and can help?
Title: Re: Sorcery of Uvutu PC Port
Post by: c4ooo on August 25, 2017, 02:26:04 AM
What happens if you try to run the .exe though?
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 02:28:40 AM
Quote from: c4ooo on August 25, 2017, 02:26:04 AM
What happens if you try to run the .exe though?
It gives this error: "The procedure entry point InterlockedCompareExchange@12 could not be located in the dynamic link library C:\MinGW\bin\SDL_ttf.dll"
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on August 25, 2017, 03:59:43 AM
I'm happy to see this progressing nicely and so fast despite the issues above. I am curious if it would be easy to add an HD mode like what they recently did to the original Starcraft, where pressing the F5 key lets you switch back and forth between the original graphics and high-resolution ones? This would require a lot of pixel art skills, though.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 12:38:38 PM
Quote from: xlibman on August 25, 2017, 03:59:43 AM
I'm happy to see this progressing nicely and so fast despite the issues above. I am curious if it would be easy to add an HD mode like what they recently did to the original Starcraft, where pressing the F5 key lets you switch back and forth between the original graphics and high-resolution ones? This would require a lot of pixel art skills, though.
I'm glad it's going well too! It really is going fast, I should just need to program all the NPC dialogue, items, and battles, and I'd pretty much be done! I like the idea of an HD mode! It'd be pretty easy to implement (since all I'd have to do is load a different tilemap to the global texture variable) and if the improved tiles look good, I might add it!
Title: Re: Sorcery of Uvutu PC Port
Post by: TheLastMillennial on August 25, 2017, 01:54:09 PM
how do you vote in the polls? I want to choose 'other' but I don't know how.

Anyways, I'd like WASD for direction and E as [2nd]
Maybe you can add custom key remapping instead of 1 preset keymap?

Glad this is coming along quickly!  :D
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 02:10:28 PM
Quote from: TheLastMillennial on August 25, 2017, 01:54:09 PM
how do you vote in the polls? I want to choose 'other' but I don't know how.

Anyways, I'd like WASD for direction and E as [2nd]
Maybe you can add custom key remapping instead of 1 preset keymap?

Glad this is coming along quickly!  :D
You should just be able to click the option then "Submit Vote", and it'll submit. WASD + E sounds like another good keymapping, but of course I'll try to get custom keymapping done. It may have to be a little hardcoded, but that's ok if it works.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on August 25, 2017, 10:47:59 PM
No updates on custom keymapping, which is still in the conceptual phase, or being able to run my game without Code::Blocks, which is still in the I-don't-even-know-where-to-begin phase but I do have battles to show off ;)

(http://i.imgur.com/udOitXV.gif)
Here, I also show off NPCs in houses (which I added last update, but forgot to show off), my new take on the name entry screen, and more! I'm really excited to almost be entirely done with the whole engine! Except you can't use upgrade points yet, fight bosses, or acquire items yet, but that'll be easy to do.

Aside from all the gameplay work, I was thinking about maybe redoing all of the "story" in Sorcery (across all platforms) to something that actually fits the title. As I was thinking, I realized that the title had not a whole lot to do with the game. Sure, you can be a sorcerer if you use magic attacks, but it's not something that's forced. Sure, you can say that the World 8 Boss kinda uses a magic attack (if he uses the attack I remember thinking about giving him), but there's nothing about Sorcery in Sorcery of Uvutu. I wanted to get a little feedback from the community, since this would be a really great opportunity to solidify the narrative and stop joking to myself "Sorcery has a plot?" So, in essence, I wanted to know who thinks I should rewrite/redo/actually write the story, since it's been on my mind.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 05, 2017, 05:27:10 PM
Yet again, I haven't worked on configurable key bindings, or world-sized maps. However, I've added chest and boss display (only chest shown off here). As well, bosses properly trigger battles.

(https://i.imgur.com/30DrIDM.gif)
I also show off the innkeeper, who actually does heal, and another battle.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 06, 2017, 01:56:36 AM
I'm going back to school tomorrow, so I figured I'd do more work on this project, seeing as I'll probably be working less on Sorcery PC. I figured I'd knock out some features that were looming over my head for quite a while. I got (almost) full item functionality programmed in! Seeing as I'll be more busy, I figured I would make another screenshot to show off these things before I either forgot about what changed or lost steam entirely. All that's left to do now is a few tweaks, adding in the teleport stone drops and functionality, and then NPC and boss text!

(https://i.imgur.com/c0Xb5Zl.gif)
Yes, I know the dialog box that pops up here doesn't specify the item. That will be fixed whenever I get around to it, but it's getting later and later and I don't want to oversleep on the first day.
Title: Re: Sorcery of Uvutu PC Port
Post by: xMarminq_ on September 06, 2017, 02:28:40 AM
Though I'd break a quad post with some words:

Great job! Glad you got out those pesky things you did. Good luck on Item Functionality!
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 11, 2017, 09:02:05 PM
Quote from: xMarminq_ on September 06, 2017, 02:28:40 AM
Though I'd break a quad post with some words:

Great job! Glad you got out those pesky things you did. Good luck on Item Functionality!
Thanks! Didn't notice I had a streak going lol, thanks for breaking it up. I got a lot done, now just for adding some smaller details, and all NPC text!
Title: Re: Sorcery of Uvutu PC Port
Post by: JamesV on September 11, 2017, 10:16:40 PM
This is looking great! One suggestion I have is that if you added 1 or 2 variations of tiles such as grass, trees, pathways, etc. it would really spice up the look of the maps :)
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 12, 2017, 01:47:20 AM
Quote from: JamesV on September 11, 2017, 10:16:40 PM
This is looking great! One suggestion I have is that if you added 1 or 2 variations of tiles such as grass, trees, pathways, etc. it would really spice up the look of the maps :)
Thanks! I would love to do that, especially when/if I find the time to add more variations of certain tiles and add them into the PC version's maps. I pretty much have maps in the same format as CSE maps, so as an added bonus I'd probably be able to transfer these new maps to the CSE as well!

No screenshot update yet, as most things left don't impact anything visual. I have, however, reworked some code to allow the move upgrader to finally work, and have also finally allowed custom keymapping! The keymapping will be saved in the savefile, but if anyone thinks I should make a config file I'll definitely do that and add some nice other options as well! The default is the layout I've been using, WASD, Space to act as 2nd (aka an Interact button), and Esc to act as Mode (aka the Menu button). However, once I'm done, you'll be able to go to a config menu to change the keymapping to anything you like! Have fun with different keymappings and tune your layout to your desires! Or, at least you better, or I'm gonna ask for some money in exchange for the couple of hours I pondered and worked on it ;)
Title: Re: Sorcery of Uvutu PC Port
Post by: JamesV on September 12, 2017, 06:03:22 AM
I'll definitely appreciate the custom keymapping, as WASD / Space would feel weird to me. If it's an old school type game where I'm not using the mouse, I prefer arrow keys (with my right hand) and then something like Space, Ctrl or Shift for my left hand. Otherwise, for games such as WoW / Minecraft, etc. where I have the mouse in my right hand, I use QWED (Q / E for strafing left/right). I think that originated from the default WoW controls, where Q is strafe left and A is turn left.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 16, 2017, 09:59:54 PM
Quote from: JamesV on September 12, 2017, 06:03:22 AM
I'll definitely appreciate the custom keymapping, as WASD / Space would feel weird to me. If it's an old school type game where I'm not using the mouse, I prefer arrow keys (with my right hand) and then something like Space, Ctrl or Shift for my left hand. Otherwise, for games such as WoW / Minecraft, etc. where I have the mouse in my right hand, I use QWED (Q / E for strafing left/right). I think that originated from the default WoW controls, where Q is strafe left and A is turn left.
Awesome, I'm glad! Unfortunately, I wasn't about to write strings for every possible key input, so I just made the key config menu show the keycode literals, which don't really help you if you want to know what keys you're using, but at least it shows you that your key has been changed. I even added a check so that if you try to map a key that's already being used, it won't map that key, and keep the key that was previously there. I also decided to change the battle menu, so now instead of it being mapped WASD + LShift, it's mapped to whatever your Up, Down, Left, and Right keys were mapped to, plus Menu for Back/Run.

And strangely, I find myself nearing the end of development for this game sooner than I anticipated. I've added many things that so far it has lacked, including all NPC text, boss quips before your battle, move upgrading, and more. With the completion of the code that makes your teleport Stone, an essential item for game progress, function correctly, it appears it can be played fully, just like the CSE original. However, I could test every single possible interaction to confirm this, or I could do it the more fun way, both for you and for I, and release it into public beta!
Public beta will come soon; just as soon as I confirm that the game builds and runs perfectly fine on machines other than my own. If you'd like to do that (and I'll put a :P right here when I've found my person -> :P), please PM me or highlight me on IRC. All you need, as far as I know, is my distributed package, and a computer. I have custom build scripts for both Windows and Linux (and Mac too, pretty sure the Linux script will work on Mac).

And now, for a screenshot! However, this is different than a normal screenshot, because it's a video, not a gif! Every tool I've used to convert mp4s to gifs either reduce the quality pretty bad, or lower the framerate to ~10 FPS. I decided that neither were acceptable to showing off a soon-to-be-finished product, so I just uploaded the mp4 straight to Youtube!
https://www.youtube.com/watch?v=aBq7khPwpfA
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 18, 2017, 07:29:02 PM
Thanks to my testers, I've confirmed that SoU can successfully build and run on Windows 10, Windows 7, and Linux (Ubuntu at least). Let me know if your version works or doesn't work. So far, I know that when I was testing it on my Linux VM, I got a segfault after creating a new game, after passing the intro text. I've figured out it was something about drawing tiles, but it looked to be a fault of the SDL library on Linux, not of my own fault. Let me know if you can help me with debugging and getting around this issue. If you want to see the full synopsis of this problem, you can find it as a question I asked on StackOverflow here (https://stackoverflow.com/questions/46286106/why-does-this-rendercopyex-throw-a-segfault). Otherwise, the game should totally work. However, I've limited your progression to just the first world; all 8 worlds will come with the official v1.0 release!

Download SorceryOfUvutuPCbin.zip (build it yourself): https://www.dropbox.com/s/jrc71i7xhus6miv/SorceryOfUvutuPCbin.zip?dl=0
Download SorceryOfUvutuPC.zip (prebuilt): https://www.dropbox.com/s/vs58md8g4fdj49x/SorceryOfUvutuPC.zip?dl=0
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on September 18, 2017, 11:04:30 PM
Very nice so far, and very old-school as well ^^
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on September 20, 2017, 02:32:45 AM
Quote from: xlibman on September 18, 2017, 11:04:30 PM
Very nice so far, and very old-school as well ^^
Thanks! I liked it as well in that screenshot, but now I have a new one!
I decided I wanted Sorcery PC to be a little less old-school and a straight port of the CSE version, so I added a lot more visual flare! The opening text fades in from black, the character sprite moves around per-pixel (although still in tile-sized chunks), attacking animations now highlight who's attacking with more style, and more! I updated the OP to include the download links, which I'm now hosting off GitHub instead of Dropbox. Here's the screenshot:
https://www.youtube.com/watch?v=8zefgDFBwr8
I show the same things off as before, but with a lot more visual style, emphasizing the work I did to make everything pop and feel more lively on a more powerful machine! I figured since I had the space and speed for complicated animations and movement, I figured I might as well put it to good use. I can fine-tune the look of all my animations, so give me some feedback on what you (dis)like!

EDIT: Sorcery of Uvutu v1.1.1rc has been released! I fixed the issue where custom keymapping doesn't save/load, but if anyone's still experiencing this, please let me know. I also added the ability to go back to the main menu when you Save & Quit, instead of just closing the game, and changed the attack text in the Stats menu and the New Move menu from Up/Left/Down/Right to ^/</V/>, for ease of reading and text alignment. Download it from the OP, where the latest releases will always be.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 03, 2017, 12:26:26 AM
Well, I've done it; I've finally released Sorcery of Uvutu PC! It's released under v1.0. I'll give you what did change between the release candidates, and then I'll talk about plans for the future. All download links and promotion material can be found in the original post, and in this one.

Right now, Sorcery of Uvutu is confirmed to work on Windows; both as a prebuilt executable, and as a self-built package. Unfortunately, all of my attempts to test on GNU-based machines have gone awry, so I'm depending on the community to help me on that front. As far as I know, Sorcery of Uvutu PC can't run on Linux, at least not on my Ubuntu VM, and another user confirmed issues. Not if it was compiled by the machine, anyways. I attempted to get Wine to work, but unfortunately it is too large to download to my VM, so I need to increase the space, but long story short I wiped the machine to reset it. I'm not sure how much space it needs, but a lot is already taken up by my stuff on the Windows side of the machine, so I don't know how much I have to spare. Again, the same user who reported issues with the Linux binaries found that the pre-buitl verison worked with Wine, although to what extent remains to be seem. If you can get Sorcery working or understand what the problem is and how to fix it, please, let me know, I'd love to have my project work on as many computers as possible!

Sorcery of Uvutu v1.0, as opposed to the Release Candidate versions, allows players to experience the game past the first world. Of course, this was done to ensure that there were no bugs present in the next worlds, and trust me, there were lots. As for the players who tried the Release Candidate versions, I thank you so much for helping me test and ensuring that various issues were accounted for and fixed accordingly. Unfortunately for the RC testers, if you beat the Plain Plains boss, you will have to create new save files. Why? Because you defeated the first boss, and that makes him go away. In the versions you tested, he never gave you the all-important Teleport Stone to let you progress through the worlds. In essence, you are stuck in World 1. Sorry for this minor inconvenience, but I hope you enjoy the second playthrough of Plain Plains! I'm sure you'll notice this time that the name is not really descriptive of the area; plains don't have lots of trees.

Going forward, I would love to add music. I have a friend who would like to do music, but he's pretty busy right now, so it'll have to come sometime later. On top of that, I'd have to learn the SDL_mixer library, and while that's not as hard as creating a soundtrack, it's nothing to scoff at. As well, I'd love to do a remake version that fixes many of the gameplay and story aspects that a lot said needed work, adds some additional features, and gives new content. Let me know if you're interested in a Director's Cut-esque remake. That being said, I like the original version as it stands, since it's a more accurate representation of the work I did on the CSE and monochrome 84+ versions of the game. This is by far my largest project, in terms of scope of potential player base; of course it should come to represent how much I'm worth as a game creator, but there's a certain aspect of legacy that I like to capture as well. That would be less the focus in a DX remake, but I think it would be all the better for it, giving players different opportunities to experience my vision in a more unrestricted sense. However, despite the insistence I have on keeping Sorcery PC mostly identical to the original TI calculator releases, I hope you find that it's great and unique!

As for other projects, now that Sorcery is complete, I have a couple ideas for new projects. Stay tuned for any announcements if you like my work, but the theme here will likely be remakes. If you're familiar with my work when I first started programming on the calculators, then you will love to hear what I've got brewing. I plan on having something playable (or at least worthy of a screenshot sent around on IRC) decently soon, although at this point I'm probably going to take a little break to get the programmer juice flowing again.

https://www.youtube.com/watch?v=ADHeZMpJm5A
Download here: https://github.com/123outerme/Sorcery-of-SDL/releases
Report issues here: https://github.com/123outerme/Sorcery-of-SDL/issues
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on October 04, 2017, 12:53:37 PM
Awesome! When I can be staff again I will put a link to this topic in the downloads section. You could make a separate topic so that we can put it on the front page too. ^^
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 07, 2017, 09:58:57 PM
Quote from: xlibman on October 04, 2017, 12:53:37 PM
Awesome! When I can be staff again I will put a link to this topic in the downloads section. You could make a separate topic so that we can put it on the front page too. ^^
Thanks! I hope you've had some time to try it out. I was also wondering, when you do that, could you also change the description of this board to say "a cross-platform RPG" instead of "a CSE RPG"? Thanks so much!
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on October 08, 2017, 03:38:57 PM
Ok noted. I can't tedt now because I'm at the hospital, though.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 11, 2017, 01:09:31 AM
My sincerest apologies for not having Linux compatibility in the first place. As @gameblabla helped basically hand-hold me through, I scotch-taped v1.0 together so that it worked on Windows, but consistently crashed on Linux. Thanks to his efforts (no really, he did like 80% of the digging on this), I was able to see how and where I had scotch tape in the engine, and thankfully patched it up with some real compatibility. I've tested it myself, Sorcery of Uvutu is officially not broken for Linux! And by that logic, it's compatible. However, there have been some reports about glitchy graphics, and I've done my best to fix what I know is glitchy, so please report them if you find them. Here's the link if you missed it:

https://github.com/123outerme/Sorcery-of-SDL/releases
Title: Re: Sorcery of Uvutu PC Port
Post by: gameblabla on October 12, 2017, 09:19:39 PM
Don't forget to fix the "give your name" screen and the battle sequences, they still flicker.
But everything else works fine.

I'll do a port on the GCW0 once that is fixed
Title: Re: Sorcery of Uvutu PC Port
Post by: _iPhoenix_ on October 13, 2017, 10:46:23 AM
Quote from: 123outerme on October 11, 2017, 01:09:31 AM
My sincerest apologies for not having Linux compatibility in the first place. As @gameblabla helped basically hand-hold me through, I scotch-taped v1.0 together so that it worked on Windows, but consistently crashed on Linux. Thanks to his efforts (no really, he did like 80% of the digging on this), I was able to see how and where I had scotch tape in the engine, and thankfully patched it up with some real compatibility. I've tested it myself, Sorcery of Uvutu is officially not broken for Linux! And by that logic, it's compatible. However, there have been some reports about glitchy graphics, and I've done my best to fix what I know is glitchy, so please report them if you find them. Here's the link if you missed it:

https://github.com/123outerme/Sorcery-of-SDL/releases
/me groans something about Mac compatibility
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 14, 2017, 01:15:41 AM
Quote from: _iPhoenix_ on October 13, 2017, 10:46:23 AM
Quote from: 123outerme on October 11, 2017, 01:09:31 AM
My sincerest apologies for not having Linux compatibility in the first place. As @gameblabla helped basically hand-hold me through, I scotch-taped v1.0 together so that it worked on Windows, but consistently crashed on Linux. Thanks to his efforts (no really, he did like 80% of the digging on this), I was able to see how and where I had scotch tape in the engine, and thankfully patched it up with some real compatibility. I've tested it myself, Sorcery of Uvutu is officially not broken for Linux! And by that logic, it's compatible. However, there have been some reports about glitchy graphics, and I've done my best to fix what I know is glitchy, so please report them if you find them. Here's the link if you missed it:

https://github.com/123outerme/Sorcery-of-SDL/releases
/me groans something about Mac compatibility
Why, is there something wrong with Mac compatibility? If you have GCC, you should be able to build your own version and play that.
Title: Re: Sorcery of Uvutu PC Port
Post by: gameblabla on October 14, 2017, 02:14:14 AM
Mac sucks anyway, tell Apple to make that OS free. No africans can afford a Mac.
But yeah, once 123outerme fixes the name screen and battles, it should work on Mac too properly.
Title: Re: Sorcery of Uvutu PC Port
Post by: _iPhoenix_ on October 14, 2017, 02:54:14 PM
Quote from: 123outerme on October 14, 2017, 01:15:41 AM
Quote from: _iPhoenix_ on October 13, 2017, 10:46:23 AM
Quote from: 123outerme on October 11, 2017, 01:09:31 AM
My sincerest apologies for not having Linux compatibility in the first place. As @gameblabla helped basically hand-hold me through, I scotch-taped v1.0 together so that it worked on Windows, but consistently crashed on Linux. Thanks to his efforts (no really, he did like 80% of the digging on this), I was able to see how and where I had scotch tape in the engine, and thankfully patched it up with some real compatibility. I've tested it myself, Sorcery of Uvutu is officially not broken for Linux! And by that logic, it's compatible. However, there have been some reports about glitchy graphics, and I've done my best to fix what I know is glitchy, so please report them if you find them. Here's the link if you missed it:

https://github.com/123outerme/Sorcery-of-SDL/releases
/me groans something about Mac compatibility
Why, is there something wrong with Mac compatibility? If you have GCC, you should be able to build your own version and play that.

Oh yeah, I forgot. I'll try it soon.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 14, 2017, 05:02:40 PM
Quote from: _iPhoenix_ on October 14, 2017, 02:54:14 PM
Oh yeah, I forgot. I'll try it soon.
Good thing too, because I just fixed all graphical glitches for the Linux version! I also slightly modified a few animations and tiny other things like that.
Download is still in the OP.
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on October 20, 2017, 03:40:54 AM
Is there a PC executable available? I am not into Linux nor all that source code compiling stuff due to not being tech-savy enough, but the version I got on my PC is very old and when I downloaded the so-called 1.03 binaries, all the zip file contained was source code and stuff.

EDIT Nevermind I found the executables. I am used to everyone else refering to "binaries" and "executables" as the same thing rather than binaries being source code.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 20, 2017, 03:46:04 AM
Quote from: xlibman on October 20, 2017, 03:40:54 AM
Is there a PC executable available? I am not into Linux nor all that source code compiling stuff due to not being tech-savy enough, but the version I got on my PC is very old and when I downloaded the so-called 1.03 binaries, all the zip file contained was source code and stuff.
Yeah, the download link SorceryOfUvutuPC.zip is the executable file. You can also just download from this link, so you don't have to go looking for it: https://github.com/123outerme/Sorcery-of-SDL/files/1384850/SorceryOfUvutuPC.zip
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on October 20, 2017, 04:14:42 AM
Thanks. I'm kinda side-tracked right now but I downloaded it so I can try it in a few minutes. I also wanted to check out your other game. ^^

EDIT: Game is fun so far. I like the newly-added animations and the smoother movement :D
Title: Re: Sorcery of Uvutu PC Port
Post by: Dream of Omnimaga on October 25, 2017, 12:06:15 PM
So I played the entire game and it was fun. Some issues, though:

-All bosses die in one or two hits no matter how low your attack power is.
-Treasure chests stop working after beating the optional boss in world 7. Save+quit then reload is required
-In one occasion, I chose the max character name lenght and then it glitched up in battles, becoming DJ OMNIMAÿâÿÿÿ :) (including the smiley) or stuff like that in battle.
-There was another one but I forgot.
Title: Re: Sorcery of Uvutu PC Port
Post by: 123outerme on October 25, 2017, 07:38:00 PM
Quote from: xlibman on October 25, 2017, 12:06:15 PM
So I played the entire game and it was fun. Some issues, though:

-All bosses die in one or two hits no matter how low your attack power is.
-Treasure chests stop working after beating the optional boss in world 7. Save+quit then reload is required
-In one occasion, I chose the max character name lenght and then it glitched up in battles, becoming DJ OMNIMAÿâÿÿÿ :) (including the smiley) or stuff like that in battle.
-There was another one but I forgot.
Glad to hear you liked it! I looked at the VoD for your stream to take a look at these bugs, and there's one I couldn't trace, which is the W7 chests glitch. I took a look at the code, and I'm absolutely sure if the chest displayed, it should be pick-up-able. To draw the chest onscreen, it finds the X/Y coords in a list based on which map it's in, then sets  its type to "chest", which means that when you step on the chest, it runs the chest pick-up code. I'll take a look at the code again, since it's the optional boss, there could be something funky specifically there. However, in the meantime, I uploaded v1.1 to GitHub, which fixes all the other above issues. The issue you had with boss health was actually due to a miscalculation when calculating boss HP.