[DIY] making html5 wesnoth-themed roguelike

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Yomar
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Yomar » February 13th, 2016, 3:28 pm

I will care, just to let you know Shadow_Walker.

Shadow_Walker
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 13th, 2016, 9:13 pm

Super, thanks!
Will let you know when I get next stable version ready.

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Yomar » February 14th, 2016, 12:43 pm

Shadow_Walker wrote:Super, thanks!
Will let you know when I get next stable version ready.
Thanx !

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GunChleoc
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by GunChleoc » February 14th, 2016, 1:41 pm

Shadow_Walker wrote:Not sure when I decide to restore the website, really. May eventually upload new version to indiedb, if anyone cares.
I do care very much - it would be the first roguelike for my language, ever :)

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 19th, 2016, 2:46 am

W.Essense v0.95a could be downloaded for free from IndieDB website:
http://www.indiedb.com/games/wessense/downloads
( Win 32/64, Linux 32/64 )
In v0.95a there were plenty of changes:
- now, monsters have levels 1..25, so it is easier to understand how they match to the player
- autosave every 25 turns (resurrection has been dropped for good);
- "chance to hit" added (really made a difference) - this has changed how ranged attacks work;
- forests/mountains now do not block movement but rather take +1 turn instead (aka harsh terrain) - this has changed gameplay strategy;
- area spells can be cancelled (and do not destroy quest objects anymore);
- charmed units / hired bodyguards / clones - now one can issue commands: follow me, guard, dismissed..
- units now talk to themselves (random quotes) or employ battle cries;
- interface is improved (nice narrow font, notifications do not block screen etc..);
- graphics processing is finally straightened up - now game does 0-3 FPS when idle and no enemies around, and goes up to ~40 FPS when battle is heating up and arrows are flying around;
- dozens of lesser changes and bugfixes;
Image

Image

Image

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GunChleoc
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by GunChleoc » February 19th, 2016, 2:50 pm

Thanks for the update :)

The download is IndieDB for members only. Is there an easy way for you to change that?

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 19th, 2016, 3:51 pm

For those who hesitate to register with IndieDB, here are the google drive links (download button at the top):

Win 64:
https://drive.google.com/file/d/0Bwdi8P ... sp=sharing

Win 32:
https://drive.google.com/file/d/0Bwdi8P ... sp=sharing

Linux 64:
https://drive.google.com/file/d/0Bwdi8P ... sp=sharing

Linux 32:
https://drive.google.com/file/d/0Bwdi8P ... sp=sharing

Note that I've lost all emails from the website, so I don't quite remember if I had any other translations apart from Italiano, Portu and Russian.. Anyway, lots of text contents were changed, so for the translation purposes, please use the following original (en) file:
https://drive.google.com/open?id=0Bwdi8 ... GE0VXV1UFk

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GunChleoc
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by GunChleoc » February 19th, 2016, 6:38 pm

Thanks!

I have started updating my translation.

How would you feel about putting the releases on Github? This would make access easier.

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 20th, 2016, 1:17 am

Temporarily, browser-based edition of W.Essense 0.95a could be reached at the following link:

https://www.googledrive.com/host/0Bwdi8 ... I0WVZXWTg/

( NOT a downloadable link, but web app! see download links above )

UPD: I have managed to restore wessense.org domain, which now hosts the latest version of the game.

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by GunChleoc » February 21st, 2016, 8:35 pm

8) Thanks!

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Xudo
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Xudo » February 24th, 2016, 5:05 am

Isn`t it already on github?
https://github.com/optimouser/wessense

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 24th, 2016, 12:52 pm

Xudo wrote:Isn`t it already on github?
https://github.com/optimouser/wessense
I do not use git in my development and will not maintain a github account just for W.Essense. But, yes, optimouser uploaded source code to github - see his earlier posts in this thread. Be warned, though: game code was ugly, and is still ugly as I did not finish the codebase review and cleanup.

Note that everyone is free to do whatever they want with the source code (MIT license), but please be careful with images, sounds and music - they belong to Wesnoth and are provided by Wesnoth project on GPL terms. Kind reminder: GPL license means that code and art are free to be copied and redistributed, but nobody can charge money for it or for the derived work in any way or form. Btw, Wesnoth is violating its own GPL license by selling Wesnoth on app stores, but there might be a personal agreement with artists and programmers behind the scene, and those artists/programmers still own a personal copyright (GPL cannot not revoke those rights) which allows to bypass GPL.

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iceiceice
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by iceiceice » February 24th, 2016, 1:26 pm

Shadow_Walker wrote:GPL license means that code and art are free to be copied and redistributed, but nobody can charge money for it or for the derived work in any way or form. Btw, Wesnoth is violating its own GPL license by selling Wesnoth on app stores,
I think there is a misunderstanding here -- GPL certainly does not prohibit the selling of the content. It does require that the source is available to everyone in a freely-modifiable form whenever the content or derivative content is distributed, which may make it hard to sell of course. But there is, specifically, no "non-commercial" clause in the GNU GPL. You might be thinking of another license.

It was at one point a matter of debate whether or not wesnoth violates its own GPL by being available on the app store, but I assure you, the transfer of money in exchange for it is not relevant to that.

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Xudo
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Xudo » February 24th, 2016, 3:37 pm

Shadow_Walker wrote:
Xudo wrote:Isn`t it already on github?
https://github.com/optimouser/wessense
I do not use git in my development and will not maintain a github account just for W.Essense. But, yes, optimouser uploaded source code to github - see his earlier posts in this thread. Be warned, though: game code was ugly, and is still ugly as I did not finish the codebase review and cleanup.
Which vcs and which code hosting are you using then?

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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker » February 25th, 2016, 1:26 am

Xudo wrote:Which vcs and which code hosting are you using then?
SVN locally (or nothing at all when refactoring, hehe). Got used to it since it worked better than anything else for large projects I was involved with. I do not use any external hosting at all. IndieDB hosts releases for free, and those "binary" releases contain full source code (it is all JS), so I do not worry much about spontaneous failure of my laptop.

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