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chryso
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Joined: 25 Sep 2006
Posts: 18
Location: Flar-eeee-da

Post Overworld Reply with quote
Here are some basic tips and tricks to get you up and running in Overworld:
    * Point-of-entry to Overworld is currently "scene.py"
    * Pressing F1 will give you a list of all available commands
    * There are two "modes" in Overworld: edit mode and play mode
    * You can switch between modes with 'M'
    * In edit mode, you can click on nearly every field of the character screen to edit its value (e.g. name, level, stats, position, spriteset, etc.)
    * Scene saving/loading works only for tilestacks, not placed NPCs.
    * The console is a nice way to peek at the inner workings of the currently-running engine (access the console by pressing ~)
    * If you find the movement rate is too slow, you can hold either shift key while moving to increase the rate

There will definitely be more, but that's all I could think of off-hand.

-C.


Last edited by chryso on Sat Sep 30, 2006 10:09 am; edited 1 time in total
Fri Sep 29, 2006 3:27 pm View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger ICQ Number
chryso
Omni-usurper


Joined: 25 Sep 2006
Posts: 18
Location: Flar-eeee-da

Post Reply with quote
One other thing, make sure to update your checkout often because I average about 20 commits per week.
Fri Sep 29, 2006 5:08 pm View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger ICQ Number
npdawson
Site Admin


Joined: 14 Sep 2006
Posts: 32
Location: Illinois

Post Reply with quote
Great, thanks for the tips on sifting through the Overworld Source. I will probably just try to familiarize myself with the code at this point but I definitely want to know what areas you are looking for me to work on, as I don't want to work on the same sections of code that you are working on. I know that we have SVN to merge our changes but I think that with a project this size and so many areas to work on we should be able to Divide and Conquer without worrying too much about conflicts.

Shall we start up a Basecamp?
Fri Sep 29, 2006 6:50 pm View user's profile Send private message Visit poster's website
chryso
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Joined: 25 Sep 2006
Posts: 18
Location: Flar-eeee-da

Post Reply with quote
That's a good question. I so rarely have anyone to work with that I have don't really think about it.

I checked out Basecamp. It looks pretty cool, but I wonder if it is necessary considering Sourceforge has pretty much the same functionality and the project is already hosted there?

There is plenty of different areas to work on yet, so I'm not too worried about conflicts (although anything dealing with the interface will invariably alter the gui code -- still lots of refinement to be done there).

For starters, while you're going through the code, if you see any obviously retarded logic, feel free to fix it. Sometimes I get so used to my codebase that I don't realize what is sloppy and what isn't.

Example of retarded logic:
Code:
isTicking = False
if isTicking == False: print "not ticking"

should be:
Code:
isTicking = False
if not isTicking: print "not ticking"


I know that is a cheesy example, but I'm sure you get the idea.

-C.
Sat Sep 30, 2006 9:03 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger ICQ Number
npdawson
Site Admin


Joined: 14 Sep 2006
Posts: 32
Location: Illinois

Post looky looky Reply with quote


Nice work, sir!

It is definitely coming along.
Wed Oct 04, 2006 4:04 pm View user's profile Send private message Visit poster's website
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