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16  Development / Project management / Re: Hello new sprint! Content Creation Refactoring on: May 23, 2011, 07:20:30 PM
Sounds great!

Chat log http://logs.unknown-horizons.org/%23parpg/%23parpg.2011-05-22.log

2011-05-22T21:47:10  <Technomage> Ok, lets announce a sprint. We'll have lots of goals, but we'll just call it an "infrastructuire" sprint.

When to expect an announcement?
17  Development / Project management / Re: Hello new sprint! Content Creation Refactoring on: May 23, 2011, 02:39:05 PM

I spent yesterday doing nothing and having headaches. I looked at my empty calendar multiple times.
* qubodup puts parpg meetings on the calendar

EDIT: oh wait, it's empty.. http://static.opengameart.org/logs/parpg-sprint/%23parpg-sprint.2011-05-22.log
18  General Category / Meetings / Re: Meeting: Sunday, 15th of May, 8PM GMT on: May 20, 2011, 11:14:00 AM
About removing my rights: I will probably be hardly available but I might be still of use at least for doing forum/wiki/wp tweaks or fixes.

I would recommend waiting until the end of the next sprint, to see whether or not I'm still an active contributor Smiley

Ok, down with me Smiley
19  General Category / Meetings / Re: Meeting: Sunday, 15th of May, 8PM GMT on: May 15, 2011, 03:41:51 PM
I most likely will not be able to attend.

I am in favor of moving what is favored by the main devs and would prefer whatever is common practice among python developers.

The following two situations should be considered:

1. I am a non-tech-savy gamer and want to test the latest version of the game
2. I am a non-version-control-savy programmer or artist and want to contribute code or art
20  Development / Project management / Re: Doodle: Weekly Developer Meeting Day and Time on: April 19, 2011, 11:34:20 AM
I'm not available until May.

21  Development / Project management / Re: Regular Developer Meetings on: April 12, 2011, 07:24:42 PM
I think there should be sprints.
22  Sprints / Character customization / Re: Post-Sprint Analysis and Reports on: April 07, 2011, 02:07:32 PM
I am going to make a blog post mirroring the opinion of the developers (coders,artists,designers) invovled. Would anyone like to add their opinion? Technomage? Smiley
23  Development / Audio / Re: Music requests on: April 03, 2011, 10:18:31 PM
I quite like that wesnoth track and think the clapping is very cool. Smiley Don't think this music would fit parpg at all though Wink
24  Sprints / Character customization / Re: Post-Sprint Analysis and Reports on: March 09, 2011, 04:22:54 PM
I agree with the feeling that it got weird at the end and I think it might be related with nobody creating specific trac tickets.

The first two weeks were very staisfying and I felt like I had a lead because there were targets

After then it was just the epic user story of having a char creation gui for me.

I think we could have needed somebody to either define more specific tasks or somebody to push us (department people) to create more specific tasks.
25  Sprints / Character customization / Re: Might not be on for a few days... on: March 05, 2011, 01:15:34 PM
Hi all,

Unfortunately a family emergency has come up which requires the bulk of my attention for the next couple of days, and potentially a week or more. I will try to complete the character creation GUI by tomorrow evening and commit all of my code (finished or not) so that others can work on it if needed.

I'm really sorry about bugging out at the last minute Sad I'll be on IRC when possible, but I'm not sure how much time I'll have to work on tasks.
thanks for the notice! I'll try to get the job done as much as I can Smiley
26  Sprints / Character customization / Re: Progress reporting on: March 04, 2011, 05:46:06 PM
In case I won't be able to attend this meeting, I'll report now:

Work since last time: With help of Technomage I was able to stylize the main menu.
Technomage started working on the character creation screen and I stylized it (and hopefully didn't make his next commit painful by modding the .xml and .py he was working on  Sad

Video of current Main Menu/Char Creation
27  General Category / General Discussion / Re: Implementing behavior of NPCs fighting (or not) - a random idea on: March 01, 2011, 06:35:48 PM

Creatures that can't reach a location behave a lot more intelligent now: For example, if a monster can't reach you because you are surrounded by other monsters, it will loiter a bit and then throw a damaging spell or heal someone. When one of your attackers falls, it will engage in melee if there is enough space. I find it quite fascinating how the creatures have a "life of their own" just by using a simple decision matrix.

from http://freegamer.blogspot.com/2008/11/on-scourge-ai-and-widelands.html
28  Development / Project management / Re: PARPG "Help Wanted" Forum Signature Banner Propaganda Image/Logo on: March 01, 2011, 06:28:42 PM
Turn based is fine too.  I think I am the dev most flexible on this and I count RTwP as "turn based" (if you turn on autopause), so it's fine.
Turn-based is the opposite of real-time. Smiley
29  Development / Project management / PARPG "Help Wanted" Forum Signature Banner Propaganda Image/Logo on: February 28, 2011, 11:13:28 AM
Based on my FGDF forum banner, I created PARPG banners which you can add in signatures for example.


By adding
you can center the banner on some forums (others will just display the center code).



This one needs review:
Does "Nuclear Winter" apply?
Is PARPG "Turn-based"?

Gimp source XCFs: http://www.box.net/shared/64se0y8l1h
All PNGs: https://picasaweb.google.com/qubodup/PARPGPropaganda
30  Sprints / Character customization / Re: Implementing the GUI in PyChan on: February 28, 2011, 10:22:35 AM
If you don't get any useful replies then I'd be willing to help you once I'm done with my current sprint tasks or I find some free time otherwise
Thanks for the offer! Help is appreciated and will probably be needed. I'll try to get on with this today. Smiley
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