badvision / lawless-legends

Open-source code and assets from Lawless Legends and its supporting tools

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No font.bin for Apple platform build / additional platform questions

jjsonick opened this issue · comments

Hello, I'd like to test building an Apple II disk image, but there's no sample font.bin file included with the tool, and I couldn't find any specs for it/instructions for creating it. (I also assume the instruction to include an enemies.tsv in the data/world directory is outdated, that only a world.xml file is needed in data/world?).

Additionally, looking at the Ancient Legends example data, do all the Sheets it has in the Scripting tab (Ammo, Armor, Enemies, Items, Players and Weapons) need to be defined in a world.xml for it to correctly build?

(Apologies if there's docs on this I didn't find.)

Thanks for letting us know about the problems! I'll work on these tomorrow morning and get you going. Our apologies.

--Martin

Hi jjsonick, unfortunately there's more work to be done here than I can accomplish in one morning. Ancient Legends has stayed still while the main engine has been advancing, and there are a bunch of things that need to be back-filled to get the scenario to build. I'll try to get this all working in the next day or two.

Hoping for your patience,
--Martin

Thanks, Martin. I'm eager, but not in a huge rush, so that's fine. To be clear, I was looking at Ancient Legends as a template, but trying to build a minimal world of my own as a test. If you have time when doing this update, it would be really useful to have some instructions on the what's the minimum necessary for a platform build, in terms of user-created data.

Eg you have to have an Avatar category tile (I know this from an error ant gave me), and maps have to have '- 2D' or '- 3D' at the end of their names. Ancient Legends has a 'Game start' global script that positions the player on the map - is that always necessary? Likewise with the Sheets Ancient Legends has - does one need to create all of those for one's own project, or is only a Player one absolutely necessary? Do they need to be formatted the exact same way as Ancient Legends, etc? Does any global script that has no conditions (like 'Game start') just run once when a new game loads?

I'm fine with waiting a bit to get those kind of things defined. I'm really interested in the project. Thanks.

@jjsonick Quick update - I haven't forgotten you. It's been harder than anticipated getting time to work on this, but this morning I made good progress. Encountered some unexpected bugs though, so can't finish today. Soon hopefully. That's "hobby project" soon; you already have some experience with what that means :)

@jjsonick That said, I have a version that at least builds. Below are 4 files; put them all in the same directory, and see if you can pack Ancient Legends using PackPartitions.jar.

https://www.dropbox.com/s/gybwh4ao7yues3d/PackPartitions.jar?dl=0
https://www.dropbox.com/s/1r1e2yzx9dv8c4j/OutlawEditor.jar?dl=0
https://www.dropbox.com/s/mmek5m0ur78fhjo/font.bin?dl=0
https://www.dropbox.com/s/82dr0ceww4b42yn/world.xml?dl=0

If we're lucky, you may come out with a usable game.2mg file.

Hi Martin, thanks for those. Unfortunately, when I tried it, it encountered a "Fatal packing error" during the build.

Here's the pack_report.txt of the error:

pack_report.txt

@jjsonick Interesting. I've updated PackPartitions.jar to fix that problem. (same URL, new file): https://www.dropbox.com/s/gybwh4ao7yues3d/PackPartitions.jar?dl=0

That works! It's cool seeing the character creation screens that weren't part of the previous Ancient Legends demo. A short summary of how the skills and attributes effect combat calculations would be another great bit of info to have in a document for new creators on what they need to know to build their own world data from scratch.