vbGore Free Online RPG Engine

Revolutionizing Visual Basic ORPG Development
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 Post subject: Community Project Subversion
PostPosted: Fri Apr 25, 2008 9:06 am 
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*This post will be edited to list information as it is added*

VBGore community project svn repo:
http://nexnethosting.com/svn/vbgore
login: vbgore
pass: vbgore

Other SVN repo's had been created, but since i am hosting this on my own server it allows a little more freedom and flexibility.

What is subversion?
Subversion (svn) is source and version control software. Svn allows groups to work on a project using the same set of source files located on a central repository. It tracks all changes, letting developers keep their respective local copies in sync and up to date with the latest revisions.
More information can be found at the Subversion home page: http://subversion.tigris.org/

How do i use subversion?
Instructions on use will vary slightly depending on your chosen svn client. Please refer to your clients included documentation.
List of free svn clients:
TortoiseSVN http://tortoisesvn.net/

Revision History:
Please post any revisions you have committed to the repository. I will keep this section up to date until i have set up Trac (http://trac.edgewall.org/ ). Be sure to also comment revisions when committing to the repo as well.

Sunday June 1st:
All default tiles and sprites removed. Community graphics and a suggested rmxp tile set have been added along with corresponding grh data.
Default maps removed and replaced with one empty map since the tile change would have broken the old maps anyway.

Friday April 25th:
Commit of vanilla vbgore code. If you are planning to contribute to the project, please check this out from the repo as opposed using the copy from the vbgore download section, just to be sure we all have the same local copy.


Last edited by gutterpunk on Sun Jun 01, 2008 2:41 pm, edited 2 times in total.

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 Post subject: Re: Community Project Subversion
PostPosted: Sat Apr 26, 2008 5:10 am 
Cubic Root of 1

Joined: Thu Nov 29, 2007 10:40 am
Posts: 289
Location: Holland
i personally use Tortoise SVN for windows. both at home and at work.


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 Post subject: Re: Community Project Subversion
PostPosted: Wed May 14, 2008 9:37 am 
Source Code Swashbuckler

Joined: Sun May 11, 2008 6:53 pm
Posts: 38
I'm confused still why vbgore does not have there own.. hehe :(


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 Post subject: Re: Community Project Subversion
PostPosted: Wed May 14, 2008 7:27 pm 
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because vbgore is maintained by one person and currently at a stable release. there's really no point to using svn unless you have multiple devs, and/or code modifications being done daily.

multiple developers with constant changes and bug fixes: svn
single developer with no need for constant revisions: packaged distribution


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 Post subject: Re: Community Project Subversion
PostPosted: Wed May 14, 2008 7:45 pm 
Source Code Swashbuckler

Joined: Sun May 11, 2008 6:53 pm
Posts: 38
Ahh see I would love it for unstable releases hehe. Also from the wiki there is no current one in development. I wish I knew how to code more :( I noticed the updates are getting slower not that's anyone's fault is just were lacking the more talent.


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 Post subject: Re: Community Project Subversion
PostPosted: Wed May 14, 2008 8:28 pm 
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no. the updates are slow because vbgore is complete. there's a few minor bugs floating around that will eventually work there way in to a release. there's not a lack of talent, the engine is done. as mentioned in the thread where these comments should have been made, this isnt a point and click game maker. it's a framework. all the core features of the engine (input handling, graphics, sound, data access, basic item and skill handling, combat) are complete and ready to be expanded as needed by the individual developer for their specific game.


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 Post subject: Re: Community Project Subversion
PostPosted: Thu May 15, 2008 7:20 am 
Aleron Coder

Joined: Fri Jan 05, 2007 5:36 am
Posts: 2964
Location: Germany
I will be covering some simple expansions such as:
Critical Hits
Attack Speed

Just wait a little ^^
I'm just getting a little good at coding myself ^^


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 Post subject: Re: Community Project Subversion
PostPosted: Thu May 15, 2008 9:29 am 
Source Code Swashbuckler

Joined: Sun May 11, 2008 6:53 pm
Posts: 38
Nice I'm glad to hear this.. I wish I could be helpful but maybe I can in a year or few months if I keep learning more.. I must not be to stupid if I know how to remove stuff lol.


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 Post subject: Re: Community Project Subversion
PostPosted: Tue May 27, 2008 6:18 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
Wow nice job gutterpunk. I'm glad you've been taking over while I've been gone. I've been busy with school work. Have you guys decided on a job system yet?


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 Post subject: Re: Community Project Subversion
PostPosted: Wed May 28, 2008 2:19 pm 
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hey i'm not taking over anything, just trying to get the ball rolling. of course that ball stopped pretty quick. got all the graphics chopped up and a good chunk of the grh data written but have just been so exhausted i cant bring myself to sit in front of my computer and finish it. i'll get off my ass and get that done soon, and hopefully it will actually get used.


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 Post subject: Re: Community Project Subversion
PostPosted: Sun Jun 01, 2008 2:52 pm 
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ok, as promised (finally) ive replaced all the default graphics with the sprites and items from the community. ive also sliced up an outdoor tile set. eventually i may get around to doing the indoor set as well but this should be plenty to start off with. all the new graphics have the needed grh lines added, along with the body, head, hair, etc dat files.
one thing to note is there's a few blank grh's. i didnt have the patience to do all that by hand so i just used grhrawassist. if it really bugs anyone go ahead and remove em. on the plus side if they're left in, you can just add on to any of the pngs without having to create add a new grh line.
a few things need some tweaking. i only set up animations for the body, so the head kind of just floats freely in some frames. i also didnt create any new items or modify the old ones since we're really going to need more paper doll layers for them to work. they images are still all set up to be used though. so right now all characters use the base human body/head with the same hair. an odd twist is the base female body is in the same place as the old armor, so equipping the newbie armor now makes you a cross dresser.

i really hope you someone will pick up where i'm leaving off. tweaking some of the graphics to work better and adding a few basic items to use them would be swell. a map would also be nice.


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