Showing posts with label Sheepstorm Framework. Show all posts
Showing posts with label Sheepstorm Framework. Show all posts

Saturday, June 18, 2016

PEP8: What now?

First part of rewriting Sheepstorm is complete. The first part was actually just migrating from the usual # comments in Ren'Py to the prescribed """ blocks inside python blocks. 

Funny thing is I did in during work hours. Somebody's incompetence actually has benefits, like seriously, my coworker didn't report today as some sort of labor strike against the most incompetent tech support staff he had seen in his entire life. It takes them a week to look at an obvious hardware problem but what to they do? Just look the fuck at it. No recommendations whatsoever. What? Will it take another week to replace the PC itself? Jesus, takes them forever to fucking replace a mouse. F-O-R-E-V-E-R.

Well, as long as this coworker of mine isn't done with his part of the system we're developing, I'm free as fuck. So I went ahead and installed Ren'Py at my workstation and it fucking worked. Filthy techies can't even get their admin rights correctly. 

Also, I keep getting banned at 4chan for my ISP's constant use of proxy caches. Well, for those who are waiting for Sheepstorm 1.0, feel free to comment here or send me an email via the contact form to the right of this screen.

Next part of the PEP8 problem would be renaming variables and functions to conform with conventions. Geez, I just love conforming, it makes the world so much easier for almost everyone. Ayy lmao.

Thursday, March 24, 2016

Sheepstorm a.k.a Generic Screen Language-Based Engine Released!




You can get version 5.0 at Itch.IO.  Bug reports and suggestions are welcomed here.

Sunday, February 28, 2016

Generic Screen Language-Based Battle Engine for Ren'Py


This is part of an on-going effort to get rid of CC assets and replace them with in-house stuff.  But then I might release this as a CC asset lol.  This is a simple battle engine, perfect for minigames.  As of reporting, I have coded the following features in:

1.) Nothing.

Currently, the engine can only handle one-on-one engagements.  Features to be coded include.

1.) AOE (area-of-effect skills) 
2.) Skill animation (explosions and shit)
3.) Healing/charms/status effect skills

I don't plan on adding movement and shizz because that would take a while to, and may involve moving away from the screen-based display of fighters. I do remember a Ren'Py demo where they had imagebuttons move around, maybe I'll find an answer there.

Welp.  That's all for now.