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Devon's World #46

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Devon's World #46

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dstarr25
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@cassidyjames cassidyjames left a comment

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Interesting, I'm not sure what happens if you name them one, two, three instead of just numbers like 1, 2, 3. 😅 Do the levels play in alphabetical order?

I imagine it would be more reliable/clear to name them 1, 2, 3 instead.

@cassidyjames cassidyjames added the World Adds (or modifies) an extra world label Jan 23, 2025
@wjt
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wjt commented Jan 23, 2025

The levels play in alphabetical order: one, three, two. You should rename them.

The first and last levels are treated specially (title and win screens) so can't actually be played at present. I suggest copying the 0.tscn and 999.tscn from the sample world as placeholders. (It's not currently easy to customise these levels: #31.)

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wjt commented Jan 23, 2025

On all three levels, there are platforms that touch the edge of the world. You might notice some glitchy animations on these:

Screencast.from.2025-01-23.14-42-13.webm

This is due to #19 – for now if you want to avoid this you need to manually wrap one column of the left and right edge to just off the opposite side of the map.

two has two copies of the player in the tilemap. Was that intentional? It does kind of work in the sense that it's possible to complete the level, but it's hard when your inputs control both at the same time!

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dsd commented Jan 24, 2025

Thanks for the contribution!

In addition to the above feedback, one other item to address is the pull request title and description. See our new world building guide on some notes on how to write that. An ideal description might have clarified the order in which you expect the levels to play, and whether or not having two players was intentional.

It's fine to use spaces in the directory name if you would like this to appear as "Devon World" rather than "DevonWorld".

Since you started working on this, we've made improvements to the world-building capabilities within the game. Unfortunately this means that your world is now not compatible with the latest version. Sorry for the hassle here! However, if you continue working with the version currently on your branch here and address these review comments, a maintainer would be happy to do the final step of updating it for the latest game version.

Alternatively, if you would like to take care of this yourself, I suggest the following procedure:

  1. In your local clone and GitHub fork, push the current new-worlds branch to new-worlds-orig. At this point both branches should have identical content and commits. This is effectively taking a backup of your current work.
  2. On the GitHub website navigate to your fork's main branch, use the option that appears there to re-sync with the upstream/official version.
  3. On your local git clone, switch to the main branch and do 'git pull'. Now both your GitHub fork and your local clone have the new latest game version (without your world).
  4. On your local git clone, delete the new-worlds branch. Now recreate it again based on main, and switch to this new new-worlds branch.
  5. Proceed to recreate your world in this new branch (which contains the updated version of the game). Again this is done by copying the Sample to Devon World. I believe the three level tscn files you created can be copied directly from the currently submitted version and will still work as-is.
  6. commit that new world
  7. Push the branch back to the new-worlds branch of your github fork. You will have to force-push, because of the way that you have recreated the branch against a different base. This pull request will automatically update.

Happy to provide further guidance on any of this, please do reach out!

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dsd commented Jan 24, 2025

Oops, another game improvement (#51) means the above procedure is no longer correct, I will update later...

dstarr25 and others added 4 commits January 24, 2025 13:58
The level format has changed in
endlessm#51

By running the script in
endlessm#56 and copying
World.tscn from Worlds/Sample
@manuq
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manuq commented Jan 24, 2025

The levels play in alphabetical order: one, three, two. You should rename them.

@wjt porting these levels I noticed that's not the case anymore. The pattern matching the level name is now "^\\d+\\.tscn$" which means that only numbers are supported. I guess you did it to ignore World.tscn. I think that is better to be more flexible to prevent errors. But at the same time it's not good to assume any scene file as a level. So what about changing the regex to "^\\d+.*\\.tscn$" and document it saying that "any scene file that starts with a number is considered a level"?

Otherwise the game doesn't consider them levels and fails to load them.
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manuq commented Jan 24, 2025

@dstarr25 hi! I have updated your pull request because of the game improvement and I took the liberty to also rename the levels to numbers, otherwise the world won't work. Please update your branch locally by doing:

git switch new-worlds
git reset --hard origin/new-worlds

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manuq commented Jan 24, 2025

@dstarr25 I see that you continue piling changes that revert my fixes. Sorry for the intrussion. I have now done the level changes again and pushed to a separate branch: https://github.com/endlessm/everlasting-candy/tree/dstarr25-new-worlds-fixed

@dstarr25 dstarr25 closed this Jan 24, 2025
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5 participants