Import LoreJam Team 13's project from Backstitch - #2480
Conversation
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Play this branch at https://play.threadbare.game/branches/endlessm/lorejam-team-13/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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I'm asking for their GitHub usernames, for now I asked this on Discord:
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@GianPierooo and @xXLeopoldoXx expressed their preference to submit a LoreQuest. |
This is manually rebased onto current main. I discarded some changes that are not intended, but there is more to discard!
Update the quest to suit the Teleporter refactor in #2238 . Fix it by intantiating the teleporter.tscn.
Since this scene is a test and not part of the quest, is easier to remove it entirely than to make it work. Issues were: - It was using the now removed frame camera behavior. - The teleporter stopped working after refactor.
The abilities is now part of GameState.player. Also apply the pre-commit linter changes in the scripts. For the next_scene in ability_exit.gd I had to convert the scene path to its UID, because it exceeded the max length. By the way this script should be soon changed: is checking if the powerup for the new ability was grabbed inside a body-entered callback, and is using SceneSwitcher directly instead of a SceneLink or Teleporter.
Update to the refactor in #2302 . Previously each powerup had the name. Now the name is for lore quests in lore_info.gd. Also add a TODO note for changing this to be a modifier of repel. Commit the editor changes of the tscn file that contains the powerup.
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I have rebased with latest main and appended commits to make the quest work again. Because we introduced some regressions (like #2480 (comment)) due to refactors which I consider "our fault":
@GianPierooo and @xXLeopoldoXx please start by:
The way you should work (for now) is by starting from this branch lorejam-team-13 and opening pull requests against it (not main). Try to do one pull request per change. Once we consider that this branch is suitable for merging with main, you'll be able to continue upstream! |
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@GianPierooo @xXLeopoldoXx you got your first bug report! Check #2588 |
refactor: rename folders, scenes, and assets to english
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@xXLeopoldoXx @GianPierooo como se puede ver en https://github.com/endlessm/threadbare/actions/runs/30333275746/job/90192769288?pr=2480 todavía faltan licencias: Y como se puede ver en https://github.com/endlessm/threadbare/actions/runs/30333275746/job/90192769294?pr=2480 el linter aplica un formato. Deberían instalar |
We created the assets using multiple AI references and existing models like threadbare's monk. The final result is entirely ours, and we have the LibreSprite files made by us. |
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@wjt can you help us with ownership? @xXLeopoldoXx was able to open a pull request for this branch and even merged it #2606. I believe it's because he is part of team https://github.com/orgs/endlessm/teams/suenos-nocturnos But @GianPierooo wasn't able to open a pull request agains this branch (lorejam-team-13). Should he fork the game to do so? Otherwise can you review #2612? It would require creating a team named @endlessm/lorejam-team13 with both @xXLeopoldoXx and @GianPierooo. |
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The It only controls who can merge a PR to So that PR will not solve the problem at hand. I have invited @GianPierooo to a group with write access to this repo. |
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Having looked at the error messages on Discord: the problem is not that @GianPierooo cannot open a PR targeting this branch, but that you cannot push to branches in this repo at all: not surprising, you need write access for that! So @GianPierooo if you accept my invitation to join the organisation you will be able to push to this repo. |
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@wjt oh, of course. Thanks for the explanation. |
Adds the missing SPDX-FileCopyrightText / SPDX-License-Identifier headers to the 7 .dialogue files in quest_004 (Mythical Meadows), resolving the reuse lint failures that were blocking #2606 .
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I apologize for the delay in responding; I just accepted the invitation to join the organization, so I now have write access. I’ve already uploaded the corrections to the SPDX license header for the 7 .dialogue files in quest_004 (included in #2624). We’re now working to resolve the remaining issues. Thank you very much for your patience and guidance! |
#2625) …/duplicate images
…ws (#2627) The intro book ("The Last Petal") at the start of Mythical Meadows was not showing any story text, because the scene instance overrode `titles`/`pages` with empty arrays. This is now fixed, and the book's content is defined directly in the script so it can't accidentally be emptied out from the scene again. While fixing this, we also reused the page-turn animation and title-ribbon art already used by the storybook quest picker in Fray's End (`scenes/menus/storybook/`), instead of a static image and a plain label, so the intro book now uses very similar logic/art to the one already working well in Fray's End. Resolves the intro book issue in the reported bug list.
#2635) improve gameplay, update scene paths, translate script comments and few details --------- Co-authored-by: Gian Piero Cano <gianpierodaniel@gmail.com>
fix(quest004): optimize visibility, NPC parameters, and object placement in night_valley and house_with_legs2 - night_valley: Reduced Motsache's vision range and widened camera FOV upon scene entry so players can observe NPC movement patterns and navigate easier. - night_valley: Integrated additional checkpoints to prevent punitive restarts. - house_with_legs2: Re-aligned menhir positioning for improved grappling hook anchor points and smoother interaction. The zoom out is shown to facilitate the view of the enemy and strategic checkpoints https://github.com/user-attachments/assets/c5d07dce-1844-41c9-93fa-91610f6b28c0 --------- Co-authored-by: Gian Piero Cano <gianpierodaniel@gmail.com>
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@xXLeopoldoXx @GianPierooo thanks for working on the requested changes! On licenses: It looks like Creative Commons Attribution-ShareAlike (CC BY-SA) license can be applied to assets generated by Gemini, @wjt can you double check if the text below is correct? On the question in #2715 (comment):
Let me explain a little bit: we introduced abilities with modifiers. The Grapple ability already has a modifier: "longer thread" which lets the player aim further away. But we are lacking a modifier for the Repel ability. We think that the Humming can be a good modifier for Repel, the one we were looking for! Also being a modifier, the same action button can be used (in humming the Q is currently hardcoded to keyboards, it doesn't work on joypads or mouse). This can of course be reused in other levels. The humming sound effects or particles don't have to be lost, we are not telling you to replace humming for repel: instead, the player should be able to "hum" after obtaining the powerup with the Repel ability modifier. |
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Hello @manuq sorry for the confusion, and thanks for the clarification. We're left with a couple of doubts about the implementation, from what we understood of the code, to add the modifier we'd have to touch player.gd, since that's where the ability flags are read and the player's behavior gets adjusted. Which would you prefer: that we modify that core code to add the modifier in a reusable way, or that we keep the humming as a separate ability, isolated within our quest, without touching the base code? We'd also like to know if it would be possible to have a quick short session to get this clear. |
Yes this is a good point, the change should be done in the Player. More specifically in the PlayerRepel. Can you open a separate pull request with that change? We also have a Dev Archipelago now and it has a section on Repel: https://play.threadbare.game/branches/endlessm/main/#dev/dev_archipelago
About having a quick short session, yes, let's coordinate over Discord. |
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@xXLeopoldoXx @GianPierooo checking today, there are a number of unrelated changes that you should revert. For example: diff --git a/assets/third_party/sounds/eternal_loom/EternalLoomShort.ogg.import b/assets/third_party/sounds/eternal_loom/EternalLoomShort.ogg.import
index ab638ca6..9b8bed58 100644
--- a/assets/third_party/sounds/eternal_loom/EternalLoomShort.ogg.import
+++ b/assets/third_party/sounds/eternal_loom/EternalLoomShort.ogg.import
@@ -12,7 +12,7 @@ dest_files=["res://.godot/imported/EternalLoomShort.ogg-ab8f9e3e604ea4b59b0bc347
[params]
-loop=false
+loop=true
loop_offset=0
bpm=0
beat_count=0
diff --git a/scenes/eternal_loom_sokoban/components/eternal_loom_tileset.tres b/scenes/eternal_loom_sokoban/components/eternal_loom_tileset.tres
index 79a535e1..c1dda314 100644
--- a/scenes/eternal_loom_sokoban/components/eternal_loom_tileset.tres
+++ b/scenes/eternal_loom_sokoban/components/eternal_loom_tileset.tres
@@ -53,11 +53,15 @@ texture_region_size = Vector2i(64, 64)
texture = ExtResource("14_yxe0x")
texture_region_size = Vector2i(64, 64)
0:0/0 = 0
+1:0/0 = 0
+2:0/0 = 0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_gewbp"]
texture = ExtResource("15_gvyts")
texture_region_size = Vector2i(64, 64)
0:0/0 = 0
+1:0/0 = 0
+2:0/0 = 0
[sub_resource type="TileSetScenesCollectionSource" id="TileSetScenesCollectionSource_bwjee"]
resource_name = "spools"And also the conflict in diff --git a/scenes/game_elements/characters/components/gym_area_test.tscn b/scenes/game_elements/characters/components/gym_area_test.tscn
index 8dd682b6..bb69e44f 100644
--- a/scenes/game_elements/characters/components/gym_area_test.tscn
+++ b/scenes/game_elements/characters/components/gym_area_test.tscn
@@ -646,6 +646,6 @@ debug_mode = true
[connection signal="body_entered" from="OnTheGround/CharacterBody2D/Area2D" to="OnTheGround/CharacterBody2D/Area2D" method="_on_body_entered"]
[connection signal="timeout" from="OnTheGround/CharacterBody2D2/Timer" to="OnTheGround/CharacterBody2D2/ThrowProjectileBehavior" method="throw"]
-[connection signal="running_changed" from="OnTheGround/CharacterBody2D4/InputWalkBehavior" to="OnTheGround/CharacterBody2D4/GPUParticles2D" method="_on_input_walk_behavior_running_changed"]
[connection signal="running_changed" from="OnTheGround/CharacterBody2D4/InputWalkBehavior" to="OnTheGround/CharacterBody2D4/AnimationPlayer/CharacterAnimationPlayerBehavior" method="on_running_changed"]
+[connection signal="running_changed" from="OnTheGround/CharacterBody2D4/InputWalkBehavior" to="OnTheGround/CharacterBody2D4/GPUParticles2D" method="_on_input_walk_behavior_running_changed"]
[connection signal="running_changed" from="OnTheGround/CharacterBody2D6/NavigationFollowWalkBehavior" to="OnTheGround/CharacterBody2D6/AnimatedSprite2D/CharacterSpriteBehavior" method="on_running_changed"]
diff --git a/scenes/game_elements/characters/enemies/void_spreading_enemy/void_spreading_enemy.tscn b/scenes/game_elements/characters/enemies/void_spreading_enemy/void_spreading_enemy.tscn
index 9eb236e9..3b571ac7 100644 |


This is https://github.com/wjt/threadbare-lorejam-mythical-meadows/tree/equipo-13 manually rebased onto current main. I discarded some changes that are not intended, but there is more to discard!