I'm very much aware I missed a blog posting on Thursday. However, I've made a lot of progress with FH since last Tuesday. I was working on the formatting issues on our handheld device graphic, but discovered that those files are in the FortuneEngine folder which we aren't supposed to be working on in regard to Fortune Hunter as it's a different project entirely. I also discovered through some research that PyGame which is used in FH doesn't like line breaks so much. So what we thought would be a simple fix for the text running off the graphics during battles is actually out of the realm of our project as of now. The BattleMenu.py file has code for both a display and a "second display" which is actually for the number input during a critical attack. I tried creating a third display for a second line following the first display, however with the way graphics are set up, I do not think this is a possible/good solution. There is no way to change the font size of the text of the display object once it is drawn/added to the scene, unless we edited code dealing with pygame itself (different project). So I may just file the text runoff as a bug and let the original developers decide how to deal with this issue. However, I was able to at least adjust the font sizes in the Menu, making the text on the buttons themselves bigger and easier on fourth grade eyes.
I also figured out how to fix the strange messages that popped up when using the Heal magic attack. It would leave the old message up, and sometimes would display a '0', such as when re-selecting a previously selected puzzle piece. This is initially set in the code as default. I fixed the code in BattleEngine.py starting at line 312 to show what happens when the player successfully completes the puzzle ("Healed!") or has failed to perform the Heal ("Failed to heal").
But then I ran into bigger issues. The first (minor) issue is that the documentation needs to show that the max heal is 40 somewhere. A major issue however is that when the timer runs out on puzzles (any, not just Heal, including the critical attack multiplication problems), nothing happens! As far as I can tell, the player can still successfully complete the puzzle and be awarded healing points or deal the appropriate damage. Pretty sure that wasn't intended considering a timer exists in the first place. This needs to be addressed promptly, since it's a major aspect of the game. I'll look into the code to see if it's a do-able fix considering the time we have left, which isn't much. Every issue we run into in this game seems to only lead to more issues, but we are still making progress because we can build better documentation through our experiences thankfully.
One easy fix to boost our morale is that there is a typo in the MafhActivity.py file (used to run the program itself). How we managed to miss this all along, I will never know, especially since it pops up in the Terminal window every time I run the game (am I the only one on my team running from a terminal for debugging issues?).
I also realized that instead of waiting to submit everything to the git project all at once like our original plan, we should be doing it as we go along, so it'll be easier to leave the right comments, and in case if we need to roll back, everything will be in place. I will discuss this with my team members in class today. We also need to get started on the Poster abstract due Friday, and its presentation next week. Yikes.
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