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The Eight-Bit Universal Role Playing Engine -- the technical masterpiece behind the hit RPG "Gurk III"!

JavaScript 85.67% Java 0.72% Shell 0.02% Objective-C 0.52% CoffeeScript 13.07%

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eburp's Issues

Archers are broken

Currently when trying to use the archer's 'Fire' command the game freezes.

Does not compile with CoffeeScript 2.7.0

I tried compiling the engine with the CoffeeScript version I've installed on my system (2.7.0) and it's failing with this error in several places (combat.coffee, adventure.coffee).

See jashkenas/coffeescript#4752 for more info about this error. I think it was valid with CoffeeScript 1.x but now forbidden in newer ones due to it producing invalid JS in some cases.

Looks like the related code needs a refactor, but I'm very new to JS and CoffeeScript in general so I'm not sure which way will it produce JS that actually works...

EDIT: Newer CoffeeScript has deprecated the use of --join and a warning will be given for its usage. Changing the build command to use the suggested command pattern (cat a.coffee b.coffee c.coffee | coffee --compile --stdio > bundle.js) works fine here.

EDIT 2: Added some initial changes. These changes at least allowed the code to compile and work as expected. I'm currently playing through the demo game with the newly compiled JS and while there are some rough edges in the compiled code (like slightly altered variable names in some places), no gameplay misbehaviors or crashes have been observed so far.

EDIT 3: So far looking good. Was able to complete a playthrough of the demo game without any issue.

Running the map editor

Not a java pro, trying to run the map editor.

At first I couldn't get it to open, found out you need to run it from inside the jurk folder, not the gurk folder

then it was saying it couldn't find certain assets, so I copied them into the jurk folder

Now it gives me an error:

2015-11-29_15-10-03

fireball typo

Btw. gurkDemo.js won't have the icons.js compiled properly because of this line 3543:

        "rangeAnimation" : "animFireball.png",

The filename is case sensitive and is called "animFireBall.png" with a capital B.

Where is the Save file for the web demo?

I'm wondering where the Save file gets put for the web demo.

But, maybe that's not the right question to ask. I want to be able to do testing on my version, and I'm hoping that I could just open the save file, make some modifications, and then I could do better testing, like modify the levels of my characters, to do tests against high level monsters, etc. So, I guess the right question is what do you think the best way of doing that testing is?

And, either way, I'm really curious where the save file goes. I can't find it.

Build problems

I've having some trouble getting this bad boy built. I'm also a bit new to the app development game so as detailed an explanation as you could give me would be very much appreciated. Big fan of the game, btw.

Thanks guys!

Bug with touch attacks

This is a longstanding issue in Gurk III that I don't know where else to report to, so please excuse me if this has already been fixed.

Basically, there is a bug in combat where if a character has a ranged weapon and targets a non-adjacent monster, then in the next turn, if you select a touch-based attack (that ought to be able to target only adjacent monsters), then the default target is still the non-adjacent monster, and you'll be able to apply the short-ranged attack over a long distance.

Also, you won't be able to move to a different target unless you can get within a 1-tile radius of the character's current position within one move. This sorta "makes sense" in that a touch-based attack should only be able to reach within a 1-square radius of the character, but it fails to account for the initial default target which may be more than 1 square away.

How does the ImageProcessor class render its effects?

The ImageProcessor class is pretty cool, and produces cool effects, but the code is kind of obfuscated with no docs.

I've got a fork that uses scaled sprites with no filtering, to avoid producing spritesheets of each scale for the majority of the game icons. This works great for most things, but whenever an ImageProcessor effect is applied the sprites disappear.

It seems to iterate over the entire screen and do some rendering, but looking at the code I'm not sure why it's working this way. It'd help me out greatly in debugging this issue if there was a conceptual overview of how the ImageProcessor does its rendering. Just a few words in this issue would be sufficient.

Thanks for the cool engine, it's' fun to play with.

How do I get the MapEditor program to work?

Sorry for all of the super basic issues, but the MapEditor looks awesome, but I just can't get it to do anything, except for show the "Ready." prompt, which I think means it has thrown an exception, and then it functions like a really bad text editor.

Do you have some basic instructions on how to launch it?

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