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Valider 7f065d14 rédigé par Lionel Dricot's avatar Lionel Dricot
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Merge branch 'master' into 'master'

Report Benoit Raucq

See merge request ldricot/lingi2401!348
parents 200edb93 9b7d7f71
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## Key Information
| Author | Benoit Raucq |
|---------------------|--------------------------------------------------------------------------------------------------------------------------------|
| NOMA | 36121700 |
| Academic Year | 2023–2024 |
| GitHub username | braucq |
| Project | [Tuxemon](https://github.com/Tuxemon/Tuxemon) |
| License | GPLv3 |
## Tuxemon project
Tuxemon is an open-source top-view role playing game. It is similar to pokemon's games with it's graphic style and the monster fighting/catching/training gameplay. The project has evolved a lot since it's first release in 2014, with a website (tuxemon.org), a map-maker, and more. On the exception of the lib folder, the whole project is under GPLv3 license.
## Timeline
I first started to work on Tuxemon project in late 2022. After downloading the project, I met little trouble to launch it. For my particular setup, I needed to slightly modify the given shell commands to correctly update mandatory packages.
Once the game ready to play, I could look out for a contribution. When I started the main quest, I ran into a terrible visual bug. A case would turn black whenever two elements superposed upon it. For example, if a tree sprite was a little taller than one case and the character ran on the case over it, the game could not render properly the superposed elements. To find the origin of the bug, I looked deeper in the game files. At first, I verified if this was caused by the texture being rendered on the same layer level. This was not the case as each element was given different and correct layer level. Furthermore, I tried to put the character rendering distance forward and backward. In the first case, it properly drew the character over everything. In the other case, the character would not be visible (as it was drawn behind everything). Eager to find out the problem, I continued to search for the bug. Unfortunately, after looking in several game files, I could find the problem. Everything looked fine, from the sprite images to the game's user interface. I concluded that the bug should come from my computer's software. More precisely, it seemed to have some troubles with the pygame package which is used for games visualization.
During this phase, I joined Tuxemon's discord to speak with the community. Developers are very welcoming and they gave right away all information needed to contribute and offered their help. Unfortunately, when I found out that the bug I was encountering was due to my setup, it was already late in the January's exam session. So I did not ask for assistance at the time as I chose to focus on studying.
The next academic year, around December, I started to work again on the project. I decided to contribute another way than bug fixing. Tuxemon aims to support many languages and the french translation is unfortunately incomplete. I began to complete the *base.po* file for the french mode (Tuxemon → mods → tuxemon → l18n → fr\_FR → LC\_MESSAGES → base.po). This time around, two factors made me drop the advancements. First, I was considering dropping my studies altogether for several reasons. Secondly, my MacBook broke down and I could not get my work back until I get a new Apple computer. As I did not plan on working with Apple anymore, the work remained inaccessible on a remote hard drive.
## Contribution
In Augustus 2024, after downloading a second time the repository (on another computer running on Ubuntu), I launched the game again. After few minutes of playing, I found out a minor bug in combat phase. Several-turns effects icons would disappear after the first turn even though they were still effective. I could fix the faulty method in the *compat.py* file (Tuxemon → tuxemon → states → combat → combat.py). The tests were perfectly working. Before pushing the branch, I pulled latest commit from the main. Unfortunately, 6 hours prior to me, JaskRendix pushed a commit doing exactly what I had done. The commit is numbered ff00d9d and called "fix 2366 (#2373)".
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