On 7 March 2018 at 17:42, Ralph Versteegen <teeem...@gmail.com> wrote:

> "Must-merge" is such an emotional phrasing!
>
> The problems with the spriteset editor are:
> -you can't import or export spritesets. This is definitely a blocker. A
> number of people are not using nightlies for this reason.
> -the cursor keys are super wonky, so I need to check in my plankmenu arrow
> keys rewrite
> -it's extremely slow due to the way that default palettes are stored and
> loaded. Eg. POWERXE.RPG takes about 8 seconds to bring up the walkabouts
> menu for me. I have a branch where I replace defpal#.bin with rgfx
> -frame names like "hurt", "attack B" etc are missing. I have a branch for
> that too
> -the obsolete .pt# and .mxs lumps aren't deleted yet
>
> I also have a large collection of unrelated bug reports, but we could work
> on those after feature freeze (I should get back work on migration the bug
> trackers too... was having problems installing perl modules)
>
> But my actual argument against going to feature freeze now is that it
> would be sad to delay such game-changing features such as animations by
> three months, when they're almost ready and we've already paid most the
> instability cost. For example, I can make walktall obsolete just by adding
> a simple prompt asking what size spriteset you want to add. (Abitrary enemy
> and hero sprite sizes are enabled by a branch where I've done heaps of
> battle code cleanup and partially converted battles to slices)
> I know this is the same reason we always ended up delaying releases by
> months or even years, but in this case I think it's more like days!
>

(Meaning, we still need a deadline...)


>
>
> On 7 March 2018 at 17:11, James Paige <b...@hamsterrepublic.com> wrote:
>
>> My calendar alerts went off again. How are you feeling about starting
>> Fufluns stabilization, tmc? What must-merge branches do you still have for
>> it?
>>
>> ---
>> James
>>
>> _______________________________________________
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>>
>>
>
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