neo scavenger

Stuff's Gettin' Better Everyday

dcfedor's picture

Hey Folks! Hope everyone enjoyed their weekend. I'd say it was a pretty good one here. Nice weather. Nice dinners. A trip to the zoo. And a night where we were able to socialize with grown-ups. Yay!

Back in dev land, I found myself thinking of the today's title, a quote from the Postman, when prepping today's devlog. NEO Scavenger desktop version is getting better everyday.

Progress!

dcfedor's picture

Hey Folks! After nearly 2 days of banging my head against this map rendering issue, it appears to be fixed!

I think I basically had to try everything before I was able to get a hold of this bug. Rewriting image loaders, walking the code, debug output, wildly trying different inputs and outputs. Eventually, disabling huge swaths of the map renderer pointed me in the right direction. Because as it turned out, rendering one part of the map was short-circuiting the rendering of the rest.

Tile Rendering Still Broken, but Debugging Now Possible

dcfedor's picture

Happy Fourth of July, Folks! It's officially mock warzone here in the States, with explosions both near and far. I wonder how many actual gun battles are happening right now because nobody would notice?

Since we have a vacation coming up, I decided to work through this holiday and see if I could make headway on the hex rendering issue. Short version: I did not.

Image Caching Hell, but Progress

dcfedor's picture

Hey Folks! Been a bit of a rough day, as I wrestle with Asset caching in the engine in order to load assets.

Pretty much most of the day was spent trying and failing to get the game loading bitmaps into mod containers. In the PC version, the engine loads each mod into a separate data container, so when the game requests an asset by ID, it first checks which mod to get it from, then loads it from there.

And Now for Something Completely Different...

dcfedor's picture

Hey Folks! Hope everyone enjoyed their weekend. Ours was a little bittersweet as we watched Canada Day festivities on CBC live from afar. We miss our other home at times like these. I also suited up for vacuuming the 100+ year old crawlspace beneath our house. Darkness, cramped and hard to reach spaces, awkward equipment, and limited breathing. I imagine submarine mechanic work is worse, but not by much.

Art Revision, Flash Fix, Discord, and Design

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Ours contained 100% less hospital, so that was good. I also met up with some fellow Twitter peeps to have beer for the first time. Yay urban living!

Back at work, it was a bit of a slow start today. First order of business, apart from the usual email catch-up, was to deal with a Flash bug on the website. Last week's migration to a new server broke one of the scripts the Flash version uses. So I had to deal with that (and the various permissions that come with a new host).

Character Drama, and Caffeine.tv Stream

dcfedor's picture

Hey Folks! Busy day today, so not a lot of work to show. However, a lot of thinking/planning about character drama, so I dug-up some character art ideas for today's screenshot.

NEO Scavenger iOS and Android v1.2.8 Released!

dcfedor's picture

Hey Folks! NEO Scavenger Android and iOS have just been updated to v1.2.8 (build 4412). Builds should be available soon on Android and iOS pending store approval.

The following updates are included in the patch:

Mobile Patch Testing, and Docking Revision

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Unfortunately, cold season has arrived, and all of us were pretty much down for the count. The sniffles and sneezes continue, but I think we're getting back to normal.

In mobile news, the patch is uploaded, and we've been able to verify most of the fixes so far. One thing left to check, and I think we can issue the patch to both iOS and Android. Hopefully this week!

Mobile Patch Incoming, and More Docking

dcfedor's picture

Hey Folks! Sorry for the missed news yesterday. I had to finish work early due to some family colds. And I'm in a bit of a hurry today, too, since they're still getting better.

Tiago was able to finish a batch of bug fixes for mobile today. And I added one or two as well. (Unsure if they made the cut-off time, though.) He's wrapped-up test builds for iOS and Android, and we'll be testing those soon to see if they're good to release. Hopefully, those will reduce several crashes and bugs folks are seeing on mobile!