April 2015

  • Mac Fullscreen Fix

    dcfedor's picture

    Hey Folks!

    Today was cut a bit short due to a friend's birthday this afternoon. However, I managed to solve a long-standing bug this morning: fullscreen persistence on Macs.

    Previously, when clicking "new game" or ending a game, fullscreen would exit on Macs. And for a long time, I wan unable to figure out why. And this issue was exacerbated by the fact that I can't really dig deep into the code on Macs as NEO Scavenger is running, like I normally do on Windows. As a result, this fullscreen exit bug has lasted a long time.

  • Errand Morning and State Transitions

    dcfedor's picture

    Hey Folks! This morning was sort of clobbered by a long errand in a town 1hr away. It's looking like this may be a weekly thing for the next month and change, so I'm considering whether I should just work Saturdays instead of Wednesdays for a while, or maybe just take Wednesdays off and pretend they're vacation. I'll have to see how I feel next week.

    Though realistically, whenever I say that, I just end up working instead of vacation. So how about I choose vacation unless something major needs attention? That sounds like a compromise :)

  • Performance Testing and Tile Editing

    dcfedor's picture

    I continued my performance testing of sprites in HaxeFlixel today. Yesterday's results were confusing me a bit, since the FlxBunnyMark demo seemed to suggest thousands of sprites would render at 60fps, but my own tests were not as successful.

    However, after some more review, I now know why. First, I had miscounted the number of sprites I was using in my tests. Most were on the order of 7k sprites, which was a lot more than the BunnyMark demo was tested with.

  • PR and HaxeFlixel Render Techniques

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. The graduation ceremony and visiting took up most of mine. Going to need a few days to recover :)

    Most of the early day was spent catching up on PR stuff. Visiting the forums, NEO Scavenger social media channels, and making sure I responded here and there. And with the sale coming to a close this morning, there was a wave of new players increasing traffic on all fronts.

  • Early News, and Minor Mod Feature

    dcfedor's picture

    Hey Folks! The in-laws are coming any minute now, and I'm unsure if I'll have time to type up news after they do. Today was a bit of a short work day as errands and other prep needed doing before they arrive. Rochelle's graduation ceremony is tomorrow, so lots to do!

  • NEO Scavenger On Sale At Steam!

    dcfedor's picture

    Hey folks! NEO Scavenger is on sale again, this time on Steam!

    IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2015-04-23.jpg)

    Steam is having a Roguelike Game Sale this weekend, and NEO Scavenger is a featured item. During the sale, it will be 33% off, or $9.99 (US)!

  • Fun Prototype Day

    dcfedor's picture

    Hey folks! I decided to take a day off fromthe usual NEO Scavenger maintenance, PR, and other obligations today in order to do some prototyping. The prototype I've been talking about has largely been just getting used to the new HaxeFlixel stuff: tilemaps, camera transforms, sprite tools, etc.

    Today, it reached a point where I could actually code in some fun interactivity:

  • NEO Scavenger Update v1.05: Modding and Other Minor Bug Fixes

    dcfedor's picture

    NEO Scavenger is now officially updated to v1.05! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.05 on all sites. The "test" links are no longer necessary, and have been removed for now.

    This updates the following builds:

  • Site Maintenance, Modding Debug Info, and More Prototyping

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. It finally broke 20C with sun outside this weekend, so it was nice to get some fresh air and vitamin D. Probably good to move the legs after atrophying all winter, too :)

    As some of you may have noticed, the site was a bit unreliable yesterday/today. It turns out someone from Russia was attempting to brute-force login to the site, and I think that was causing site unresponsiveness. Not quite a DDoS. More like a script that wanted to login by trying all possible permutations.

  • HaxeFlixel Tilemaps and Rotating Cameras

    dcfedor's picture

    Still plugging away at a HaxeFlixel prototype. Today's work centered around tilemaps and cameras.

    One thing I'm interested in is whether it's possible to show a tilemap on-screen that not just scrolls, but also rotates. Yesterday's testing seemed to indicate that this was not possible through direct means. The HaxeFlixel engine simply ignores rotational settings on a tilemap.

  • More HaxeFlixel Prototyping

    dcfedor's picture

    I spent most of today continuing yesterday's HaxeFlixel prototype work.

    Before I could do much more, I had to sort out a debugging issue in my code editor (a.k.a. IDE). For some reason, I could pause the game at any point in my source code, and step through it line by line, but this failed as soon as I tried this in libraries. (Libraries are external code such as the HaxeFlixel engine, OpenFL, physics engines, etc.) The IDE just acted like the library code was inaccessible.

  • Oops! Test Version Update, and Side Work

    dcfedor's picture

    Kaaven pointed out to me this afternoon that the "test" downloads were still v1.04. Oops! Turns out I uploaded the files yesterday, but forgot to update the links. They should be working fine now. If you downloaded the new test from this site yesterday, you'll need to download again.

    Sorry about that!

    Steam is fine, though. The update process there is different, so it was immune to my forgetfulness :)

  • New Test Build 1.05: Modding and Other Bug Fixes

    dcfedor's picture

    I've just finished uploading new test build 1.05, which includes several modding and other bug fixes.

  • Legal Stuff, and More Bugs

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Not much to report from ours. A few errands, chores, but mostly relaxing. (Which is good!)

    Back at work, there was a long list of business things to take care of today. With taxes done, I had to make a bunch of payments to the accountants and the CRA. Plus a few of the remaining PAX costs had to be paid off. And there's at least one more CRA payment due soon, basically to cover my estimated taxes for Q1 2015. A lot of money flying away this week!

  • Back To Bugs

    dcfedor's picture

    After a couple weeks of tinkering with mobile builds, I've been feeling a bit guilty neglecting the PC build. So I decided to switch back to that today and look into some bugs.

    First on the list was a small bug on the main menu, having to do with the "Small UI" button on the options screen. There was a bad equation there for making sure the button was highlighted at the right times. Probably didn't affect much, but might've caused some cases where the button wasn't set on/off correctly.

  • IndieCade Submission, Android Emu, Flash Debugging

    dcfedor's picture

    Another mixed-bag day, today. One of the more time-consuming tasks was to submit NEO Scavenger for IndieCade 2015.

    NEO Scavenger was actually submitted to IndieCade back in 2013, but didn't make the cut. The feedback I got was largely positive, but criticized the UI clunkiness. Because of that, I wasn't going to re-submit this year.

  • Lib Upgrades, Tax Emergencies, and Bizdev

    dcfedor's picture

    Today was a whirlwind of activity, though most of it didn't involve code. I woke up this morning to some emails from my accountant re: tax filing. The good news was that they discovered savings if we filed a joint US return. The bad news is that we needed to compile some more info asap.

  • A (Qualified) Success!

    dcfedor's picture

    We made progress today!

    After several days of futile Android builds and instant crashes, I was able to get something working! Sometimes.

    First of all, by accident, I discovered that the Android build works if in "release" mode, but not in "debug" mode. I don't know why, but it'll run fine if I compile release.

    And it's fast! One of the big questions I had was whether a HaxeFlixel port would outperform AIR on Android. And let me tell you, signs point to yes so far. So that's one question down!

  • Haxe Android Build Issues

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Pretty mellow here. I had a brief temptation to code some non-NEO Scavenger stuff Saturday, but decided I'd be defeating the mini-vacation if I did. So movies, games, and reading instead :)

  • HaxeFlixel Main Menu (Mostly) Running On Desktop, OOO Tomorrow

    dcfedor's picture

    I managed to get the HaxeFlixel version of the main menu to show up and run on the desktop today! It's still pretty rough, with things like missing "Play" button and scaling/alignment issues. However, most of the graphics are there and running, the background is scrolling, fonts are loaded, and even the music plays. A good step forward!