Hey Folks! More of an admin day today, and less gamedev.
The admin tasks were mostly financial in nature. Invoicing and paying invoices, and updating account info now that we've moved.
I also sent some feedback to Josh on his latest track. I think it's mostly on target, but I want to see what he thinks about reducing the intensity/volume at a couple points in the track where it might overpower the game audio.
Hey Folks! Bad news. It appears iOS is back to haunt us again, this time with a weird crash bug. And for added coolness, it only affects my iPad 3!
It seems that spending 60 seconds on any given encounter or hex map screen causes the game to crash to home screen. Other screens are fine, just those ones are affected. And it doesn't affect my Android nor PC builds, nor anyone else as far as I can tell. Fun!
We also had some brief demo version achievement regressions, among other things. But I think we have most of them figured out.
Hey Folks! Sorry for the late news today. Errand-run this afternoon went long. Though I picked up some office plants to start helping with the air. I don't know what it is, but this room has a funk to it. It could be partially new carpet, but there's another layer to it. I think the lack of any air flow at all (not even a heating vent) has something to do with it. That, and I probably smell bad :)
The paper doll update is what I was talking about yesterday, and basically boils down to this:
Hey Folks! Hope everyone enjoyed their weekend. Ours was wall-to-wall home projects as we installed shelves, cleaned things, and generally continued the long-tail of moving in. The office is now a step closer to complete, but still a ways off.
Hey Folks! (Partial) Fail day today, unfortunately. But we have a new space track from Josh, and it's pretty hardcore!
The IAP fail appears to affect some iPhone users. (Like, of course it's an iPhone giving us grief :) The user's iPad works fine, but their iPhone just won't recognize the unlock. Please tell me the iOS port will be worth all this.
Hey Folks! More invisible work today involving the upcoming website, beta testing, and discord. Though, with any luck, it'll all be highly public stuff in the very near future :)
The website pre-check is just auditing all of the features on the new site to make sure they work correctly. Assuming they do, the next step is to duplicate it to create an empty husk, into which we'll start pumping all the content from the current Blue Bottle Games site. E.g. forum posts, blog entries, avatars, etc.
Hey Folks! Not a lot of gamedev done today (by me, anyway). Most of the day was spent on two things: office setup and email migration.
Email migration is getting my email systems moved to a new service. Gone are the days of my old email/name/web server as I migrate each to a modern, specialized server. So today was pulling hundreds of MB of mail from the old servers to the new one, updating account info, passwords, syncing to local mail apps, etc. A lot of time waiting between steps. Perfect for...
Hey Folks! Hope everyone had a good weekend. Ours was crammed full of everything from house repairs to meals with family, and it feels like we've been on our feet since Friday. Work was almost a bit of a break!
Hey Folks! Just a brief update today as I had to cut things short to prep for some house guests.
I did a bit of research on social login providers today, after layarion made the excellent suggestion to allow Steam and certain other providers to log into this site. Especially with the mobile release coming up, having to create a new account here for a mobile bug is probably more than most want to do.
Hey Folks! The new tutorials were uploaded today, and the new website was also on today's plate.
Tutorials were finally checked-in today, as I finished up the reset button for them. I decided to add it to the Help screen since that seemed more logical than Options. More room there, too.
That, however, didn't stop me from rearranging a few things on the Options screen. Namely, getting the mute buttons aligned with the sound channels they affect, as well as adding some graphics to make the volume adjusters look more complete/connected.
Hey Folks! Another busy day today, so that's cause to celebrate. Though a good chunk of that work was puzzling through iPhone weirdness.
Just when we thought we had the new iPhone high-DPI screens figured, they're wonky on two of our testers' devices. The screen the game engine sees is different size than the actual screen. Like, we're scaling up 2x when we should be 3x. None of this is helped by point sizes, render sizes, physical sizes, and the various scaling voodoo that goes on.
Hey Folks! iPhone testing is in full stride today, and tutorials are making progress.
The recent batch of iPhone testers are sending in results now, and we're already finding issues. Worse than the scaling we feared, some are completely unable to start the game due to unresponsive buttons.
So far, the culprit might be a UI resizing event missing from the various game states. But at least one user seems to have the patch for that with no effect. We're scratching our heads as to why, particularly since the emulator shows different results. More testing needed.
Hey Folks! Hope everyone had a good weekend. Ours was not the most relaxing, as we spent it scrubbing, scraping, painting, cleaning, and generally continuing our move-in. I've been trying to leave business hours for work, so that leaves evenings (ha! as if I have the energy) and weekends to continue unpacking and arranging.
I'm sore all over from what amounts to Cinderella-esque janitorial duties and moving boxes around like low-poly CG dudes in a Dire Straits video. But I am rewarded for my effort!
Hey Folks! Back to gamedev today, thankfully. I managed to clear several UI fixes and improvements, confer with Tiago on some more, and get started on a tutorial.
The UI fixes were largely things Kaaven recommended after spending some time with the app. As someone who helped shaped the original UI with his suggestions, I was keen to see what he thought. And so far, some really good (if sobering) feedback!
Hey Folks! As the title suggests, today was full of interruptions, resulting in a lower productivity. The good news, however, is that I think my plate is mostly clear again to resume gamedev now!
I won't bore you with the details, but most of the stuff involved updating accounts, paying bills, and signing docs. Stuff we had put on hold starting the day we packed up our stuff until now, when we're mostly operational again.
However, there was one interruption worth noting: a new network card!