Hey Folks! As mentioned yesterday, I'm going to step back from the NEO Scavenger engine port for a while. Cool off. Recharge my batteries a bit. I still think I'll tackle it at some point, but I can't really spare any more time on it as it's already delayed the space prototype by over a month. And there aren't really any good builds visible on the horizon.
Let's just say that was my due failure for now, and whatever I tackle next will be awesome. Cause karma, or something.
Hey Folks! Got a bit of a sneak peek for you today.
I've uploaded the newest "test" build of NEO Scavenger, v1.3.0 to the BBG website. And anyone with access to the full version on this site can click the "test" download links to get it. This is the Haxe engine port I've been working on over the last little while, and features a number of improvements and fixes, and should feel more like a native app than the old Flash one. (Namely, because it is a native app now!)
Hey Folks! I think we may be, dare I say it, done? As of about 3pm today, I was able to compile and run NEO Scavenger Haxe edition on all three platforms without crashes!
90% of my day was spent futilely poking the code and flailing about, rebuilding the entire dll and game projects each time, hoping to see the needle move even a little. I even got down and dirty into some byte allocation/deallocation code, thinking I could wiggle past the malloc bug plaguing me on OSX/Linux.
I thought I was this close today (fingers very close together). I messed around with ByteArray conversion to Bytes, big and little endian, compressed and non-compressed...and finally got it working!
In the end, I just had to ensure my ByteArray was parsed, byte-by-byte into a Bytes class, and fed to the OGG parser. That, and I had an error in my sound filenames that missed some folders. But it worked. I could include a packed audio file in the game assets, and load OGGs from it at runtime!
Hey Folks! Another slog of a day, as I worked on getting the Linux build running.
Most of the morning was spent in a mode similar to my OSX day: chasing phantom errors in the build process which were not really the issue. I couldn't build the game because the lime compile was missing a header file. Chasing down that header file got me further, but then I was missing some Linux libs. After those were installed, I ran into a missing ndll for Linux (we never needed one before on mobile, so it wasn't in the repo).
Hey Folks! Hope everyone enjoyed their weekend. Ours was packed full of...well, everything. Eating, yard work, hosting guests, visiting festivals. A lot of fun, but man, we're exhausted.
Back at work, I resumed putting the finishing touches on the Windows build. A few extra log messages to help users with debugging, a custom desktop message file from which to get news when the game launches, a fix to the loading bar. Pretty minor stuff.
Hey Folks! Not a lot of progress today, unfortunately. I spent the entire day debugging a music looping issue, and in the end, had to hack my way around it.
The problem happens when the looping wilderness music reaches the end of the track, and instead of restarting, just stops. This is a fairly rare occurrence in the game, since there is only a chance any track is going to be the looping one, the tracks only play every 10ish minutes, and this bug only happens if the portion of the track played starts near the end and overlaps the loop point.
Hey Folks! Slightly more productive today, as I started with a playtest, then moved on to fixing a few bugs.
My Release mode playtest went well for a little while, playing through some DMC encounters (complete with working map now!), then, moving back out into the wasteland for more scavenging. However, before too long, I started to notice that lag when opening any inventory screen again. And it was bad enough I don't think it can stand.
Hey Folks! Not a lot of progress today, as most of the day was consumed on a field trip to Valve's offices. They hosted another developer lunch, wherein they solicited feedback on their developer tools, the Steam store, launching games, etc. It was nice to get out and talk face-to-face with some other devs for a while. Not to mention educational, as we chatted about things like wishlisting stats, coupon strategies, games as a service, Early Access anecdotes, etc.
Hey Folks! Hope everyone had a good weekend. Ours was quite packed with action, from digging and lugging gravel around, to visiting culture fairs at the park. We were pretty exhausted by the end!
Back at the office, I am happy to report that I have finished the last of the items on my to-do list. All the bugs I know of have been solved, and the improvements I wanted to make (but were too hard) abandoned :) Tomorrow, I'll get back to testing. And if all goes well, uploading!
Hey Folks! Bit of a slog today, wading through some minor (yet difficult) fixes involving the help screen, audio, and graphics.
The help screen was more tedious than challenging, and mainly involved restoring the mouse-based tips to replace the touchscreen ones. A lot of that could just be reused, but it needed some tweaking, and each of the UIs needed the tips rearranged to fit.
Hey Folks! I finished my first playtest of the new desktop release build this morning. And for the most part, it went really well. I kept notes on some minor issues as they popped-up, and as I approached about 1.5 hours, I focused on getting into the DMC. And that's where I hit a snag.
It appears none of the DMC location buttons appear on the map for some reason. I've been digging into why, but haven't found it yet. Most recently, I setup some debug code to spawn sprites and buttons directly onto the map based on a key press, and I'm starting to find clues.
Hey Folks! I'm happy to report that whatever sickness had me yesterday seems to be losing today. Feeling much better. Just had to roll around in pain, shivering and sweating for a few hours. Works every time! :)
And to continue the good news, today was really productive. I mean really.
Hey Folks! Hope everyone had a good weekend. Ours was a good one, complete with a b-day party for the youngin', beautiful weather, and the SeaFair air show practically on top of our house. F-18 fly-bys are hella loud if you're trying to do something in the house, but a lot cooler if you're outside watching them.
I'm afraid I have some bad news for the new NEO Scavenger engine: it will not load the old save file format. I spent another morning messing around with it, and there appear to be several layers to the problem, and none of them are easy to solve.