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.
Hey Folks! I think(?) all of the major porting tasks are complete as of now. And what's left are a loose collection of non-gameplay stuff. We could be getting close!
A good chunk of today's work was getting the remaining UI stuff sorted out in each UI mode. The battle screen required some fixing in most non-Small UI modes. Odd positions and scaling for sprites. Stuff like that. I finally found the errant green block that was obscuring the top right of Big mode, too. It was the mobile's fly-out background used in the cursor modes UI.
Hey Folks! Today didn't feel very productive, even if a few tricky things got solved. I think the good news is that I can safely move on to new stuff tomorrow.
The website is once again working, except now with shiny new SSL (https instead of http). For those of you using Chrome and some other browsers, you should now see 100% fewer "this site is not secure" (t)error messages in the address bar. Also, for anyone playing on mobile, 100% less garbled code in the marquee text on the title screen, too!
Hey Folks! Back on the NEO Scavenger port today. And it was a bit of a slow day, as I'm still stuck on maps.
Today's image pretty succinctly shows the problem: when the game changes resolution, creatures get offset from where they should be. The camera for the map is changing scroll values during resolution swap, and I have code to redraw the creatures based on their current tile position. However, it seems that might not be happening in the right order.
Hey Folks! Hope everyone had a good weekend. We did some honest-to-goodness labor, carting building materials around, laying cinder blocks, sawing posts, and lashing them together. All in the name of a fancy redneck sitting bench in our front garden :)
Hey Folks! We're getting there, after another day of tweaking rendering settings for (mainly) items.
As you can see in today's image, the Big UI mode is nearly rendering normally now. Container previews work, even with rotated items inside. Everything is scaled correctly. UI elements are mostly in place. There's still a weird green block in the top right which I haven't yet identified. Should be easy to fix, assuming I can find out what it is :)
Hey Folks! Another surge of progress today, as I tackled several scaling/rendering issues present in Big UI mode.
Since the mobile version never used Big UI, a lot was neglected in the port. And what's more, it's the only UI mode to mix 1x and 2x sprites, so there's a lot more complexity in getting things to display correctly. The mobile version just coincidentally avoided these issues.
Hey Folks! Can you guess what I did today? If you guessed "resolution stuff," congrats! You're right!
Almost half of the day was spent wrestling with a seemingly innocuous feature: container previews. When you roll over a container, it shows the stuff inside in the tooltip. Or it was supposed to.
Unfortunately, due to the way mobile differs from desktop architecture, the preview image generation requires a different code path. Particularly stacked items, which require bitmap fonts be generated and rendered wherever they are needed.
Hey Folks! Making steady progress here, as the main menu is working in all 3 UI modes now. Next step: fixing in-game UIs in each mode.
There were a few more tricks to getting the main menu working in all three modes, as well as able to hot-switch between them. I had to do some special handling when getting sprites at different zoom amounts, some font face changes, window fullscreen/resize event handlers needed restoring, and a new handler for stretch mode (since the old way only worked on Flash Flixel).
Hey Folks! Back from vacation, and I have the scars to prove it. My body wasn't really used to the sun, heat, dust, and abuse outdoor living provides. But I suppose I look a bit more rugged for the next few weeks :)
Back in the NEO Scavenger codebase, I was able to get resolution switching to behave a bit better. I went with the ScaleMode approach, as that only required a few tweaks to get the desired results. Namely, I also had to crop the camera after adjustments to get the screen setup when switching resolutions.
Hey Folks! Looks like this is officially a "difficult task" now, as screen aspect ratio and resizing rears it's head.
The old NEO Scavenger had a few graphics settings that could be changed: three different UI layout/aspect ratio choices, filtering, stretching, and fullscreen. Mobile, on the other hand, just has two: widescreen and 4:3. And what's more, mobile always uses the same layout on a given device, while desktop must switch at will based on window and monitor size.
Hey Folks! Think I managed to get mods working today! As you can see in the screenshot, we have a few of Kaaven's test mod items loaded into the starting cryo hex. Complete with stats and images!
The issue turned out to be the way the game was setting the sprite image for items (and other assets). It was sneakily still using OpenFL's Asset system, which fails when loading files added after compile time. A quick change to the code to funnel all image requests through a function designed to try Assets and then regular file loading did the trick.