• Website Upgrade, Creature Offsets, and DMC Map

    Hey Folks! Bit of a slow day today, and I'm left feeling a bit bummed at the limited progress.

    I was actually able to fix that creature offset bug from last night right after posting the devlog. It turns out I could fix the issue by adjusting the creature positions "a little while after" the resolution change. The annoying thing is, "a little while after"

  • Creature Sprites vs. Map Position

    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

  • Admin/Community Day

    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 :)

    Back at the office, layarion reminded me I've been neglecting Discord for too long. And also, that we could really use a FAQ on the

  • Items and Crafting Fixed, Now for the Minimap

    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

  • Big UI Almost There

    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

  • Container Peek, and Map Centering

    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

  • Main Menu Done, Moving On to Gameplay Mode

    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/

  • Steady Progress On UI Modes

    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

  • Resizing Woes, and OOO Next Week

    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

  • Bingo

    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