News

  • Close, but Maybe Not Close Enough

    Hey Folks! I decided to give it another day of my time, as a few more ideas occurred to me overnight. And I did make a little bit of progress. But I'm not sure it'll be enough to make it worthwhile.

    My first few attempts at rebuilding it with different Lime/OpenFL lib versions didn't help, but I was eventually able to trace the app's renderer setup and force it to

  • We May Have a Problem

    Hey Folks! Looks like the new build isn't all it's cracked up to be. So far, out of two tests reported by users, only one had any amount of success. And even that was wanting.

    It appears the game won't even launch on a Windows 7 64-bit machine. Just crashes the moment the app window opens. After hearing this reported, I spent most of my morning finding a Win7 machine here

  • Sneak Peek

    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

  • OSX/Linux...Yay?

    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

  • OSX/Linux...Ugh

    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!

    On Windows.

    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

  • OSX and Linux Builds Now "Work"

    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

  • OSX and Linux Builds

    Hey Folks! Tried tackling the OSX and Linux builds today, and let me tell you, I sure didn't enjoy that. Still struggling a bit, in fact.

    As mentioned yesterday, I got stuff setup on my MacBook to try and build the new desktop app there. And it almost works. The thing is, it throws a bunch of warnings and errors in the console, and hard crashes the moment I click anything. And the

  • Windows Done, Testing Mac

    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

  • Looping Music

    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

  • Software, Camps, and Music

    Hey Folks! Reasonable progress today on the remaining known issues: software item sprites, camp effects redundancy, and sound cut-off.

    The software issue turned out to require undoing some of the fixes I tried the other day. That means making the default software rendering value "revealed," so non-hardware items like USB can display them correctly. And as it turns out,