New Beta and Demo Builds: Bigger Fonts and Resolution

I've just uploaded new beta (0.961b) and demo (0.961d) builds, which include the option to play in larger resolutions and font sizes. The builds also address some crafting issues, as well as other bugs identified recently.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2013-02-22.png) New title screen with graphics options! (Click image link to see actual size.)

Beta and Demo Updates

Updates included in both 0.961b and 0.961d:

  • Added new options to title screen for 800x450, 1360x768, 1600x900, and 2400x1350.
  • Added graphics option to filter (antialias) game.
  • Added graphics option to stretch game to fit window.
  • Added graphics option to switch to fullscreen mode.
  • Added new, larger font for use in 1360x768 mode.
  • Added Greenlight link to title screen.
  • Added new help section to title screen.
  • Added code to save graphics and mute preferences when changed.
  • Added code to drop game resolution if screen size crops important graphics options UI.
  • Added code to ask for user confirmation when switching graphics options.
  • Added sleeping pills to scavenge and junk store inventories.
  • Added recipes for disassembling strapped or scoped 308.
  • Added right-click context menu entry for take/drop item.
  • Added minimap hex colors for some hex types (water sources, DMC).
  • Changed inventory mouse controls to use click, double click, right click, and shift, intead of buttons/hotkeys.
  • Changed crafting to be a separate screen. Now uses item copies so as not to disturb buffs/debuffs while crafting (e.g. going blind when crafting with fire)
  • Changed quick recipes to scroll using buttons that are closer to each other, instead of top and bottom of list.
  • Changed crafting UI such that quick recipes and available ingredients use same area, and are each their own tabs.
  • Changed cursor to hourglass while crafting screen is loading (for cases with lots of items present)
  • Changed conditions screen to show backpack and left/right hand slots, for easy item access.
  • Changed main menu to support "F1" hotkey, since "Esc" causes fullscreen to exit.
  • Changed bluebottlegames.com to have an embedded 800x450 window, instead of 800x600.
  • Changed title screen artwork.
  • Changed loading screen alignment to fit on all resolutions.
  • Changed clothes degrade and crafting recipes to each produce 5 rags and 5 strings, rather than just random number of rags.
  • Changed torch recipes to accept both clean and dirty rags.
  • Changed ground and avail ingredients cap boxes to 29 cells high to fit 1360x768 mode.
  • Changed all recipe hints to lowercase, for alphabetical sorting.
  • Changed all recipes which use charged items to list the charges explicitly as an ingredient, so charges would remain inside their container after used in crafting.
  • Changed skill selection screen layout, and added more empty slot space.
  • Changed container sizes for encounter input/response, and available skills/traits.
  • Fixed a bug that caused items to multiply when degrading in a pocket underneath another clothing item. (E.g. endless rags from pocket under squirrel tunic)
  • Fixed a bug that caused double-counting of containers when calculating item value.
  • Fixed a null pointer bug when accessing camp just before a scavenge battle.
  • Fixed a bug that caused null pointer when opening crafting screen just before battle starts.
  • Fixed container sorting button missing on some pages.
  • Fixed item dragging offset when unsocketing an item with image that changed height.
  • Fixed issue with log window text scrolling inconsistently.
    Fixed battle UI text fields not lining up when some long-named items are displayed.
  • Fixed a bug in TransferAllItems which ignored stacks when container wasn't slotted.
  • Fixed item rotation bug introduced in build 0.960.
  • Fixed bug that deleted camp items when right-clicking and choosing "craft."

As you can see, quite a lot has changed. The majority of the work involved opening up new screen sizes for users with bigger monitors. The game now fits a widescreen format, and will letterbox any additional space instead of stretching. This helps to maintain the pixel aspect ratio, and produce less jagged fonts and images.

However, in addition to the larger screen sizes and fonts, there are also some graphics options for filtering, fullscreen, and stretching, in case you want to further customize each mode.

The game will try to remember your settings from session to session, using cookies.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2013-02-22a.png) New crafting UI. Now with less blindness when using fire! (Click image link to see actual size.)

Another big change is the crafting UI. The crafting controls are now on their own page, with everything in your inventory already emptied out and sorted by size. It has multiple pages in case they don't all fit, and you can switch tabs to view your list of known recipes.

What's more, everything on this page is a copy of the original, so no more blindness when using a campfire to craft at night! Items created on this page are automatically added to the ground on the items screen. If the ground cannot fit the item, it will alternately try to fit it into the camp slot.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2013-02-22b.png) New conditions screen, with easy backpack access! (Click image link to see actual size.)

I also found a way to combine some elements of the items screen with the conditions screen, as many players requested. Hopefully, this makes it easier to apply bandages from the handheld and backpack slots!

Beta Updates

The following updates apply to the beta only:

  • Fixed a bug that prevented savegames from storing current encounter page.
  • Fixed bug preventing night vision augmentation from being used in scavenging.
  • Fixed pricing issues in diner.
  • Fixed bug that prevented leaving the augmentation clinic.
  • Added scrolling to DMC map, with overlay instruction info.
  • Changed main menu to only allow quit when in skill selection, due to crash bug when saving.

Most of these were fixes to the new DMC encounters introduced in the last build. However, the fix to save games should be a big improvement, since it should make saving during an encounter safe now.

Note About Linux

Just a heads-up to Linux users: fullscreen mode doesn't seem to work with keyboard input. This appears to be a limitation of the Flash player's current version on Linux (11.2). Keyboard support was added to Windows/Mac players in 11.3 and higher, so this won't be fixable until a new version of the player is available for Linux.

In the meantime, you can still maximize the window to get nearly fullscreen, and the keyboard will still work. I apologize for the fluke, as I didn't notice it until testing the Linux build this afternoon.

As always, let me know what you think of the changes, or if you come across any issues. I usually don't work on weekends, but I'll keep an eye out tomorrow in case I've totally pooched the build and you need a major fix done.

Hope you enjoy the update!

Comments

Aaron_PK's picture
Aaron_PK

Yes! Thank you for all your hard work. I can't wait to test it out.

Nickboom's picture
Nickboom

Hey dan I like that you devoted time to upgrade the graphics and improve crafting, As well as handle some complaints and bugs with the game. So what are you planing on working on next.

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orbitneo's picture
orbitneo

Great update the user-interface looks great!

One question, how do you "Scavenge" now?

Aaron_PK's picture
Aaron_PK

The scavenge is bugged. It's actually behind the upper half of the player inventory button. You can hit e to bring it up. or you can click on the top half of the inventory square and then click the bottom half and the scavenge screen should be up.

talllman2343's picture
talllman2343

How do you pick things up one at at time now?

MCWarhammer's picture
MCWarhammer

Linux players, heads up!

There will not be an update beyond 11.2 for Linux Flash, outside of the Pepper API which only runs on Chrome. Chrome Linux users, like myself, will still be able to play fullscreen, but you cannot play it fullscreen in any browser that isn't Google Chrome (e.g. Firefox, Chromium, Iceweasel, etc).

Current flash for Chrome is 11.6.someotherdigitsthatdon'tmatter.

BartiZz's picture
BartiZz

Nice Job :) Finally we can play full screen!! This game is awesome, just repare the scavenge button pleeeeaassee,
I like the way u simplified the ui, and not having to select wich cursor to use everytime is great !!!
Thank you very much, keep up the good work !

Banjo's picture
Banjo

Okay... so, how do we 4:3 monitor users get back to a proper "fullscreen" that doesn't look awful?

After being away from the game for awhile, I just booted up the new beta and the small game screen is now forcibly centered in a sea of black at 800x450.

While I am VERY disappointed that I'll from now on looks like we'll be *forced* to play with "black bars" above and below the game on non-widescreen monitors (I actually would likely not have bought the game if it had looked like that when I paid for it!), I can grudgingly accept this IF I could at least get a proper full screen appearance.

Right now, the only way I can achieve any sort of actual "full screen" look (I'm on 1280x1024, so not like I'm using some strange monitor resolution!) is to choose 1360x768 (which of course takes the window off the edges off my monitor) and choose "stretched" to squish-fit it... but it looks pretty dire that way! :(

Again, while unhappy about the jump to "widescreen only", I could just about deal if we could have a resolution setting that fit a 1280 (or even 1024) monitor width, even if this meant forced "black bars" below and above.

Right now, playing in native 800x450 gives me a window the same size as the old version (which I didn't mind), but now with the top and bottom cut off the game it's actually a SMALLER play area, hence the greater need for full screen now.

800x450 + "Fullscreen" button is possibly bugged... as it just makes the image look awful and does NOT expand to full screen (black surrounding the same 800x450 "window" in the middle, unlike if I used the same combination with - say - 1360x768).

I adored the retro pixel graphics of NeoScavenger, but with the new update it's now pretty ugly on my display ("filter" just blurs things up a bit like those odd emulator filters, IMO). Not to mention unplayable in anything but windowed lowest res now, since 1360x768+ stretched/squished makes the left menu so small as to be unreadable! :(

(I still don't see a problem with the old UI/resolution, honestly, but don't mind changes as long as it improves rather than breaks the game).

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Banjo's picture
Banjo

Did this as a second comment since it's unrelated to the resolution issues of the new beta...

A suggestion for the "character creation" screen: instead of the "tool tip" way that hovering over a Skill/Ability or Trait that IMO annoyingly blocks a big part of the view when it appears, why not have that same information appear in the big empty grey "info box" (bottom left, across 75% of the lower part of the screen) instead?

The popup was okay in the old 4:3 layout, but I think that having the info appear in that lower box would be less intrusive yet just as informative in the 16:9 layout (and use up some currently unused screen real estate better, too).

Also, is that lower info box meant to double in height when I hover over it? It's awfully intrusive and almost seems like a bug, since I can see no reason for the empty box to jump up into the way like that just on hovering over it (especially on the character creation screen and cover all the Traits so unexpectedly)! If it's to let us view more info, wouldn't a scroll up/down arrow at one end be less intrusive?

(PS only played a few minutes but *wow* is that a lot more intuitive/faster with single-click/double-click interaction rather than "click on a button to change"... it's a really great UI improvement that may seem small but is very *very* helpful, IMO!)

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