Jul
7

I feel like I fixed a TON of stuff, but now for the life of me I can't bullet list it. Heh!

Anyway, you will notice right away:

  • That the tool-tip text is gone, and has been replaced by a "subtitle bar" running across the bottom part of the eyebox. Its purely aesthetic.
  • That the "black screen" between scenes is gone, now scenes load even more seamlessly. It worries me a leetle bit though, I think moar testing is required to make sure that when going to a new scene that has lots of items on it, people won't start seeing them popping up out of thin air after gameplay has begun. Eliminating the black screen also introduced a bug that makes it so if your ending scene is smaller than the screensize, you can still see the location in the background. I'll fix that today. As well as testing everything else.
  • I fixed a bug that made it so that the intro text for scene 1 played again in other scenes at random. It was an embarring case of giving the same name to variables that were supposed to be different. I facepalm'd a lot, wonder howcome the engine went this long without me noticing it. Anyway, fixed.
  • While playing The Basement Ghost I discovered that the text in the latter scenes doesn't show up for some reason. This puzzles me, I'll need to debug a lot.
ToDo:
  • I want to make it so that if the engine loads scene 1, and it leads to scenes 3, 6 and 7, then all of the items for 3, 6 and 7 begin loading in the background while 1 is still playing, so that when you finally exit to it, everything has been pre-cached and there's virtually zero loading time. Wish me luck!
That's all the developments for today peoples, if you see something say something, and see ya around at night! :)

5 comments

Boxsmith's picture

I'm liking your changes a

I'm liking your changes a lot. The viewport changes are nice especially.

Any chance you can make actions marked as ghost_ invisible unless the cellphone is out, though? That's been bothering me somewhat, because for example the cracks in my test game aren't meant to be noticed by the player until he sees them in the shadowside.

Marco's picture

Good point!

I wonder why I never thought of that before! Lol, consider it done, or rather, consider it next up in my ToDo, maybe it'll be done tomorrow, hehe :)

Glad you like the other changes, I'm still finding a lot of things to fix here and there!

I plan to live forever. So far, so good!

Marco's picture

ghost point-and-clickan

Boxsmith wrote:

Any chance you can make actions marked as ghost_ invisible unless the cellphone is out, though? That's been bothering me somewhat, because for example the cracks in my test game aren't meant to be noticed by the player until he sees them in the shadowside.

This is done as of today my good sir :)

Great suggestion!

I plan to live forever. So far, so good!

Marco's picture

Updates and bugs

Well, the good news is that I polished the engine a lot today. Lots of things regarding the intro text and the cinematics were fixed. Again, it feels like I did a lot of things, but its hard to itemize them because neither one is major by itself.

One big problem though: I must have done something wrong because I broke Sodaz's game, the Basement Ghost. It doesnt go forward to the final scene with the gas (and it seems sluggish right before it too). This is totally unacceptable from my part, I shall fix it tomorrow one way or another! In a way, sodaz's game has been my best testing tool so far :)

I plan to live forever. So far, so good!

Marco's picture

Fixed that bug

I repeat: Sodaz's game is a great tool for testing. 

And yeah, I fixed that nasty bug this morning, it had to do with a timer that controls the fade out effect for the text. It was like an itch I couldn't scratch, till I did :)

(just posting this for my own records, lol :) )

I plan to live forever. So far, so good!

Post new comment

The content of this field is kept private and will not be shown publicly.
CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.
Image CAPTCHA
Copy the characters (respecting upper/lower case) from the image.