Sunday, 10 March 2019

Cannot read property 'length' of undefined :DDDDD

Yoooo,

All business tonight. This week I've:

>Fixed the bugbear targeting system I mentioned last week.
Very happy.
>Fixed camera to stay with the target, rather than follow cursor.
Just a legacy issue from the old targeting system
>Reverted to basic audio 
No fun modular battle music for now, sadly. Due to some synch bugs I can't get my head around in terms of reproduction, I'm commenting this out and wrote a replacement simpler version that doesn't require synch. It's not a massive deal, but I don't like to walk back cool stuff.
>Fixed single-combatant bug
There was a battle value wouldn't be updated properly if your first fight this session is against one guy
>Fixed bug from back in the demo where UI would be missing on game load
>Made battle snappier, with less idle time between turns
>Added an engine optimization plugin that seems pretty good.
>Returned animations to text boxes

>Replaced retarded one-year-old codelet method of finding the object to which a given eventId is bound
>Correctly block save during battle and hentai, not just relying on a manually-set flag
>Added Enemy Name and Health display, shown when targeting them in battle
>Made enemies a little smarter.

Now they won't slam doors on their own face.
>Added Area of Effect damage calc
>Added battle objects - regular game world obstacles which can be targeted like an enemy
>Combined these two things to create exploding barrels
>Got sidetracked for 20 minutes creating domino runs of barrels spaced apart so that I could set off a chain explosion reaction.
Fucking great times, bois.

Dicking around in the debug room, smashing gobbos like they deserve.

>Continued story progress, scripting a scene I wrote during the week
>Added sprite art for new characters and effects needed


Have a good one, friends, gimmie a quick click below if you like tits or something lmaoooo
oko