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

Sunday, 3 March 2019

OR WILL YOU PERISH LIKE A DOG

Hey, just a little one this week.

Temporarily turned off Patreon billing last week so that you lads weren't charged on March 1st.
With the first weeks at my new job I've had to do a lot of training and getting to grips with programming shit. I've been stumbling home at fuck o'clock in the evening, eyes swinging like an executive toy, and the last thing I wanted to do was consort with MORE computer screens.

I'm getting over that now, though, I can already feel my energy returning, no doubt thanks to you lads clicking that button at post's end.
It honestly makes my week, there's no better / less sappy way to say it.

This weekend I made 2 of the remaining 3 battle system changes I want to have done before the next version. Along with last weeks' removal of my stupid and greedy old cursor system, I've:

>Tidied up the cursor system further
Made some changes, now there's a prettier way to enforce the idea you're in movement mode with passive communication how many moves you have left (the cursor is more opaque the more moves you have)
>Changed the way I was holding the player in place
I've been interrupting the player's ability to input moves for cutscenes and battles, now I'm allowing the player to turn on the spot, giving you the ability to face any direction at the end of a movement in battle, y'know, like a proper, real TRPG would have been doing all along.
>Changed enemy targeting, now based on where they think you are, if they can't directly see you
This has been written on my whiteboard wish list for so long that it was legitimately difficult to rub off.
Yes, now enemies don't know where you are 100% of the time- they start out knowing but if they lose track of you, they will continue looking where you used to be, and when they work out you're not there, they'll look for you.
It's not urgent, but I'd ideally like to do some more changes to this in future when I have time.
It might be cool to have a little mechanic to nominate where enemies gravitate toward if they can't see you / your allies, like toward the sound of fighting or the location of the last blaster fire they heard.
The remaining change I want to make is to the targeting system which has been a bit janky lately since I changea bunch of systems it relies upon, I'm going to take some time to deconstruct and rebuild it to be more simple and sturdy.
A little too often you'll try to target somebody right in front of you and the cursor will hover over them for a split second, then move to another mob behind it and to the right it somehow thinks might be closer. So that's next on the list, because it was good enough when all the surrounding systems were also typical eurojank shitter-tier, but now that the other systems are actually pretty good, this deserves some attention.

The crowd turns violent as the final man refuses to wear a dress. [AGDQ 2021 (colorized)]

Can't remember if I mentioned last week, but I changed the default gfx filter to be the clean, saturated scanline one, pic related.
The fuzzy, soft, washed-out 1970s tv look is still fun, but it probably should be an option and not the first thing you see. I figure the vast majority of people won't rummage through options to check out different filters and borders etc, so I want to put my best foot forward.

That's it for now, check back next week, yeah?  I can't wait!