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[Nov. 15th, 2009|11:49 pm] |
- worked on the resolution changing system some more (for instance, centering the worldmap display in the center rather than putting it in the top corner when the view size is large) - made it display the view size changed to when you change to it (right now you can only change to it with a hotkey) - made it save the view size when you change to it, so that when you restart a game it'll go back to the old size - started working on adapting text boxes to the different sizes, which is a bit of a challenge because i'm wondering if i should adapt the font size as well, and if so, how many font sizes to have (more sizes slow down startup speed). |
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| (no subject) |
[Nov. 14th, 2009|11:54 pm] |
- fixed a bug in the sight function's radar (sometimes it'd show an extra dot on it) - changed that radar so that it indicates creatures by color (normal, friended, hurt, each gets its own color) - made it so that when you press f4 to switch between gm's 'stretched' mode of fullscreen or windowed it saves that info in the .ini file - began working on ways to use resolutions other than 640x480 / switch to fullscreen. got it working in 800x600 (windowed mode only so far). looks okay, but noticeably slower in some areas, and many things don't line up yet, it looks like it's not drawn correctly / look weird (though all of those problems might be fixable). but working with the zoom yesterday made me want to work on that.
EDIT: found a way around one of the bugs above (using different rooms for each resolution), added picture. this seems to be the only way around gm's stupid view bug...
i don't want to allow arbitrary resolutions though. the game would make no sense to run in 1600x1200 for instance, since that'd show *the entire room at once*, zoomed out and all. and would be like 10 fps even on supercomputers. so i'll probably create some upper limits for max supported resolutions. maybe i can even have 320x240 mode for the retro-addicts.
( picture and resolution possibilities ) |
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| (no subject) |
[Nov. 13th, 2009|11:48 pm] |
- worked more on the changing save slot system - changed around a few hotkeys/cheat keys, played around with them a bit, put caps on the amount you could zoom with the zoom cheat keys, etc. surprisingly i get a pretty good fps when zoomed all the way out (showing the entire room at once) -- about 45 (down from 60 standard). if a turn reflections etc. off it's even higher. i may use 'zoomed out' mode for a special boss or something later - made it so the title 'saturated dreamers' in the first room after the intro only appears if you don't have the line yet - made numerous unimportant changes, just playing around tweaking things (for instance, debug fps display, ship transparency in edit mode, adjusted the aspect ratio of the zoom, size of the font in the title room effect, and so on, things almost nobody will notice) - worked yet more on the save slot system -- now ctrl + a number will load a game from that save slot, and alt + a number will save a game to that save slot. as far as i can tell it's working fine now. main reason for this was by playtester request: it'd be easier to test things if you can save and load and change the save slot you're playing as through hotkeys, i doubt most players will have use for it, but i'll probably keep it in just for those that might. - made escape pause things (so that it now doubles as a temporary pause button) |
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| (no subject) |
[Nov. 12th, 2009|11:51 pm] |

- made evobatari always drop player off at the center of a map, to avoid the player getting stuck in stuff (although there still may be some cases where he drops the player off inside something, i'll need to fix those on a case by case basis) - text edit: mentioned that venus is three years old (in the prologue) - text edit: hinted that you could friend creatures (in the venus rediscovered scene) - made the gui circular and worked on it a little more (pictured) - changed the appearance of the oil (made it cloudy rather than solid) (pictured) - began working on a way to change the save slot while playing the game |
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| (no subject) |
[Nov. 11th, 2009|11:30 pm] |

- managed to find and fix the auto-text advance bug in the intro; tested it to make sure it didn't break anything - fixed a bug where the phoenix room could no longer be entered - fixed a minor bug with the new room transition system for venus's dream - made the prologue text have a delay after punctuation and made it display the waiting animation after a textbox is finished - went into the text and tediously re-replaced all the -- with — and changed things like -- this to things like—this - added a small, imperceptable delay between words / on spaces (1/20th of a second, which is only thrice as long as the normal 1/60 of a second between letters), which reduces text speed a little bit, closer to an average reading speed - changed some of the functions' names to be less confusing (light and line were too similar, so i changed line to chain), and removed the 'the's' in front of each. also changed sight to truesight (sword of jade reference). - fixed a bug that an earlier optimization caused (sometimes the number of creatures you had friended was saved as 0 if you loaded a game, didn't look at the map at all, and saved it) - made a gui when you change weapons for hopefully more clarity and quickness when trying to get to a particularly desired weapon (pictured)
i imagine the gui may look better as a circle going around the player rather than a line under him; will try that eventually. |
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| (no subject) |
[Nov. 10th, 2009|10:35 pm] |
- added another debug key (to show any value) - added a different screen transition effect between areas - sped up room loading process by only counting total friended creatures in each room and redrawing the worldmap surface (those slowest part of moving from room to room) when it's displayed, or if a creature has been friended in that room. the reason for the second is that counting total friended creatures in each room involves going through every single visited room's save file and checking the number of creatures in it and the number of them that have been friended, which was a fairly slow process after you explored a lot of the world - further increased that speed by saving a cache of friended/unfriended creatures in each room which is used if the process has been gone through before and that room has not been re-visited - optimized it in another way (circles) - fixed a bug where friending the last creature in a room didn't turn it pink on the worldmap display and a few bugs caused by the above changes to the way total_friended is calculated (now uses a cache counting the number of friended for each room rather than going in and checking each file etc. etc.) - fixed a bug in the check for function upgrades for total friended (didn't count creatures friended in that room) - made it so that a different song is played during the first 'launch' cutscene than the room's music
today was mainy a 'polish' day. still, loading between rooms can take around 2-3 seconds even with this change, especially when the music changes, although that's down from 4-5 seconds. i hope to get it lower somehow, in the future.
( choose a map style! ) |
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| (no subject) |
[Nov. 9th, 2009|11:45 pm] |
- made it so pressing escape when selecting your name and pressing escape when selecting a save slot will go back to the save slot screen or the title screen (respectively), previously both just exited the game immediately - made it so you can't continue a save slot which doesn't yet have a saved game in it - made it so that if you hover over a save slot with save data after selecting new game the text at the top changes to a red warning that it will delete your game if you select that slot - added mercedes-basic.png back to the in the year 21xx part - removed the indented textbox start in the prologue |
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| (no subject) |
[Nov. 8th, 2009|11:24 pm] |

- finished the 'connections between rooms thing mentioned yesterday; now it correctly warps you to the nearest 'door' when you enter a room, so the doors on bordering rooms no longer have to line up exactly - centered cursor on the letters more in the name selection screen; fixed a few other tiny bugs with the name input screen like an issue where the cursor would start on the last letter rather than the first in the name entry screen, made pressing space correctly go to the space character, using space twice on the same letter not working and a bug where a random 'space' character would insert occasionally when you held down an arrow button so on; there were a number of rare bugs if you played around with it which i think i mostly fixed now, except for some of the \# bugs (although i did fix that if you delete a # character it turns to a / character) but i blame game maker for those (gm treats # as newline so using actual #'s in strings is very difficult since you have to use \# instead, which messes up my name input system a bit - added an 'enter' button and 'delete' button on the name entry screen, now it feels more like a real name entry screen (pictured) - of course all the above is useless if the name someone chose gets erased, so i fixed a bug where it wouldn't correctly load the name you selected on the name selection screen (it'd show up on the continue screen the first time, then revert to 'no name' after you loaded from a continue)
EDIT: changed formatting a bit: http://pics.livejournal.com/rinku/pic/0010z2gg |
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