Group Details Private
- Fixed a bunch of breaditor bugs (the port broke the context menus and a few editing operations because of one library trying to override another library's const. lol?)
- Finished the first pass of the full Dungeon of Love! Take that!
- Added Sparklies to the Green Chests when you enable them (???????)
- Started debugging the Standalone Demo (?????) (?!?!?!?!) (!!!!!)
- You get no pretty screenshots
- okay: maybe one
Hey! It's been a week! Neat!
Largely I've been working on the Breaditor, making it so you dont need to have existing assets to start a new project
look at my Breaditor time log wow that's a lot of work
I also got CI/CD working for Breaditor and ported it to a modern Electron version and also Typescript. It's not, by any means, fully converted to typescript, but there are pieces that are and the way forward is open!
So yeah, that's all neat. Once I'm done with this "new map" workflow, I'm going to add one more feature (image-file watching so if you edit your tileset's base image in an editor (like photoshop) it auto-refreshes it into Breaditor. That should provide a fully serviceable workflow for new users to start with!
After I add that, my focus with Breaditor will be bugfixing if people report bugs, but mainly getting to version 2.1, with a much sexier dockable tabbed panel interface.
(Oh yeah and I should work more on Sully.)
Today's update (slightly late, I got plenty done in the past seven days, I just had Keto Superfog Brain last night...)
The post-Big-Daddy-Bubba-Fight scene has it's first pass! This is one of my favorite scenes in the game, Tons of editing and scripting need to be done to make it more dynamic than 300 raw lines of exposition, but progress is progress!
(Weird formatting note: Bubba's text needs two spaces at the front of line 1 of any box and one space at the front of line 3 of any box to avoid the overwhelming power of his hat and shawl.)
I replaced hardcoded Portrait definitions with data-driven ones that were actively reloaded while in debug mode upon map reload!
- This allows me to iterate on scenes quicker if I need new portraits!
- This also allows me to make a in-editor tool easier for knowing when my textboxes overflow, and to assist with translation!
And that's it for Sully Stuff that I can talk about!
If you look in the Blogs section of this site, you might see activity!
People are posting dev blogs there!
You can join us! By posting one update every seven days (or fewer) about your project!
That's it. That's GRUEDORF.
You need neither be GRUE nor DORF to GRUEDORF.
Come! Join us!
What have I done?
Bugfixes, mainly caused by the new features!
My favorite was when I replaced three different logging systems (including Console.WriteLine) with a single logging system (Crustacean.CaptainsLog) and because I carried a through-line of using String.Format, it blew up when it saw some strings with curlies in them, expecting to interpolate strings!
As we start going down more of a testing road I imagine there'll be a lot of bug cleanup.
Later today I'm gonna get back into the mapscripting swing of things however!