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    [GRUEDORF] Grue's Sully Updates Thread

    Scheduled Pinned Locked Moved Gruedorf
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    • bengrueB Offline
      bengrue
      last edited by

      Things I’ve done in the last week for [SullyRpg.com](link url)

      • several Breaditor UX fixes
      • finished the second-to-last zone of the Dungeon of Love up until it’s last encounter…
      • wiped and setup an old laptop to send a build of Sully to my PR person (who only had a mac and we dont have a mac build yet)

      Oh, and Gruedorf’s back. 2021 Forum Lyfe!!!1
      alt text

      Currently making Sully: A Very Serious RPG: http://sullyrpg.com

      1 Reply Last reply Reply Quote 5
      • HatchetH Offline
        Hatchet
        last edited by

        Hooray Gruedorf! I am determined to not lose!

        Also, nice updates! 👌

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        • bengrueB Offline
          bengrue
          last edited by

          Did you know you can update for gruedorf MORE REGULARLY than once every 7 days?!

          It’s true. Every valid entry just resets the counter to seven days from itself!

          …anyways, here’s today’s valid entry!

          • I’ve worked on the Dungeon of Love’s Dance Studio setting up a lot of polish before the penultimate encounter.
            ** Probably more polish than is needed but whatever

          • I’ve also reworked the entire logging system so instead of just printing debug statements caveman-style to the console I can send them AAaaanywhere. (But for now they’re just going to the console.)
            ** Also I named this Logger “CaptainsLog()”. Because of the whole marine theme.

          …see you within the next seven days!

          Currently making Sully: A Very Serious RPG: http://sullyrpg.com

          1 Reply Last reply Reply Quote 3
          • bengrueB Offline
            bengrue
            last edited by

            Things I’ve done:

            • Sent out a fully equipped laptop to my PR person to start playing Sully and making posts for a PR push.
            • started fucking around with the AWS we stack to learn how to make a scalable system in a commodity stack. This by itself is Gruedorf worthy regardless, but I’m also learning this for Breadbros reasons, so I can replace MailChimp, so I can have alpha/beta/r lease level crashlog reporting, and so I can do general online connectivity stuff with my games without being beholden to a platform. (Other than amazon.)
            • Started reworking the Breaditor UI to have dockable palettes!
            • Almost to the Big Daddy Bubba scene in Sully. Almost.

            ❤️💕❤️

            Currently making Sully: A Very Serious RPG: http://sullyrpg.com

            bengrueB 1 Reply Last reply Reply Quote 4
            • bengrueB Offline
              bengrue @bengrue
              last edited by

              This week’s update is a little less spectacular. I’ve done a bit, but I’m going to try and keep my GRUEDORFING to Sully-only for the time being.

              Anyways:

              • Added auto-generated version numbers to builds and display them on the title screen so testers can assign bugs to SPECIFIC VERSIONS! (hanks Emi!)

              build-id.png

              Currently making Sully: A Very Serious RPG: http://sullyrpg.com

              1 Reply Last reply Reply Quote 5
              • bengrueB Offline
                bengrue
                last edited by

                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!

                Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                1 Reply Last reply Reply Quote 2
                • bengrueB Offline
                  bengrue
                  last edited by

                  So, you ask, what delightful things did YOU work on in the last seven days, “McGRUE”. If that IS your real name.

                  1. It’s mostly my real name
                  2. Let me show you!

                  gru-1.png
                  gru-2many-guards.png
                  bubba.png

                  Can you feel… the love?

                  Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                  bengrueB 1 Reply Last reply Reply Quote 4
                  • bengrueB Offline
                    bengrue @bengrue
                    last edited by

                    Today’s update!!1

                    Mostly my progress in the past week has been in updating the Breaditor’s (Sully’s Mapeditor) code link text to a modern version of Electron and Typescript.

                    There… aren’t any sexy screenshots today. Supersorry.

                    Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                    bengrueB 1 Reply Last reply Reply Quote 0
                    • bengrueB Offline
                      bengrue @bengrue
                      last edited by

                      Today’s update (slightly late, I got plenty done in the past seven days, I just had Keto Superfog Brain last night…)

                      1. 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!
                        A peak:
                        fa4a9963-1f2c-4f89-9f49-5dc8508fd4e8-image.png
                        (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.)

                      2. 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! 😄

                      Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                      bengrueB 1 Reply Last reply Reply Quote 3
                      • bengrueB Offline
                        bengrue @bengrue
                        last edited by

                        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

                        a11cec01-bc68-4472-af04-3f1238702d21-image.png

                        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!

                        62ca0ea1-9b8d-4a08-8647-7df7c02bff8b-image.png 28d27ca8-70ff-43b1-b8a6-a16ddce14bd7-image.png

                        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.)

                        Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                        bengrueB 1 Reply Last reply Reply Quote 2
                        • bengrueB Offline
                          bengrue @bengrue
                          last edited by

                          965d6cbc-3c84-4ed4-ad6b-9ab7b1bb646c-image.png

                          https://github.com/mcgrue/verge4

                          Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                          bengrueB 1 Reply Last reply Reply Quote 2
                          • bengrueB Offline
                            bengrue @bengrue
                            last edited by

                            This week:

                            • 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

                            c0fe39ea-f87a-43e8-82de-a6d37df48c07-image.png

                            Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                            bengrueB 1 Reply Last reply Reply Quote 1
                            • bengrueB Offline
                              bengrue @bengrue
                              last edited by

                              Hey look, I updated sullyrpg.com and breadbros.com!

                              Man, I have committed SO many css crimes. But rest assured that the site is usable on a Galaxy Fold now.

                              …which has less horizontal resolution than VERGE 1.

                              0430b22c-6c71-4f7f-ba8d-a6f92471ac6d-image.png

                              Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                              1 Reply Last reply Reply Quote 0
                              • bengrueB Offline
                                bengrue
                                last edited by bengrue

                                The website work from last time was in preparation for a public demo!

                                Ustor and I are rushing on prepping one. He’s done a buncha work (❤️) and I’ve bugtested… but also I’ve started working on various polish bits like… Opening Title Cards!

                                I had a previous WIP, but I really didn’t like the direction it was going, so I’ve been working on some design ideation today!

                                Wanna see some sketches? Of course you do!

                                alt text
                                alt text
                                alt text
                                alt text
                                alt text
                                alt text
                                alt text

                                Did you know that “doodling” is work if you call it “design”?

                                Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                                bengrueB 1 Reply Last reply Reply Quote 2
                                • bengrueB Offline
                                  bengrue @bengrue
                                  last edited by

                                  Whoops, forgot to post.

                                  Now, most of this effort was Ustor, but Thursday and Friday I also put in a bunch of work culminating in this:

                                  unknown.png

                                  and this:
                                  af234562-ab39-43dc-813c-5c3f0fa78f0c-image.png

                                  …and now the work begins for the PUBLIC demo!

                                  Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                                  bengrueB 1 Reply Last reply Reply Quote 1
                                  • bengrueB Offline
                                    bengrue @bengrue
                                    last edited by

                                    Today’s update is pretty light unfortunately. Moslty I’ve been doing DaY jOb StUfF but in regards to Sully Endeavors I’ve… assisted in merging the Demo branch into Mainline and still that ended up being mostly John.

                                    But I started.

                                    …viva la Gruedorf. 😞

                                    Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                                    1 Reply Last reply Reply Quote 1
                                    • bengrueB Offline
                                      bengrue
                                      last edited by

                                      No pretty screenshots yet!

                                      What have I done in the last few days?

                                      Started work on the keyboard/controller remapping features!

                                      It’s boring! It’s needed! I’m doing it!

                                      Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                                      bengrueB 1 Reply Last reply Reply Quote 1
                                      • bengrueB Offline
                                        bengrue @bengrue
                                        last edited by

                                        Okay so, I’m like a week late. Thankfully, I’m not losing yet again.

                                        I’m STILL working on the key/button rebinding systems! I’m getting about 5-10 hours a week in on Sully right now and this looks like it was a 40-50 hour boi.

                                        Currently I’ve augmented the systems for full subscription/unsubscription. Gayo didnt go the whole mile 10 years ago when he made XNAVERGE, but I can hardly blame him ❤

                                        It only works with actual xbox controllers atm and I need to figure THAT one out (probably need to use a different input library ultimately? Anyone have good c# recommendations for both win/mac?)

                                        What’s left on this feature, though?

                                        1. The UI isn’t yet completed. I’m past “choose a virtual key (i.e., up/down/confirm/cancel etc” and “choose unbind an existing key or bind a new key” and I’m past capturing diff’d keypresses. But now I have to go down about 6 if/else paths because this is a very edge conditiony problemspace. Like: “how about never unbind the last key for an action, lest you remove your ability to play the game or even fix the problem.” Stuff like that.

                                        2. I need to add savefile stuff for this all! Dehydration and rehydration, baby!

                                        Anyways, I bet this is what my next post is about too. Alas.

                                        Currently making Sully: A Very Serious RPG: http://sullyrpg.com

                                        bengrueB 1 Reply Last reply Reply Quote 2
                                        • bengrueB Offline
                                          bengrue @bengrue
                                          last edited by

                                          A week late and a weak post, but I got SOME work done:
                                          Still plodding through the input menu stuff; just got a new xbox controller so I can test the XNA builtins and Overkill pointed me at some more generic controller code that’ll just, you know, work with generic gamepads?

                                          Otherwise I’ve got it so bound keys now legitimately unbind! Yay! Now I need to make sure you can’t ever unbind the last keyboard binding for something, and… do the gamepad unbinding, and binding for both (have the if/else’s set up for it all, but it’s a lot of edge cases I… need to add more if/elses for!)

                                          Oh and then I need to add loading and saving of all of this.

                                          Wheeeeeee

                                          Currently making Sully: A Very Serious RPG: http://sullyrpg.com

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                                          • bengrueB Offline
                                            bengrue
                                            last edited by

                                            28 Days later…

                                            1: Been preoccupied by my day job; I decided to quit it to start focusing on Breadbros full time!

                                            1. I got the Keyboard config stuff in, up through load/save. Need to finish it off with Joystick config, but we’re close!2bacd4d4-f9be-4a83-b1ba-3f6c0d68a1c6-image.png
                                              dab0882a-5fee-4a93-83bc-aaeed595b02d-image.png
                                              ceb457c7-fbf0-45c7-9d6c-f17a02f5bf98-image.png

                                            Currently making Sully: A Very Serious RPG: http://sullyrpg.com

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