It didn’t! How about this screenshot of Mt Jujube’s exterior, art by Hyptosis!
Things I’ve done in the last week for [SullyRpg.com](link url)
Oh, and Gruedorf’s back. 2021 Forum Lyfe!!!1
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.
Things I’ve done:
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!
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!
And that’s it for Sully Stuff that I can talk about!
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.
Wow, I fell to 7th place in updates and missed (checks watch) like 7-8 updates.
I was a bit waylaid by taking care of my wife through Mononucleosis for two months AND handling a move!
Oh and I’m planning my wedding ceremony. Look, there’s a lot of stuff happening! ;_;
Sully-wise, not much has happened.
Gamedev-wise, I’ve been working on something I can’t talk about right now
I have made a json dictionary de-dupe scrubber for my datafiles though, so that’s nice.
Sorry for the devtease. I’ll let the cats out of the bag as soon as they stop meowing so much.
Hey so, a few of us VERGErs have been working on a reboot of The Sully Chronicles for a few years (first announced here: http://archive.verge-rpg.com/forums/news/sully-a-very-serious-rpg.html)
So yeah! That’s still going on. Currently we’re working on the new Dungeon of Love. So that’s neat.
Let’s see if the upload stuff works: here’s the opening title theme, by Zathras!
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!
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.)
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!
Did you know that “doodling” is work if you call it “design”?
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?
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.
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.
I’m done with the first pass on the input config!
It loads! It saves! It lets you rebind keyboards! It lets you rebind gamepads! It slices! It dices!
Now I’m moving on to another critical piece of infrastucture… THE INTERNATIONALIZATION SYSTEM.
Wish me luck!