3 months ago

Happy July everyone! I hope you're all well and had an awesome June!

I think I'll not bother with splitting this up into different parts this month, things kinda led into each other.

Here goes!

Crossposted from https://www.patreon.com/posts/105981795


Reworked the Build Menu's Placement indicators and added better visibility options.

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2111

I need to fix it so it shows the correct Wall that a Wall Hanging will attach to, it mostly works but it doesn't work for corners, for some reason it's not consistent with which wall it highlights and which it places it on. Clearly I have two checks working in different orders, need to make it just one!

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2070

Huh! You can place Paintings and Flags outside of Buildings with no issues! Didn't plan that, but I love it!

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2071
Wait, that gives me an idea...Building/Wall Plaques! Now I gotta add a way of adding Text...

So text entry with a keyboard is easy enough! Building an onscreen keyboard for joypad entry will be the hard bit. I'll also have to set up the option to edit it, instead of being automatic, and proabably should disable my debug keys while you're doing it X'D (that's why the screen goes green, showing the collision grid)

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2073

Tried to use my Dialogue System so I can have line linebreaks, kinda works but it doesn't have the kind of freedom you'd really need. So I'm gonna have to make a new one for this.

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2074

First stage of adding an Onscreen Keyboard for Joypad input is done!

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2076

I've split Wall Plaques and Building Plaques into different Object Types, you can only add text of Wall Plaques, leaving Building ones as showing data about the Building such as if it's Occupied or not.

Didn't get my linebreaks right though, manual ones work, but when you reach the max line width it moves the current line down...huh.

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2077

Yay! Got the linebreaks working correctly, just need to adjust the allowed length now!

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2078

No wait, it still broken >:|

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2079

Ok NOW it works right! Also added the text entry system to the Customise Character menu, so you can change your name.

Unfortunately when I added the text option to this the amount of draw_text being used was too much for it to handle and would randomly make bits disappear. This is because to add the boarder to the font I'm actually drawing it multiple times just offset by a pixel, so that's gotta go!
I did try to make a shader to add the boarder but I couldn't get it to do it a different colour to the font, so I gave up.

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2081

Instead I've had to rip out my font and manually add a boarder to it, this was such a faff on, there doesn't seem to be a convenient way to do it and keep uniform spacing for each letter so I've had to manually adjust them then re-add the font as images to the game. Because of this I've got to go through all my code that sets the font to be black and swap it to be white, otherwise it ends up like you see on the Character screen above.
I've also made the Character screen into a surface and drawn all the static parts, this reduces the amount of things constantly being drawn quite a bit. Not sure if its worth doing that for the other menus too, they mostly have moving parts.

New Font works well, but since I've had to manually make it I've only got the one size. Anything not drawn to the UI is gonna be huge, so I need to make some smaller versions (Game Maker requires different font for each size you want to use)

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2082

I think....I think I messed up the sprite or character order? Heheh...EFBOOB

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2085

There we go! Everything is assigned correctly! I'd missed adding a character for ", which I can't actually use in text because putting text in "" makes Game Maker think it's text... so if you try to use it it exits out of the text and throws up errors. Good job I can use two ' !

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2086

Plugged the Text Entry System into the Pet Menu, now you can manually give your Pets a name other than the random ones!

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2084

Tried making the Onscreen Keyboard bigger, and giving it some feedback, but I couldn't get it to show right. I think making it out of lines is a mistake, so I'll have to use sprites instead.

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2087

Yea, sprites look nicer! Definitely way too big though!

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2088

Added some UI feed back, when you press a key. Little hard to see if you're swapping keys fast though.

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2089

OK, Here we go! Added a new section to the Customise Character Menu, put all the Text Entry parts on the same page to make things neater. Something went wrong with the draw text coordinates though. I think it's because I've got a different number of boxes on the first line...

It's because I added 2 pronoun options that you can cycle through, if I'd combined them into one box it would have worked fine, but I wanted people to have more freedom in their choices.

I'm not sure if I'll add a custom for them or not? I can't add it directly here, I'd have to put it in the options screen or something because of how this is set up. (getting different number of boxes on the first line to the rest was an absolute nightmare!)

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2090

Yea that was definitely the issue, all working now. At some point I need to update the Appearance page to have a way of showing the Skin/Hair/Eye colour choices.

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2091

Back to Buildings stuff! Turnsout out that you couldn't place Bench Tops on Benches, so I had to fix that. The collision check was finding the Building and therefore failing.

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2093

Urgh, and of course Cafe's don't work with the new Building Resize system I made last month. All because I wanted them to look different and have the little inside corners! T_T

Also, for some reason I couldn't get the BarFlap open X'D

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2094

Step 1. Make the walls move correctly. Pretty simple in hindsight, just needed to add an offset of a single wall width when dealing with Cafes. Doesn't check if there's collisions with the wall though, so the Stools are getting stuck in them.

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2095

Realised that the left wall wasn't going to be able to be moved because of the Bar Flap, so I've moved it further into the room. This was the way easier option for now, but I'll probably still need to update the collision check. The issue is that it can't be moved right since there's a Bat Top in the way, so It'll have to destroy that and the system just isn't set up for that right now.

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2096

I changed the Bar Tops to be classified as Walls, and now they get cropped correctly, it even makes the outside walls connect to them! Which was unexpected!

Unfortunately I'm getting some erroneous extra walls when changing two sides of a Building...

I've also changed the code for destroying Building parts to use the main destroy Building script, so that's much cleaner. Had to turn off the refund section though since I'm not sure such a refund for every specific part is best. Will have to mess with it.

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2097

When you move a wall, only the outer walls move, the inner ones are destroyed because there's already one in the way, but if you move two sides at once, that's no longer true. So instead of a collision check (or as well as?) I need to maybe just do a check to see if a wall is "inside" the room?
Going to have to rework that whole check system I think. I need to check if the object are outside of the room, or inside the room but NOT where the Wall should be...

Bunch of tests to check what is and isn't outside of a room. I turned off the destroy part and replaced it with just making them transparent so it's easier to know whats effected.

Seems that I've been destroying all the Walls on the outside this whole time...that's not right!

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2098

Hmm, still the same?

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2099

Put the destroy code back in and it all got destroyed X'D

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2100

Got the left and top Walls to stick around, but I must be checking the wrong coordinated for the right and bottom ones.

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2102

Ahhh seems to be looking right now! Time to add back in the rebuild part of the code to fill in the Wall gaps!

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2104

Yup! All working! Wait...thought I had it...but what that Door doing?!?!

So apparently I never wrote any code to store the door position when loading a game...

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2105

OMGOSH it worked first time?!?! Doors positions are now saved and loaded!

Only time will tell if I messed something up with the lists. (OH HAHAHAHA)

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2106

Added a new Chest Type, one that can only hold Tools. I plan on making it so if you add this to the House of a Farmer/Forester will improve their satisfaction of the House and give them better stats/things to do.

Having trouble accessing this though because of the smaller collision box of the sprite, going to have to redesign it so it takes up the full sub-cell.

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2107

Fixed it and added two more Chest Types! An Icebox for Food and a Seedbox for Seeds and Shoots!
Thinking Icebox should make Farmers and Chefs happy, and the Seedbox Farmers and Foresters!

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2108

They're all coded up to only accept the correct item types, modified the code that only lets you feed Pets what they like to do so!

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2109

Wanted to check if they'd be Saved properly like normal Chests and they do....but I found an different issue.

If you move an object that is the default part of a Building, say the Oven in a Cafe, and then place an object there and Save, that object can't be restored on Load. I need to split the Load code for Houses into 2 separate for loops, one for the default parts, and one for the added parts. That way the default parts can have their position updated to the correct one before it tries to place the added parts.

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2112

I also realise that I've had Cafes set to have two Doors for their entrance but it was only creating the one, and then putting a wall where the other was. So I've added Double Doors and set that as the default door for them. Slight issue is that means these can't be re-positioned, so I'll have to add a loop to the collision check for moving parts of Buildings, but I'm not doing it yet!

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2113

I think that's everything big? Lots of little things here and there were done too! Here's a, probably incomplete, list!

Bug Fixes and small Changes

Not many this month, since I was mostly doing big reworks!

-Fixed some offset bugs in the Build Menu.

-Fixed collision grid not being updated when Loading a Building where the main parts had been moved from original place.

-Fixed a bug where temp Inventory data wasn't being cleared causing a crash with houses. X'D

-Fixed Shoreline blocking Building resizing despite not.

-Fixed being able to add a blank Event to the Calendar.

-Fixed Benchtops crashing when used in Houses.

-Fixed Delete Indicator being Red on non-building Walls and Doors.

-Fixed BarFlap control not being destroyed.

-Fixed Doors being able to be moved into edge walls of Buildings.

-Fixed being able to move Corner parts of Buildings other than Houses, updated indicator.

-Fixed Stone Oven's not being able to be moved, or their position being Saved/Loaded.

-Fixed some mistakes in my brackets for Building Interaction.

-Fixed Barflap interaction collision box.

-Fixed Houses Loaded from Game Save not being able to place objects where default objects are placed. (after they'd been moved).

-Fixed wrong collision check area size when moving walls/doors of Buildings.

-Redid the Destroy code for House Parts to use the Main Destroy Code

-Removed Refunds from House Parts on House Destroy, might put back, needs limited.

-Removed Dust Cloud from House Parts on House Destroy, might put back, not sure if causes slowdown, maybe limit.

Thank you all so much as always, you're support means the world to me and seriously helps to keep me going!

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I hope you're all well and have a fantastic July! Please look after yourselves and keep being awesome!!



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