Here's what I got done in September!
As seen above, I've updated the Mail System to include the senders portrait, as well as adding a silhouette profile if the Goblin is anonymous or no longer on the island!
Realised my 9slice system wasn't going to be right for a UI update, it's more of a "9-tile" system, so I've made a new one!
Duped and re-wrote it so that the middle parts are now stretched instead of being tiled.
Then I made a new script that can use that to draw a background box, but also draw buttons onto it along with text to fill them.
Works really well! Now I just need to go through the entire project and replace all buttons with it T_T

2568
Wait, before that I think I'll rework that second script so instead of having to give it specific width/height, I can give it how many buttons/columns/rows + button width/height. That'd be much better!
That's better, all these UI are using the same script just with different values.
https://i.postimg.cc/FHpsFQ45/monst-Isla2567.gif
2567
Adding new Encounter types for The Ruins in The Caves. This is just a testing room, in game their'd mostly only ever be one of these features, with the other parts being filled with other stuff.
Made this Beacon, which once lit spawns either Mobs or Items. I think I want to make it spawn waves of Mobs?
If I do I might make it always spawn Mobs, and instead you get a reward for completing a set number of waves?
Then I can mode the Item spawning to a different encounter...
https://i.postimg.cc/9fybw1JZ/monst-Isla2569.gif
2569
Got unlucky with the RNG, so I had to make a second gif X'D

2570
Added a timer and wave system , might be a bit aggressive...
(shitty slow tablet gif)

This is better, think I might need two separate timers though?
One for the mob spawning, and one for the waves or the delay between waves?

Added Spawn caps, waves and kill counter

Now with loot!

Updated Chests so they drop all their loot when destroyed. It was either that or have to program an exception and new UI to stop you doing it X'D

2571
Updated the Load Save Game Minimap preview!
Added Player Marker, and centring on selection, also fixed the moving and zooming. Need to work on unlinking them, multiple ones shouldn't zoom/move at the same time.
[Gif too big]
2574
Added a Note System to help keep track of what you've been up to! Had to add a whole new part to the Save System so I wouldn't have to load the whole thing on the Title Screen (which would have been up to three times give the number of save slots)
https://i.postimg.cc/655W2HLZ/monst-Isla2576.gif
2576
Updated the Note System so you can only see and edit the current Saves Notes when in the Save Menu.
Edit: Realised a slight oversight. If you start a new game, it shows the note for the currently selected slot, which you haven't actually set. Not sure what the best way to sort that is other than making it so it auto saves after the new world loads? Obviously I'd add a slot selection before hand.

2580
Added Leaf Particles to Trees and Grass, when hitting or rolling.
Also updated Swords to not provide drops when hitting Grass, and to not collide with Trees. I couldn't leave them hitting them since it caused the trees to wiggle and then the fruit would be floating in the air until the wiggle stopped :S
Probably shouldn't happen with Cactus, not sure why it does X'D
Edit: Oh! I put the check in the Rolling but forgot the Sword part.
I'll probably have to add a lookup variable for where to spawn these, since they're in the wrong place for some trees.
https://i.postimg.cc/mDbqXnrV/monst-Isla2579.gif
2579
Reworked how wall tiles are generated and stored for the Caves and Ruins so I can have different tilesets as well as changed the way the hangings work so Vines can spawn on Cave Walls and are destroyed if the wall is mined.

2581
Reworked have cave shapes are handled so I can have mine-able walls in Ruins as opposed just in Caves, as well as have it so each area can be different and not always contain a Ruin Feature (usually denoted by being surrounded by water)

2582
Updated how ground tiles are generated and stored so I can have Ruins flooring mixed in with the Dirt and Stone.

2583
Further updated the ground code, now Ruins floor continues to be autotiled into Ruins Walls and changed the spawn requirements so it's much more common in Entrance and Exits, as well as areas with a Ruins Feature.

2584
Bug Fixes and small Changes
Fixed Mother Plushies moving one sub-cell downwards every time you Saved and Loaded.
Fixed Benchtops in NPC Houses not Loading their Tops.
Fixed something I missed in the Title UI that broke Character Customisation.
Fixed only the first Save Slot having a Minimap preview.
Fixed a crash bug when attempting to equip nothing in an empty equipment slot.
Fixed not being able to cycle automatic recipe components in Crafting Menu.
Reworked Chest code to be much clearer and work better.
Updated UI for Buildings from use Inventory to show if the item slot is valid.
Updated Delete Menu Selection Indicator to update it's size when over a Building.Never mind, this was massively broken and made it unclear which Building was highlighted. So it's turned off for now.Fixed Wall Hangings being assigned to the wrong wall on Savegame Load.
Fixed Converter Buildings not being Loaded from Savefiles.
Fixed crash bug when placing wall hangings after placing another object and the data not being cleared correctly.
Fixed a NPC collision bug where they could walk into the ocean because I removed the collision data for it at somepoint?!!
Cleaned up Refund Array system to use Macros instead of Strings.
Moved variables for mouth movement and blinking from the Player object to the Camera object for ease of access in other menu's.
I think that's everything?
Thank you all so very much for the support I really can't express how much it helps to keep me going.Please look after yourselves out there, stay safe, and keep being awesome!
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