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cda

by Hand Knit

Pizzatime posted:

it's of course always a possibility that I'm overthinking things. seems like either way'd have pros and cons, but in the grand scheme of things it might both not amount to much and amount to a whole lot. As that goes, I'm currently busy rewriting the entire way I'm typing out the text letter by letter because of this tiny little bug where the b of "by" moves a little when it really shouldn't.



It feels like it's going to be a million years before this game is ever finished if you keep doing stuff like that. I mean I'm all about competence but drat dude.

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alnilam

I don't even see the b move :/

Pizzatime



!!

Pizzatime

Jokes aside though, those seemingly OCD-driven decisions actually have a very good cost to benefit ratio. Here's why:

Every bug that is not caused by an isolated piece of code which is only executed once will reappear throughout development. If I solve it now, I'm making sure that this won't happen again in various new and interesting ways while I'm already 10K+ lines of text into the game, effectively having locked myself out of a number of ways to solve this problem by that point. So, the sooner you solve these things, the easier of a time you'll have solving them.

Next, every bug you solve teaches you something new. In this case, I've already found the way I'd want to go about this one, which is diplaying the text, fully typed out in black color, and then changing it to white, letter by letter, erasing the possibility of any automatic reformatting due to the actual characters never even changing. This new knowledge brings about new possibilities that will positively influence the game further. A good example of that is when I was unhappy with the regular fade to black that's been used by the framework to transition screens and wrote a class that fades the screens to black using only the colors of the background's palette, bringing about lots of good things, like the color count of gifs I export having a screentransition in them not going through the roof as well as abiding to those sweet retro limitations.

Finally, doing these things is mostly just a question of how to do them, the actual execution doesn't take long once you understand how to do it. So in a day or two, this will already be solved and I'll be back to progressing the actual content of the game with raised enthusiasm cause of the last currently known bug (I've known about this one for a good half year but avoided it up until now) having been squashed!

Pizzatime fucked around with this message at 08:17 on Aug 28, 2017

cda

by Hand Knit

Pizzatime posted:

Jokes aside though, those seemingly OCD-driven decisions actually have a very good cost to benefit ratio. Here's why:

Every bug that is not caused by an isolated piece of code which is only executed once will reappear throughout development. If I solve it now, I'm making sure that this won't happen again in various new and interesting ways while I'm already 10K+ lines of text into the game, effectively having locked myself out of a number of ways to solve this problem by that point. So, the sooner you solve these things, the easier of a time you'll have solving them.

Next, every bug you solve teaches you something new. In this case, I've already found the way I'd want to go about this one, which is diplaying the text, fully typed out in black color, and then changing it to white, letter by letter, erasing the possibility of any automatic reformatting due to the actual characters never even changing. This new knowledge brings about new possibilities that will positively influence the game further. A good example of that is when I was unhappy with the regular fade to black that's been used by the framework to transition screens and wrote a class that fades the screens to black using only the colors of the background's palette, bringing about lots of good things, like the color count of gifs I export having a screentransition in them not going through the roof as well as abiding to those sweet retro limitations.

Finally, doing these things is mostly just a question of how to do them, the actual execution doesn't take long once you understand how to do it. So in a day or two, this will already be solved and I'll be back to progressing the actual content of the game with raised enthusiasm cause of the last currently known bug (I've known about this one for a good half year but avoided it up until now) having been squashed!

Cool. I'm mostly salty because it looks like a cool game and I'd like to play it sometime before I die! :spooky:

Pizzatime

Done!



Let's continue working on the more fun parts. I've already been writing some more clever monologue bits this morning and got a good idea of how I want to finally finish up that Crossroads scene, in respect to code, dialogue, player experience and events. I'm eager to get that done so we can finally leave that snowy area behind already and make our way through the town and onwards to greater glory.

Pizzatime

update: still workin on this game

Pizzatime fucked around with this message at 16:09 on Nov 8, 2017

alnilam

still looking forward to this game

sockingtonsworth

Pizzatime posted:

couldn't leave the last one alone. became kinda cool looking, like the words are part of the clouds or something



this looks so cool PizzaTime!

myDad

ce n'est pas ma mère
Welcome to the friggin' cyberspace!


sig by vanisher™®

Pizzatime

I'll try to keep a weekly devlog going for this over on Itch and Tigsource. I could just clone the posts from Tig over to here if anybody cared for that? I don't know why you wouldn't just read the one at Tig if you were interested but I also don't know why the people at Tig wouldn't just read the one on Itch, ya know? I'll just do it and see what happens.

Week 1: Just begun and already too late

Hello everybody!

Starting right now, I'll be posting an update of this game's development every week from now on until forever.

But, alas, it's the end of the second week already and I havn't done anything yet! So instead, let's size up the current situation.

Let's run the current build of Skullz 'n Skeletonz.



Hi, that's me. This logo used to have half the resolution and a plain old white text, it also used to read Pizzamakesgames. I'm not happy with this revamped version yet, and it still does the engine fade to black which I've gotten rid of for most of the rest of the game.



The pizza is followed by an illegible title screen that is way too dark and missing an important asset that would normally be looming in the distance. Technically, this screen was already finished at one point, at which it looked like this:



The old version is much more legible, not only in regards to the text, but just wasn't a powerful enough first impression (also a technical nightmare, look at those fades), so forgive me for feeling the need to work on this a bunch still, but I'm excited to get this particular screen into a state that'll make the player want to dive right in from the very first second.

We choose the new game option and...



We get a broken loading screen followed by the start of the first scene that I'm gonna keep a secret since it's something I don't wanna spoil. That blue line in the lower left is due to me having haphazardly hacked in the inventory recently without accounting for changing palettes yet.



Next up is this scene in which I'm trying to give a big contrast to the previous hectic mess I didn't just show you while also driving you to do something by the screen shaking and the sound crunching rhytmically, hopefully enticing you to figure out what's happening. This is the first scene I'm basically completely happy with. I changed the way these responses are written after reading a good book recently and hoped they would give a nice contrast to the casual talk the main character is using. You'll see in a sec.



You'll get a little intro movie after you've got through some dialogue in the previous scene. This is one of 4 shots, and probably the only one I need to change something about still. You see, that skull you play as is called Joseph, but there's some great potential for immersion if the player were to pick his own name which I don't wanna miss out on, so that text is gonna change from "Joseph" to "yourself" eventually. The name is still gonna default to Joseph if you wanna go all like "I'm not gonna be renaming the main characters" on me.



This is the big one. The first scene to give you full control as well as the last shot of the intro cutscene. Your adventure starts here, and I've been stuck on this scene for a while, using it as a playground to try out a lot of different ways for the player to interact with the game.



Once I'm completely happy with this scene and determined a satisfying  way to interact with everything in it, and with that, the entire game, every scene after will be as easy to create as if I was playing the game myself, and I'm real close to be done with that.



That's it for this one. The next entry is due today already, so I'll probably continue this with another post of all the scenes that already exist but aren't connected to the gameplay loop yet, of which there are a lot, and then we're off to new adventures. Let's get this game made!

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Slush Garbo

FALSE SLACK
is
BETTER
than
NO SLACK
It's lookin good peetz!

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