Can't say I got much done last week. It was a terrible week for me and I didn't want to do anything, at all. Now that time has past, I've proven to myself that returning to what is normal for me is helping me move past it, and I feel relatively normal, in that I function and stuff. So I've been keeping myself busy with Ren'Py and my game, so I have to thank PyTom for making it simply as a therapeutic device for me.
I do have progress to show, so, here it is:
- I started working on the new mini-games. My first ambitious attempt was to make a match-3 game. It actually went rather well. After two two-hour sessions, I had a grid of tiles that could be any size that could swap tiles, see if 3 or more tiles around it matched, and made them disappear from the grid. I had a problem in getting the script that checks surrondingly tiles to properly go up the tile's grapevine to see if any out-branching matching tile existed. I thought I fixed it, but I guess there was one error or something, because it never caught the branches going right. Everything else it captured! I assume this is a grid problem, since my right-branching code it correct. Something about 4 rows/cols is throwing off my script, which I originally wrote for 3 rows/cols and then upgraded it. Anyway, the accompanying visual aid:
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I guess if I worked on it for a while, I could get it to work. But my biggest fear is how to make games start without 3 tile matches already lined up. I guess I could do it, but it seems convoluted to have to check all surrounding tiles for matches before placing a random tile to fill the grid. Maybe I'll go the route where it's not Match-3, but it's a game of trying to eliminate ALL the blocks to 0, and it checks if there are any moves left before giving a score by how many blocks left on the screen. I actually like that game better. Match 3 is just a digital form of fidgeting. With gems.
Realistically, though, I'm probably just going to do a matching game. You know, where you have a grid of cards and you have to match the pairs, flipping only one over to see what it is at a time. It'll make it a timed game, since I'm not going to wait for you to match ALL the cards before moving on each. I would hate it if a developer did that to me.
- Rebuilt my game screens in screen language. They're a mess that I plan to make look pretty later. Just need them to function. I'm getting a better hang of it, but it still knocks me off my feet by how much stuff didn't make it over to SL. Basic positioning properties are apparently on a "need to have" basis where if an immediate use for it doesn't come to mind, it doesn't exist.
I am happy to have full control over the layouts of the screens, which allowed me to do nifty frames around the save/load screen shots that I had to precisely calculate and line up (with much failing) before on imagemaps. The result looked GREAT. Removed those silly numbers before save slots (I get why they're there, I like them, it just throws off my layout) and in general, I'm way more pleased with how save slots look. And I made sure to include a screenshot this time, because my original plan of just knowing what your game was from the band name and last date played was awful while testing, because it was just the same default name for all my save slots. xD My navigation imagemap fudged when I translated it over to SL for the nav screen (after I updated the coordinates for the new x,y,h,w syntax) because I had a transparency in my ground which was clearly being doubled/overlapped for certain areas. So I had to include the solid background in the ground as well to prevent this. Hopefully that's not too big a file. Visual aid:
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Lastly, while rebuilding my preference screen to regular bars and buttons, I found that there was no hover effect for bars. And now I miss that! Maybe it's there and I just don't know the keywords? Maybe I need to go "selected_hover "image.png""? That would be awesome, because I miss that rollover effect I used to have. I also noticed the same thumb problem I've been battling since day one with Ren'Py's ui.bar. It overlaps the bar's filled value and makes this nasty overlap on that part of the bar graphic, so that if there's any part of the bar that's transparent, it gets doubled up and looks awful. So I've been avoiding any bars with transparencies which is hard to do, mind you! BUT, to my wonderful surprise, there's this magic new property called thumb shadow, that if I set to 0, makes it go away. I was ... stunned. And I found my new best friend.
- Got a lot of art from Lorey and from Starling, who is doing the chibis. Visual aid:
newchars.jpg [ 324.42 KiB | Viewed 384 times ]
In order: Dominic, Pete, Karmen. Agents for their different record labels. And some other sprites I'm not showing off.
- Revealed Seth
. He got a good reception.
- Thinking about changing my "company" name from "Aleema Presents" to something that doesn't have "aleema" in it. It's not my name, but it feels self-centered when this game is very much not just me. So far, the best contender is "Happy Backwards" as our new group name.
- Wrote. Weird, I know. Going to need Mikisweety to make sure my stuff isn't crap, though. Wrote, and scripted some scenes. Meaning, I had fun making sound effects. I'm getting closer to releasing an updated demo, which is really putting the fire under me to get things I've been putting off done. Meaning, making expressions and updating character art. I finally made Joel and Natasha's expressions last night. I put in Beau's new suit, so now he actually looks like a hotel manager which is awesome.
I also put in Dallas' new flashback sprite, with all it's expressions, which took a while, since I was also updating his base sprite, too. I was fixing the shading job, because he honestly was my worst color. I STILL have no idea how to color his hair in my style. It went from this to that:
newdallas.png [ 269.23 KiB | Viewed 384 times ]
Thanks to tips from LinWest (make zigzags on his clothes since it's leather, ease off on the crescent shadow on his face, etc) Still looks like crap, though, right? >_< I suck at this coloring thing.
- nmontes, a really surprisingly awesome guy, wrote the game a song called Post Mortem that rocked my socks off. It's 6 minutes of death metal goodness, and he even had optional vocals to go along with it! As he said, his voice was made to scare off little children. xD It's a GREAT SONG, and I am honored to have it in my game. Thank you, nmontes.
Ahh, there's probably other stuff, other people to thank, etc. But this post is long enough.
Oh yeah! LAST WEEK'S POLL RESULTS:How do you like to advance the text?Clicking the mouse
Enter button: 19.6%
External controller/gamepad: 0%Basically, it would be very rare to find someone using the Joystick capabilities of the game, but I'm not going to remove it, because it's there and can be used. Half prefer the keyboard, half prefer just clicking through all that text! Between the keyboards, they didn't especially favor the Enter or Spacebar, though the Spacebar technically won. I personally use the Enter button on the num pad because it's close to the mouse. I switch off to the space bar every so often.
Got addicted to Minecraft. (bye bye Sunday afternoon and evening)
Uh oh. Seek help now! Uninstall! It will consume you in ways you never thought you would be consumed!!
JUST SAY NO!