No release tonight.
I just need to finish programming/scripting the final scene, then the game will be done. I've done testing and tweaking all along, but I'll still give it a full thorough testing. Ideally, I only want there to be one version floating on the internets, which means any improvement ideas will have to wait until my next game.
But I_ seriously_ need_ to_ get_ some_ sleep_.
On a more technical note, I just recently ported the game folder to 6.5.0, and have some issues:
1.) Wasn't hue implemented already in 6.5.0? How come when I delete the python code block for it, it still asks for it? It works otherwise, so I'll keep the block in.
2.) Major difference in build sizes between 6.4.0 and 6.5.0 for the exact same gamefolder. I realize the version of python or something was upgraded for Mac (resulting in 1mb+ increase in distro), but it was still shocking.
Compare 6.4.0:
Win 7.93 MB (8,324,227 bytes)
Linux 7.66 MB (8,043,106 bytes)
Mac 7.59 MB (7,967,937 bytes)
with 6.5.0:
Win 8.24 MB (8,650,609 bytes)
Linux 7.83 MB (8,219,243 bytes)
Mac 9.24 MB (9,698,097 bytes) !!!
These sizes should be around the same for the final release (plus hundreds of bytes more for text), since all I need to do now is finish the coding.
3.) Considering issue #2 above, I'm thinking of just distroing 2 files initially: A windows executable 7-zipped to the max containing a fully-closed-source game, and a Rar-ed open-sourced game folder for Mac, Linux, and those who want to see the insides. Naturally if the game doesn't crash and burn, I would put up Mac and Linux distros to be sent to the RAA, but I wouldn't consider hosting them due to bandwidth. As I saw with the Ripples game -- it was hosted on googlepages and it was only 8.0mb, Google's 'secret' bandwidth allotment is not so high after all.