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-Currently implementing new Achievement plugin for support on 64-bit systems
-Some weird bug with closing the achievement window during a color storm and the game not correctly unpausing
-Very rarely - entities won't reserve / respect the reservations of other entities when pathing, so they'll just... eat each other. It's a tricky one - lots of things going on.
-Linux: More distros, more testing.
I'll keep you all posted - [Right here. I'll try to keep a log]
-Joshua
I think I've cracked bugs 1, 2 and 3.
Here's the story (for those of you interested in the grimy underside of the colorful world):
So - the game saves little bits to memory everytime something happens (say, you pickup something, you color something).
And then every so often (30 seconds or on quit or minimize) it commits all of that to a file. (A file that you can copy and share around, if you like! We do it for testing).
However... sometimes that commit is interrupted or doesn't trigger (say - the game crashes, or _maybe_ an Alt-F4 exit. I'll have to test that).
Since the player's position is the most frequently-updated piece of data - it's the one that gets lost.
So you end up with a world in which you have no _place_. (Just like real life!)
So when the game boots, it's frantically trying to find a place in which to put you.
Sometimes, that goes wild (like the slanted world) and sometimes - it just goes "No dice" (like the crash on startup).
So we'll see! I've just intentionally imported a bad save file and I'm running off that to see if the game just... takes it and accepts it and gets on with life.
Looking good thus far!
Sidebar: Are people interested in this sort of commentary? I assume there's a minority of you who are. I'll keep it up until it irritates people.
-Joshua
What I would do is look through my functions and find a place to "correct" an invalid player position.
I had a "bandaid bad save" function in there - but I guess somewhere down the line I added something player-dependent in front of it (it was a call to the weather system to evaluate the color upon which the player was standing).
Long development cycles are crazy, man. It's like... working in tandem with some dark past version of yourself - and you can only communicate through faulty memory.
-Joshua
It was a stupid oversight on my part:
1) Load the world
2) Paint the world
3) Load in whether you have those powers
_But_ that "paint the world" function does a little checking to assure that if a tile _should_ have a pillar, but doesn't for some reason, and you _dont_ have the power... it'll pop it back there.
(For those of you into trivia - the function is called "BandaidWorldNode")
So... minor victory? Achieved.
I get the feelingit's due to the stalkers or the other creatures that create colour since the function has to continuous fight against the Stalker's colour changes to put the land colour to the once it was supposed to be on.
Here's a screenshot showing the behaviour, not taking a video yet though: http://steamcommunity.com/sharedfiles/filedetails/?id=228732871
That's what we've been calling them here.
You can create nice little self-sustaining patches of color and fire and such with the right timing.
It's less a bug and more a... little emergent feature.
(They'll stop once they're offscreen)
But - they do look fascinating if you switch to "map view" while they're going and zoom down on them.
-Joshua
I've been trying to recreate that one for _ages_. I heard some other funny ones - like... turning into a hermit crab, turning into a strider.
I've got it on my list! I just need to find the split second at which it's happening.
Thanks!
-Joshua
I added it way way back at the start of development - I bet it's calling like... a primitive version of "Hide" (it's not hiding that backdrop).
Edit: I wish all bugs were bugs like that. Not bizarre engine bugs or platform bugs. That would be a beautiful world in which to be a developer!
Oh damnit re: screen scrolling. I thought for sure I'd killed that. I'm going in with a vengeance, now.
Thanks!
-Joshua
I swear I have just made a thoroughly _awesome_ optimization to the way Cube & Star paints the ground (the heaviest part of the app - alongside pathfinding I guess. Texture operations are big).
If it stands up to testing... I swear it is going to solve... well, only one problem (garbage collection crashes on 32-bit builds) - but that's one less problem, right?
-Joshua