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BUILD 1759.5250244141

Leaves Of Destiny
A downloadable game for Windows

Builds/Updates so far:


BUILD 1759.5250244141

Dynamic sound frequency for sound effects:

supported for now:

sound on create

more to come

All Builds: 

known performance bugs:

2560 x 2560 with interactive objects can cause framedrops if moving player to: left.... down....right...all over the map

work around solution: save progress, load save file.

only effects larger wolrd areas with interaction/collisions objects.

no clue where this problem come from....

BUILD: 1758.7429199219

assets: lava_2, enter/exit lava dungeon areas (proc objects)

BUILD 1758.4890136719

code:

remove not used: object_ignore_player,  code and flags removed

bugfix: 

moving object into save map on collsion area 

fixed by asset update:

map save block now is  a map save area (saveblock+security/distance frame) to block non player objects from entering the map save block

this is done by the object_collision_static_id flag (Player=2, security_frame=2)=no collision!

other objects (object<>2, ssecurity_frame=2)=collision

BUILD 1758.2331542969

code: rework to Build 1758.0581054688

fixed: bug inventory: caused by: empty inventory object name (shown name of object, if given)

if inventory object name is emtpy a placeholder is used: $NAME$ to sho the developer there is no name to show for the object

bug: player moved objects can cause crash if moved into "map save by collision" area

(investigate this bug, but its no priority, because map can be startet from the point, map crashed, moving objects are not supposed to move into map save areas)

rare bug to investigate, try to trigger: multiple npc spawn from one npc spawn plate (single npc span plate)

will have to investigate, maybe bug has gone with the reworked/rebuild code....

BUILD 1758.1505126953

bug: inventory: format: some lines not stored (Object Name)

inventory is not read correct.

bug priority: high (ASAP)

BUILD 1758.1455078125

changed code: interactive map save object check now is in player collision base routine  (hotfix for engine crash if object is moved by player into interactive map save object, now we make shure

its a player only collsions object)

not used: screen shot for save state (increases the overall save speed)

bug: if object is moved by player into the interactive save oject (object is invisible by default), no map/status save is activated (bug priority : very low)

engine/game is working like intended.

CODE  REMOVED  DID NOT WORK!!!  :

new feature:

object_collision_static_id_create.i = value.i

if set <>0 the object_collsion_static_id.i will be set to object_collision_static_id_create.i if player does collision  with object

attention: need  routines:

E_EXTENDED_COLLISION_ID_HANDLER_SETUP() ;init (gfx load stream)

E_EXTENDED_COLLISION_ID_HANDLER_CHANGE_ID() ;if player does collision with object

E_EXTENDED_COLLISION_ID_HANDLER_RESET_DEFAULT() ;RESET after change!

maybe handy for some collsion special situatuions.

;----------------------------------------------------------

BUILD 1758.0581054688

changed/fixed logic bugs:

"Build information" is shown: on maps with flag: show map info (like intro/continue/start/credits)

and if "developer mode" is active.

fixed logic bug for this output

asset/map data fixed

gui/ui:

gfx placeholder for start gui/ui background (blue rectangle)

ui/gui logic/ locale support:

added english language for  "Pause" gui/ui

added short introduction/readme for the gui/ui syntax (gui/ui container format)

bugs:

"Luck" brick (brick with "?") causes crash if placed on a map save object

solution: add a dynamic collsion id for collision check (created by creation: Elapsed milliseconds = collision id)

different collision id: forces collision check for objects with different collision id. (exept  collision id "0", "0" is always handled like different collision id)

identical collision id (<>0) will cause no collision (so identical objects/enemies do not check for collsion if identical collisionid)

BUILD 1758.0224609375

Bugfixes (logic) :

New: Dynamic user interface (build up from external script)

New: "GO HOME" logic for enemies/objects:

if player flees out of attraction area, objects/enemies now go back to theier start location (like fireplaces...) 

BUILD 1757.8623046875

Fixed: Object move by player bug: 

objects which can  be moved by player, now use the rigit_direction physics,

this is some kind of "hotfix" because the basic function(without dynamic object movement) does not work for #UP direction, could not find the logic bug/problem 

Code:

data types corrected  (did some manual investigation) so integer and fload datatypes should be fixed...

known bugs:

soundsystem:

player move sound volume may change (not intended)

BUILD 1757.5316162109

Bugs: 

Slowdown/Framerate 

player can not move objects in direction:#UP

optimizing:

code: some more corrections (player related data for movement/movement parent child/storage of last move direction

assets:

some experimental (for bug hunting) changes (removed emitter(s)/proc (double feature :))

home castle (startpoint) resized (smaller)

design: 

player movment now uses the "object_loop_move" feature (previewsly used for enemy/npc objects)

BUILD 1756.7634277344

some asset changes (default green asset list)

BUILD 1756.2426757812

some code lines reorganised (more logical position)

BUILD 1756.2110595703

deeper integration of: inputdevice depended GUI 

known bugs: 

player can not move moveable mapobject object in direction "#UP"

BUILD 1755.8955078125

now device debendend GUI/UI is interactive/dynamic

automatic sets the correct input device gui/ui

BUILD 1755.26171875

added support for: 

device debendent input symbols

todo:

alternative gfx for keyboard input

done: XBOX Key "A" shwon as "return" key

BUILD 1755.2585449219

Typo: PROCEDURAL_WORLD_NEED_PLAYER_CAR replaced by PROCEDURAL_WORLD_NEED_PLAYER_CHAR

code recompiled

finaly? Logic Bug in Soundsystem (Boss/Global Sound mute)

logic: statue talker now shows "symbol" if player is in area to talk 

BUILD 1755.1237792969

Controller input: different return values for  left/right stick

example:

left: #UP

right:#UP_R

so both sticks can be used independent

code:

 controller present check, logic optimized

known bugs:

player object interaction: movement: #UP no effect to object

BUILD 1754.7747802734

reactivated object movement by player direction

known bugs:

player can not move object in direction "#UP"

investigate: logic with the direction "#UP" in engine wide code base.....

maybe there was some logic change , because this engine was used for "AWAKENING" jump n run

movement "#UP" works if no movement reset is done (wich is default, so player must trust in wanted direction, to move the object)

BUILD 1754.69140625

Lava Map Asset Update:

Fire Elemental Enemy random spawn (emitter)

BUILD 1754.2545166016

Dynamic  global sound system/control now fully integrated for map/load/enter/reenter/create map

BUILD 1753.8228759766

global dynamic soundsystem is now the default sound system/control for:#

npc, boss situations,

FADE/IN/OUT of global sound is controlled by NPC (TALKER) and BOSS (FIGHT)

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