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(1 edit) (+1)

the testing is going well - I got a lot of help with testing now
and it was a good idea to not leave it for last this time ๐Ÿค”

of course it's ironic that the public testing also has a pre-testing phase
but that is the way the cookie crumbles ๐Ÿช
it's more of a psychological thing - better not let people exposed to potential big bugs ๐Ÿค”

soon everyone will can play the demo for real
very soon here on itch
and a few weeks after the game gets through the tedious
approval process on steam ๐Ÿค”

some highlights on what has been fixed in the past week:

the lightmap generation got fixes - and I completely had to re-lit the map

here is an area without filtering 

there were a lot of mistakes - but mostly with filtering:
- pixels extended to the edge of the image and this broke blurring
- blurring the image without using the triangles for a mask introduced smudging
- I didn't do dot product tests between the light and surface normals
i'm on the fence about this one as I also invented a cheap way for ambient light with not using them
but now everything looks proper and more oldschool ๐Ÿค”
 

so with the proper normals this whale skull looks a bit weird with hard edges

rocks look a lot less natural but I kind of like it  ๐Ÿค”

there were some major bugs:
- I only saved the first 16 weapon slots from 32 - making the pugon pistol lost in saves ๐Ÿ˜”
- Zortch was not shown in the guided missile view - I coded it out accidently with the vehicles
- gibs were floating after you loaded a game - their groundpos was not saved
- ladders used dot products wrong to see if you were facing them - dot products seem to be my arch enemy ๐Ÿค”

guided missile view - Zortch thinks she is in a car ๐Ÿ‘€

and here it is fixed ๐Ÿค”

for my next trick I will try and make the gamepad work properly
unfortunately nobody testing has tried it with a gamepad
and I don't play with it much either
so all shenanigans will come out when testing will become public for real ๐Ÿค”

until next time ๐Ÿ‘‹