Thank you for releasing this. :)
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I apparently missed a customer (they walked off before I was finished) but apparently they were still outside, just standing there, waiting for me to hand them the weapon still? Ahhh, so that's what happens...
I gave them what they asked for, they paid me and walked off, unblocking me from getting new customers.
version #19800 (My Little Blacksmith Shop Win 64 Alpha 0.0.71)
In addition to single ingot crafts changing materials to the last-used material (which is well-reported on by now), when you have "blunt" selected (and because there are no single-ingot blunts), the anvil creates the last-used shape, eg. you can make a single copper ingot into an iron greatsword by crafting an iron greatsword normally first, then switching to blunt and crafting a single copper ingot.
You need to click the sign that says "Shop Closed" to make it say "Shop Open" at the start of the day, and then at night time (the game will say "You feel tired." in subtle text that fades in and out along the bottom of the screen) you need to go to bed or else no one will come no matter how long you wait.
Uh oh. :( I just placed an order for an iron ingot and a fancy one-handed grip to fashion into a dagger, but after being shaped the blade was a copper one. (The Z focus was definitely set to blades, because the last thing I crafted before it was a Greatsword) So the NPC paid me for the copper dagger and now I have no moneys.
It seems to be currently possible to place heated ingots into the same slot on the anvil, as the anvil does not detect that there's already an ingot there and auto-positions it anyway or some such.
Good job making the heads themselves have heated/cooled states by the way, you're doing great. :)
Thanks, nyaa. ^^;; I'm a programmer myself, so I know a thing or two about how it is. Glad I could help.
I was actually having the exploding crate contents problem because I was trying to stockpile grips, guards, ingots, daggers, etc. in a single big order at the end of the business day before sleeping for the next day. (Like a real shop!)
If you just order what you need as the NPCs come in, there's so few materials in each crate that it's fine, soo the game is playable for now... oo;
When I attempted to edit the sign's colors, the sign editor GUI got stuck to the screen and wouldn't close. Perhaps it re-opened from left clicking while it was already open or something. I ended up able to walk around with it covering my field of view an awful lot and had to restart. @_@
Time of day is not saved, so if you "feel tired" and save and quit, when you restart it, it will be as if you're waking up at the start of day 1 again, but with all of your money and levels.
It also does not save weapon parts which are "bound" together already, eg. every weapon stocked on your shelves will fall apart when loaded.
And, if you are staring at an ingot when it turns "Ready", the UI text doesn't update until you look away and back (but you can tell it's ready because of the particle effects)
I am also seeing the main pause menu not un-hide the mouse until you click, meaning you might accidentally click a button before you can even see what you're clicking... Maybe that's just in fullscreen mode, though?
Please please please tell me you're gonna make the black weapons on the racks intangible and automatically grab the matching weapon type into its place when approached with one, similar to how ready ingots lock to the anvil... Getting weapons on the racks is kind of difficult right now because they don't have any auto-placement feature (and in the case of daggers, potentially impossible since they're so small they just fall right through the rack with certain heads)
Auto-placement might prove entirely useful, both for the player and you as the developer, in determining when weapons are already properly stocked in the shop so that NPCs can be shown to take weapons off of the racks and buy them directly -- and certainly a lot more reliable than the area check at the counter, which I often struggle with when weapons are premade for some reason.
edit: Okay, I just noticed that when you load a save, all of your assembled weapons fall apart too. @_@ You having trouble figuring out how to get the engine to treat them as a single item or something? Is that something in the way hampering weapon rack development? Gah...
I hate how the contents of delivery boxes all spawn on top of eachother at the same time and then physics-explode all over the place. @_@ Could you maybe make it so that the delivery box just turns invisible, intangible, and immobile for a moment when "destroyed" and starts spawning things in one at a time every few frames so they have a chance for gravity to gently drop them down to the floor first? Then after finishing delivering its contents the box itself can finally disappear.
I tried to bring the box indoors to open it so that the contents would drop all over the flat and grass-less shop floor with walls to hold everything in once... Big mistake. Half of my ingots immediately got stuck wedged between the thin shop floor and the grass floor UNDER the shop because they were launched so hard in the downward direction by chance. :(
I don't even know what's wrong. Is it because the Sound asset itself gets an extension of .dat despite being an appropriate Ogg Vorbis sound file and therefore it gets sent with incorrect metadata that makes Firefox ignore it? Would that make it a problem with the HTML5 Exporter?
Firefox supports HTML5 Audio.
I have no idea why Superpowers Game still cannot play audio outside of Chrome.
The only way I've managed it is to use florentpoujol's dom plug-in to add/use HTML5 audio tags directly. You know that should not be a requirement for cross-browser basic functionality necessary to any serious videogame.
Took me a bit to dig through the source code to find my answer. According to https://github.com/superpowers/superpowers-game/blob/v4.0.3/plugins/default/typescript/componentEditors/BehaviorEditor.ts#L206 the answer is...
No. Only boolean, number. string, and Vector2/3 are valid customizable property types the UI can display. The rest get silently dropped with a debug console error you can't see unless you open your browser console. (Can that even be done in Superpowers App?)
In Superpowers Game, Scene editor, is there currently any way to make a customizable property which is a dropdown of named options, for example a list of acceptable strings or the possible values explicitly declared in an enum?
Right... Thanks. Now I just have to figure out how to debug to discern what type of structure I'm dealing with here.
Edit: Ah... It seems I am dealing with a THREE.Vector2 ... Which is a type that TypeScript won't even let me create myself? But that means that I'm just looking to modify uniforms["textureSize"].value.x and y. Okay, I can live with that.
And in the next version it'll be more in line with the rest of the API and less raw direct access? Sounds good to me. :)
Edit2: Buuut now it looks like I've just moved from having to make a new copy of the shader for every texture, to having to make a new copy of the behavior script for every texture, because I can't find a way to get the sprite width and height...
Oh wait, isn't that more or less what the "Grid Size" is? Right, right, I guess that will have to do, as long as I stick to single-sprite textures for this shader it'll be fine...
Edit11: Actually I think it may be thrown off a bit by THREE.js automatically resizing the texture to be a power of two anyway... Gah. So many little troubles.
I have a shader which requires knowledge of the image width and height in order to properly apply itself. So I add a vec2 uniform to hold such information, and ...
Oh. It looks like I'm going to have to duplicate this shader in full for every individual texture I want to apply it to because there is no way to change the uniforms at runtime. The TypeScript class for shaders is a big opaque dummy you can't do anything with, and the setup to apply a shader to a sprite in a scene or by script doesn't allow for any further inputs besides the shader path to apply.
Kind of. Just make a second camera actor and have it pointed at whatever object you want to use for the sky. (Presumably an inverted box.) You can have it render behind the regular game-scene camera either by changing its order in the scene's actor list or by changing its depth setting. Then you just gotta have your skybox camera rotate (or your sky animate however else you please) along with the regular gameplay camera, but not move. Good luck!