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Starbound [Winter Update!] - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Arts & Entertainment (https://www.southperry.net/forumdisplay.php?fid=12) +--- Forum: General Entertainment (https://www.southperry.net/forumdisplay.php?fid=71) +---- Forum: General Gaming (https://www.southperry.net/forumdisplay.php?fid=74) +---- Thread: Starbound [Winter Update!] (/showthread.php?tid=51948) |
Starbound [Winter Update!] - z0mgc00k13 - 2013-08-06 http://playstarbound.com/5th-august-progress/
5th August Progress
Hi again! Another small update from me.
Today our programmers have fixed a bajillion GUI bugs and ported a large part of the HUD to JSON files. They are also making non-ephemeral plants root to the ground. On the other hand the artists messed with the new monster generator some more and fixed a few issues with it, and are also planning some new and fun clothing styles you can craft and wear. Lastly we worked on obstacles or basically various forms of classic video game spikes. Theyre things youll find naturally in the various biomes and will harm you upon touching them. Watch out! ![]() Starbound [Winter Update!] - Jon - 2013-08-08
6th August Update
Why hello there, fancy seeing you here at this hour. Did you miss me?
Another day with a bunch of little things. Believe it or not, most days are actually like this for everyone (well, my day was a bit busier than most, but in general this is about average). Today I started out the day fixing up some derpiness I did from yesterday (I left some console spam in, so I had to remove it, debugging print statements). Then, I fixed an issue with the Fuel Bars not showing up, because the widget wasnt setting its own size correctly, and was therefore being completely skipped in the draw (because it said it had nothing to draw) because of a recent optimization. Next, I turned my attention to the ActionBar again. As probably mentioned at least one place more obscure than the front page, were going to try out making the L and R slots in the ActionBar actual real slots, with various quick ways to switch between them. So I started by creating a simple Item type (Wieldable) that can be put in that slot. This particular commit may have been slightly misguided as I learned later on that restricting the items in those slots wasnt desired. Oh well. Also in this commit is a new type of InventoryType for the player inventory and the two extra slots (which arent yet being used). There were also a couple of commits relating to this one where I messed up one or two things by jumping the gun slightly on some of the changes in store. I cleaned up some code in the PlayerInventory next, and I also added the new type of slot to the utility functions while doing that. Then, I received a few reports that input handling related to the Gui wasnt working quite right because I didnt make any distinction between a Hud Window and a regular window, so the Hud Windows were eating input events incorrectly. So I added that to the window manager, and also restructured how inputs are passed along to be semantically correct. Then, I went back to PlayerInventory and fixed an outstanding bug while I was in the area related to picking up money out of a chest. Then, I jumped back to Gui and did a few changes to the underlying widgets to set their sizes and scissoring areas correctly. And I also fixed an issue with debugging windows showing the areas of certain Gui parts to be much bigger than they actually are (which means theyre getting input they shouldnt be). Then, I decided all of this back and forth was confusing, so I started working on something small (which I thought turned out to be much harder than I thought, but wound up being much easier than I thought). The small thing was simply shift+click => moves items to your inventory automatically. I simply did not fully understand the semantics of some of the code, so I started doing crazy pointless things. Next, I got a report that there were still some bugs with ActionBar involving the L and R slots (which are still working in the previous rather than the new way). I fixed those bugs. Then fixed another bug I noticed. Went back to the shift click thing, committed my work, and then Bart let me know that I got the semantics wrong (as I mentioned earlier) and it wasnt nearly as complicated as I thought. What about the rest of the people? Kyren started off the day by locking tiles under major plants and objects (like trees, and chests), and preventing them from being removed or damaged until the anchor is gone. Then she created a commit that would cause the game not to crash if it loaded an older version of the Player file (yay). She also cleaned up some smart pointers that were being held onto for no good reason and effectively leaking. Then she did some bugfixes to the change mentioned earlier with locking tiles if they have major objects rooted above them. Some tiles were locking incorrectly. Next she did some profile guided optimizations to the Dungeon Builder, avoided some pointless reallocations, which is always good. She also reduced the memory footprint of the game by quite a bit. Seems less, but probably more work actually went into her stuff than mine. Mine was all little stuff today, whereas the locking block thing is a big feature, and mostly non-trivial. Bart changed how the Matter Manipulator gives damage to a block. Then he added a bit more flexibility to the damage radius of various tools (instead of 1, 9, 25, we can do 1, 4, 9, 16, 25). Then he made multiple placement of blocks actually the default. Dunno how thats eventually going to wind up, but it seems reasonable. After that very small commit he made a significantly larger one dealing with the order in which some things were rendered in the tile placement previews and a few other things. Legris did a bunch of work on hueshifting in the sky. Trying to get all of this looking good. Then he went on to change the desert parallaxes. And made some modifications to the planets clouds. Speaking of parallax, Rho changed up the Snow parallax today as well. Also, removed a left over Eddie Murphy laugh ogg file in the code base, and then added some new smashables. George spent a lot of time on UI work. You guys have probably already seen Tiys post about it on the forums. Were deciding how we want to organize the UI in terms of all of the dang bars everywhere. Finally Tiy did a whole bunch of stuff (like normal), he tweaked the sky colors with Legris, then he all of the missing biome drop configurations which tell our engine which items go where in chests, out in the field, etc. Next, he added a completely new minibiome, then theres a few commits after that where he tweaked some stuff in it. All in all, it was a productive day here. Maybe a bit more than average, but nothing crazy out of the ordinary for our crunch times. I know that sometimes it seems like were not saying much about the updates. Putting together posts like this does take quite a while though. And its of course more important that we get as much done on the game as possible. Hope this helps give a little bit of an insight on crazy sorts of days that we have.
7th August Progress
Heres some info on what was completed today, list style
- A bunch of new behaviour on the first boss - Trees were given a proper animation when theyre in the process of being chopped at - Work was undertaken on shift+clicking items to move them between a chest and the inventory - A bug was fixed that broke the ability to hold backspace to erase multiple characters - Visual armor slots were implemented - A small fix to the interactable area on usable objects - E is now the use key instead of right click to prevent accidentally using an item when using your secondary fire - A bunch of additions to terrain generation were added to ensure interesting land features appear - All objects were made two handed by default - Failing to load a missing image no longer crashes the game - Fixed building in OSX that broke the other day - New minibiome art - New objects to collect - A large number of deep bug fixes Here are a number of large screenshots I took today, they dont show off anything in particular
Spoiler
![]() http://playstarbound.com/wp-content/uploads/2013/08/large3.png http://playstarbound.com/wp-content/uploads/2013/08/large4.png
Spoiler
![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-09 http://playstarbound.com/8th-august-progress/
8th August Progress
Hey guys, gonna keep it relatively short today but a lot of little things have been happening across the board.
More tutorial quests have been added, so getting started is hopefully going to prove nice and straight-forward for our players. More and more biomes are being crammed in too! This means more variety, yay! Bartwe has made a whole bunch of improvements to game performance, things are running nice and silky smooth! The tree chopping animation has received a little more attention today. Branches will now sway and the tree will wobble above the chopping point! Thats about it for now, but let me leave you with this screenshot that I thought was really pretty! ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-10 http://playstarbound.com/9th-august-progress/
9th August Progress
I had to sort out an altercation between a duck and a moose today. It delayed the daily update
![]() The main menu and its sub menus were redesigned today, heres a preview: ![]() The backdrop will change each time and is a real world. So fully animated and so on. Some changes were made to rendering to ensure the game is very smooth. We made sure plant drops are drawn behind the player. Lava was given a new texture and light properties. A lot of work is going into the new hot bar functionality to ensure the player has two equipment slots that they can switch back to quickly after using any other item. The Z layer ordering on particles was modified. New crafting recipes/blocks were added. A bunch of new sounds were added. Shift click now moves items between a chest and inventory. A fix was made to the hawk eye special ability that certain items apply. A bug was fixed with the way vines are chopped down. Character play time is now tracked to find out the age of a character. A small delay on warping to a planet was fixed. A ton of other very technical bug fixes and changes. Oh god the moose is back, the duck appears to be sitting on its back. This cant be good. Starbound [Winter Update!] - z0mgc00k13 - 2013-08-11 http://playstarbound.com/10-august-progress/
10th august Progress
Hi guys
So today.. We added a new skill system to the random monsters you encounter. Each monster is given a bunch of different skills that define their behavior. Think Pokemon moves. We made sure that when lots of drops are on screen they combine into single stacks to aid performance. A bunch of changes continue to be made to the hotbar and its functionality. Trash/item deletion was added to the inventory. Again a bunch of big performance increases were added. Work was done on the new menus. And a ton of bug fixes were made. Do you guys recall a long time ago we put out the video on forest diversity? Heres a somewhat updated idea of what to expect.. [video=youtube;17_-r0h3BQY]http://www.youtube.com/watch?v=17_-r0h3BQY[/video] Starbound [Winter Update!] - z0mgc00k13 - 2013-08-12 http://playstarbound.com/11-august-progress/
11th August Progress
Hello!
Today was yet another eventful day and heres another small update from GeorgeV! Besides the usual bug fixes we added some new skills to enemy monsters, redesigned some of the UI in the title screens sub-screens and added some microdungeons to the underground layers. We also changed the enemy health bar a little bit and also saw yet more progress on our first enemy boss. Now what to show you ah, heres some food. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-13 http://playstarbound.com/12-august-progress/
12th August Progress
Hello!
Lots of tweaks happening today, especially as were gearing up for Insomnia Gaming Festival- just a little over a week to go! Weve been working on lots of underground microdungeons, just to make the underground more interesting and worthwhile to explore. And dangerous. Watch out for traps! Theres been a bunch of little UI changes too- skill icons that show up when monsters are using skills, as well as more changes to the hotbar. A bunch of sounds were improved. So possibly not the most exciting updates today, but important things are getting done! Have a pretty rain gif with some eyeball trees. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-14 http://playstarbound.com/13-august-progress/
13 August Progress
Hello there!
Legris here hijacking Barts account! Been a while since I made one of these, seems a few of the other devs fell asleep on their keyboards before posting a daily, so lets see whats been happening today! First off there has been a few changes to our main menu screen, we changed the character selection screen to be a bit more functional and nice looking. Curtis also made us a brand new track to go with it thats in fact so good I was staring a good while on the character creator just listening to it, the song is well over 10 minutes too. ![]() The new character selection menu. As for the art side of things, more UI work has been done, slight tweaks mostly, I added a ton of new low level weapons to be found at the start of the game, rusty old gear that hopefully will help you early on! ![]() Classic. Blinking whenever a photo is being taken. ![]() Bonus picture, my axe doesnt even scratch this guy, its probably a good idea to run into these dark mines Until next time! Starbound [Winter Update!] - z0mgc00k13 - 2013-08-15 http://playstarbound.com/14th-august-update/
14th August Update
Evening, guys!
Another long day of tweaks, improvements and additions! Youre gonna see a bunch of that this week leading into next, really, but after next weekends expo things will start to pick up with more interesting updates again. On my end, Ive been working on implementing the crafting recipes for starter foods and clothes. The assets have all been there, but configuring recipes for them gives players the means to actually craft them in-game. So pretty important stuff to have in there! Again, weve made a bunch of little UI improvements- adding the menu background you see when you hit the esc button, improving the way quests are listed, and fixing even more action bar bugs. Some more battle music was added, Tiy fiddled around with planetary temperatures, and I believe some final tweaks were made to the first boss behavior patterns. Maybe final tweaks. Ynever know. There arent really any relevant screenshots I could show you that you havent seen before, so I made a snowy night time guitar gif instead because reasons. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-15 http://playstarbound.com/15th-august-progress/
15th August Progress
Hello there
Sadly the services we use to collaborate have been up and down for much of the day, making it difficult for us to get work done. That said we did manage to sneak in some changes between outages.. lets see.. We produced a bunch of work on armor tooltips and the way armor stats are displayed to the player. The armor and warmth of various clothing is far more clear now. The system also allows us to describe other status effects and augmentations nicely in tooltips. Another massive bunch of bug fixes were made. We had a bug where armor held in your hands was having its stats applied as if worn. That was nicely stamped out. We also had a bug where players stripping down to enter a bed were freezing to death. Beds are no longer death traps on cold planets. Speaking of cold planets, planet temperatures were rebalanced across the board. A whole bunch of clothing was added to the clothes crafting interface. Visual armor slots are now functioning fully. A big bunch of graphics fixes were made across the game and even more battle music was added. Im super excited about my first nights sleep before 3am in a while! So goodnight guys.Are any of you going to be at i49? Starbound [Winter Update!] - z0mgc00k13 - 2013-08-17 http://playstarbound.com/16th-august-progress/
16th August Progress
Hiya folks and folkettes,
Today was a very busy day, mostly it was bartwe and I dueling bugfixes on stream. And thats boring. Heres a short list before I talk about more interesting stuff. I lied when I said it was all bug fixes. I also added a secondary inventory bag, materials get auto sorted into it. So now you have a total of 92 available slots, + equipment slots. I honestly had completely forgot that I pushed that this morning. Long day Ok, here goes. First, bartwe did a few changes to error handling in Windows, trying to make the automatic stack backtraces that print when the game crashes under windows better. This helps us debug in the future, but isnt really a bug fix. Next, he fixed an issue with tiny damage numbers being shown on hit. After that, he changed some of the environmental hazard code to allow for non-100% of your health damage values to be used. Then, he fixed a few oversights with the aforementioned feature addition. I had a few logical oversights/missing functionality. Also, he fixed some minor placement issues with enemy skid particles. They were not being generated at the correct offset. Finally, he fixed a few typos/code prettiment/general cleanup. I started out the day adding that 2nd bag feature. I then moved on to fixing a few bugs dealing with how the BeamAxe was rendering its laser. The offset was wrong. Then, I fixed an oversight in the Gui code that could lead to Panes being registered to the PaneManager without actually ever formally being registered, causing some issues. Later, I fixed some issues with the Crafting system not sourcing from the new bag at all, and after I fixed that, I had to fix another bug where it didnt actually remove the items from the bag after crafting. Derp! Have you ever noticed in the streams that when someone uses the beam axe the hand kinda does weird things when turning the player around, it kinda jerks up or down and the slowly moves back down or up? Fixed that. Also, when you moved the cursor too close to the player the hand went all spazzy and flailed around more wildly than a cat thrown into a bathtub? Yeah, fixed that too. Next, I fixed a few edge cases of inventory handling that Im going to talk about in more detail a little bit later, and fixed another issue where the UI wasnt loading the Held slots correctly when you restarted the game from a player save file. Then, I got a few bugs from George, who told me that the nav window wasnt dismissing/coming back correctly. So I took some time to fix that. The pane wasnt marked as persistent, and also it was erroneously eating keystrokes. Two bugs fixed there. Finally, I took some time to put in a feature that had been bothering me, I added shift clicking to move from the inventory to the actionbar and vica versa. I still need to come up with a good key shortcut to move the selected item into the correct hand. Any ideas? Long day. Whew. So to make things less bland and listy, lets talk about the Action Bar and Inventory handling at large. Its recently gone through some very major changes to be far more deliberate. Because its so delicate and edge case filled, its difficult to get it to do the right thing. So this is my Action Bar. There are many like it, but this one is mine. ![]() One thing that you will notice that has changed is now L and R are real item slots, rather than a reflection of something else on the bar. However, if youll remember, we also had two handed items before, how do those work with this system? Well! We simply disable the appropriate slot and reflect that visually by greying out the appropriate item slot! ![]() This solution seemed far more elegant than forcing the opposite handed item completely out of the slot and into a bag that may or may not actually have space for it. But! I hear you cry, This way seems far more cumbersome. I lose the ability to quickly jump between slots if I need to physically move the item to the L and R slots. Not so fast! I reply, You still can quickly jump to other slots on your action bar. ![]() And it works with two handed items too, of course. ![]() So lets talk about how all of this works under the hood, shall we? The ActionBar itself is controlled by /source/frontend/StarActionBar.hpp, this file, along with its associated cpp file, defines an object, which is held by the MainInterface, /source/frontend/StarMainInterface.hpp. The MainInterface controls the entire GUI pretty much. Also relevant to this discussion is the player inventory class, located in /source/game/StarPlayerInventory.hpp, which required extensive modification to make this all possible. Lets go from changes at the most basic level up to changes at the highest level. So were going to start with the Player Inventory. This class got two significant changes to make this happen. First, it obvious had to get two extra slots. These exist outside of the rest of the actionbar inventory slots for ease of implementation. Theyre called simply LeftHand and RightHand. Second, it got the concept of a Held slot. Prior, we did keep track of which item was selected in the hotbar, but it was only using a size_t offset from the bag, rather than the InventorySlot class designed to designate a unique place anywhere in the inventory. Although its currently not used, this change allows any InventorySlot to be marked as Held, rather than a potentially invalid offset somewhere in a specific bag. So! Now we have 4 different items that can be equipped in various ways, along with 3 states possible for 2 of the items and 4 states possible for the other two. The Left and Right Hand slots may be either two-handed, one-handed, or empty. And the Left and Right Held slots can be two-handed, one-handed, selected but empty, or not selected. Which leads me to the next question. How do we figure out which item ought to be shown in the left hand, and which item ought to be shown in the right hand? Well, this is actually a very complicated scenario, and we have 144 different possible combinations of two-handed, one-handed, empty, not selected, etc. So the only way to possibly make sense out of this mess is to enumerate what needs to happen in each case. Making this also helps figure out bugs. Because its completely clear what the intended behavior is. So here is the current revision of the Alt Hand decision matrix. // The following is a grid of the possibilities here // Source: // AE = Alt hEld Item, AH = Alt Hand Item // PE = Pri hEld Item, PH = Pri Hand Item // 2 = two handed item // 1 = one handed item // 0 = empty slot (selected) // N = not set (Held items only) // // Result: // X = invalid / don't care // P = primaryHeldSlot(); // p = leftHand(); // A = altHeldSlot(); // a = rightHand(); // 0 = none(); // /////////////////////////////////////////////////////////// // XX |AE | 2 | 2 | 2 | 1 | 1 | 1 | 0 | 0 | 0 | N | N | N | // XX |AH | 2 | 1 | 0 | 2 | 1 | 0 | 2 | 1 | 0 | 2 | 1 | 0 | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // PP | | | | | | | | | | | | | | // EH | | | | | | | | | | | | | | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 22 | | X | X | X | X | X | X | X | X | X | P | P | P | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 21 | | X | X | X | X | X | X | X | X | X | P | P | P | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 20 | | X | X | X | X | X | X | X | X | X | P | P | P | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 12 | | X | X | X | A | A | A | 0 | 0 | 0 | 0 | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 11 | | X | X | X | A | A | A | 0 | 0 | 0 | 0 | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 10 | | X | X | X | A | A | A | 0 | 0 | 0 | 0 | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 02 | | X | X | X | A | A | A | 0 | 0 | 0 | a | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 01 | | X | X | X | A | A | A | 0 | 0 | 0 | a | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // 00 | | X | X | X | A | A | A | 0 | 0 | 0 | a | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // N2 | | A | A | A | A | A | A | p | p | p | p | p | p | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // N1 | | A | A | A | A | A | A | 0 | 0 | 0 | 0 | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ // N0 | | A | A | A | A | A | A | 0 | 0 | 0 | a | a | a | // ---+---+---+---+---+---+---+---+---+---+---+---+---+---+ The legend is included. Hopefully this isnt too difficult to figure out. Pretty much this is a look up table. Down the side is the primary hand and primary held state, and along the top is the alt hand and alt held state. This translates into code like so: auto priHand = underlyingPrimaryHandItem(); auto altHand = underlyingAltHandItem(); // If we have a two handed primary held item, return it // Covers 0,0 to 2,11 submatrix if (safeTwoHanded(primaryHeldItem())) return primaryHeldSlot(); // If we have a alt held item, it takes priority // Covers 0,0 to 11,5 submatrix if (altHeldItem()) return altHeldSlot(); // if we're flagged as holding an empty item in altHeld // and a two-handed item in our priHand, return priHand // Covers 9,6 to 9,8 submatrix if (validInventorySlot(altHeldSlot()) && !altHeldItem() && !validInventorySlot(primaryHeldSlot()) && safeTwoHanded(priHand)) return InventorySlot::leftHand(); // If we have a alt held slot selected, but not item... // Covers 3,6 to 11,8 submatrix if (validInventorySlot(altHeldSlot())) // implicit !altHeldItem() return InventorySlot::none(); // If we have a no selected primary held item and primaryHandItem is two handed, use that // Covers 9,9 to 9,11 submatrix if (!validInventorySlot(primaryHeldSlot()) && safeTwoHanded(priHand)) return InventorySlot::leftHand(); // If we have no item in primaryHeldSlot, but it's selected, and we're two handed, use rightHand // Covers 6,9 to 8,9 submatrix if (validInventorySlot(primaryHeldSlot()) && !primaryHandItem() && safeTwoHanded(altHand)) return InventorySlot::rightHand(); // If we have have a valid one handed primary hand item, and we're two handed, return none // Covers 3,9 to 5,9 submatrix if (validInventorySlot(primaryHeldSlot()) && safeOneHanded(primaryHeldItem()) && safeTwoHanded(altHand)) return InventorySlot::none(); // If we have a one handed primary hand item, and a two handed alt hand item, return none // Covers 10,9 cell if (safeTwoHanded(altHand) && safeOneHanded(priHand)) return InventorySlot::none(); // Covers remainder return InventorySlot::rightHand(); What a mouthful! Its a bit more difficult to just do the right thing especially when the right thing isnt always clear in edge cases. For instance, in the case where you have a Primary Held Slot selected, but nothing in it, and a two handed item in your Alt Hand Slot. It seems like the correct thing to do would be disable both the Alt hand slot and the Primary hand slot. But I figured that was probably bad design, so instead I made the Alt *Hand* slot overrule the Primary Held Slot, even though this seems to violate clear precedence rules, because it seemed like the right thing to do. Next, lets talk about the ActionBar area. Now that we have legitimacy and backing within the Inventory for this sort of thing, we have a few extra things to add to the ActionBar. First, we need to actually add interactive item slots to the L and R slots. They should do things when clicked. In this case, they deselect the currently selected item, or fire the item in the slot if its enabled. But what about the other items in the bar? Well, thats a little bit more complicated. Theres three ways to select an item as a held item. But only ONE of them actually goes through the ActionBar interface. The other two go through MainInterface, because it deals with intercepting keystrokes and mouse events that dont actually have to go anywhere near the ActionBar. But for the method that does actually use the code in StarActionBar.cpp, its a bit complicated! Theres three different things that the UI needs to keep track of. We have three different overlays: ![]() ![]() ![]() This counts as one thing. Next, we have the wheel scroll positions of both the L and the R slot. These values are stored in MainInterface, because thats who references them. Finally, we have which InventorySlot is selected to live on the cursor. This value is also stored in MainInterface. All three of these values are similar but subtly different, and follow sightly different rules. So they need to be keeps track of separately. So every time I say update to blah blah, theres logic within that controls all three of those things, but only if its appropriate for that particular situation. If you read this far into the post, and you are actually still paying attention, good on you. I like your grit. Reply to the thread with AltHandSmock. If youre the first one, Ill PM you a giftable pixel key. (Already claimed.) I havent come up with a very good way of keeping track of these dependencies yet. But the good news is, I pretty much did this part right the first time, so alls well. Until maintenance of course. Thus, when you click on a slot, you have several options. If you shift click, then it will try to send the item to an open container, if such a container exists within the world. If it doesnt, then it tries to send it to your inventory. If you dont have shift held, then it checks if the inventory is open. If its open it simply picks the item up off of the ActionBar into your SwapSlot which is yet another place in the Inventory that I havent yet talked about, but contributes to which item is used. Unless youre right clicking, in which case it tries to apply the item already in your SwapSlot to the item you just clicked on. This is how you repair things like pickaxes. If its not open, it sets that item as your PrimaryHeldSlot in your inventory. Unless you right clicked, in which case it sets that item as your AltHeldSlot. Then it checks if the item you just touched is two Handed, if it is, it does the appropriate thing and updates all three pieces of information I mentioned before. If its not, it does the appropriate thing for that situation. When you wheel up and down or press the 1-9+0 keys on your keyboard, the MainInterface takes care of it. The code is similar, but simpler, because there is less possible actions. It still needs to update all three values, depending on whats relevant. And I think thats about it to talk about as far as gritty implementation details go. This particular problem wound up taking me far more time than I expected, unfortunately. If you remember watching my stream last week, this is probably 90% of what you saw. I had a few false starts, which is why it took me so long. But I really shaped up how the PlayerInventory worked, and it wound up meaning that everything eventually worked much better. Which is very nice at the end of the day, but it caused me no end of stress while it was going. Anyway, Ill shut up. I hope you enjoy your tome. Heres a reward picture. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-18 http://playstarbound.com/17th-august-progress/
17th August Progress
Hi! GeorgeV here with another small update.
Today we tackled a lot of bugs and did a lot of adjustments. Some UI errors were remedied such as some missing mouse over elements. Some old art was replaced with new, better art. An item stacking glitch came about again but was quickly elimenated. A dupe bug was found and destroyed. Jumping now activates per click instead of being able to hold it down (which created some odd rapid jump behaviors if the ceiling was low). The tooltip for armor was redesigned. The Zoom Level option in the Options menu was fixed so it works. Characters werent saving when you picked Save and Quit but now do so. Fixed an issue where the quest items that went to the new Tile Bag didnt count towards the quest. Splashes in liquids are now the correct color instead of always looking blue. Work on progression and stats started being addressed more closely in order to find a more ideal curve foryour characters growth and gameplay experience. Etc, etc, etc There was just a lot done. Were full steam ahead for i49! I hope to see you there. Oh, heres a picture to me dying horribly to a boss. I may have cropped it too much. ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-19 http://playstarbound.com/18th-august-progress/
18th August Progress
Hi guys,
So today has been almost entirely bug fixes. Were gearing up for our public showing at i49 so its bug squash city right now. Im going to do this changelog style because bug fixes really arent that interesting. We managed a massive server speed increase. Molly fixed some bugs with rice plants she was implementing. Toggling between full screen + windowed no longer stops the music. Tools are disabled during respawn animation. A bunch of error handling was added across the board. A new monster death animation was added. A bunch of new food recipes were added. The boss got a million tweaks and fixes, but I cant really tell you about them! The material bag part of the inventory got a clearer icon. New DPS leveling curves were added. We fixed a bunch of inventory bugs related to adding the second inventory page. We fixed a bug with cascading blocks missing a texture when coloured differently to the default. A bunch more small flying monster parts were added. A bunch of changes to the way characters are saved. And many smaller bug fixes. Im really looking forwards to having a complete, polished tier 1. Each additional tier after tier 1 essentially adds one new major gameplay changing feature. Many of which are almost done. It also adds a bunch of new items, armors, etc. All of which are already done. So it puts us in a great position to finish up the game. Im also super excited to be meeting a bunch of you at i49 and hearing your feedback. Starbound [Winter Update!] - Jon - 2013-08-20 STARBOUND COMING TO PS VITA (source) O_O Starbound [Winter Update!] - z0mgc00k13 - 2013-08-20 way to not update jon http://playstarbound.com/19th-august-progress/
19th August Progress
Hello World,
Today was all about playtesting the i49 demo and fixing the last few high importance bugs we could find. Ore distribution got improved to make it easier to find iron. Starter gear got a few small tweaks. Fixed a rare bug that could crash the game if the window was resized. The AI of one of the bosses got improved. Not too many new additions were made to avoid introducing last minute bugs. Now its time to pack some clothes and get ready to fly to the UK, cant wait ![]() ![]() Starbound [Winter Update!] - z0mgc00k13 - 2013-08-21 http://playstarbound.com/20th-august-progress/
20th August Progress
Morning people!
Woke up to see no post on the front page so I figured Ill try to fill you in on the latest, about to catch my flight to attend i49 however so Ill make it a short one!Day has been spent mostly play testing and hunting for ugly bugs, anything showing up in error logs, trying to test as many items as possible to see if any graphics might look weird etc, its such a content filled game that things like that can be really hard to miss, and, surely some stuff has still eluded us! As an example we found a few crops had a missing frame, took us a minute to fix, but its all about finding it in the first place. Some slight UI changes as well, pushing X now swaps to what we call default hands, where you put anything or nothing its a quick and easy way to switch to your sword and shield or maybe your flashlight, very handy! ![]() Alright, time to head for the airport, Ill just leave you with this. Hope to see some of you at i49! Starbound [Winter Update!] - z0mgc00k13 - 2013-08-23 http://playstarbound.com/22nd-and-23rd-progress/
22nd and 23rd progress
Hi guys,
Im writing this from my phone so I need to keep it brief but missing a day was filling me with guilt. Yesterday we spent the day setting up our exhibition space. A bunch of us were awake until 6am setting up all the hardware and making sure things work. We had a great time though and preparing definitely helped us today. We ran the exhibition over 8pcs, one of which was hooked up to two 50 inch monitors which looked glorious. It was wonderful to meet so many of you face to face and hear your thoughts on our work and your ideas. We spent the rest of the evening preparing for tomorrows demonstration. (We discovered a last minute crash bug that appears on the exact hardware configuration used at the venue) we attempted to fix it but please forgive us if there are any crashes tomorrow, were all very nervous. Tomorrow Ill make sure I post some photos of the team and the booth for you. But for now Im desperate for sleep. I hope I meet some more of you tomorrow! Starbound [Winter Update!] - Jon - 2013-08-24 Not a daily update, per se, but here we are anyway.
Starbound World Premiere at Insomnia 49
Update: The event has ended. You can find a recording of it on Twitch and YouTube.
[video=youtube;FTqsIwd4EFU]https://www.youtube.com/watch?v=FTqsIwd4EFU[/video] Hey all, One of your resident forum admins here to provide a quick update while the devs are away. As a lot of you are probably aware, most of the team is at the Insomnia Gaming Festival in the UK this weekend where the world premiere of Starbound is to be held in approximately 1 hour (at 1:00PM local time, which Ive been told is GMT+1) featuring a Lets Play Live event with the Yogscast. This event will be streamed on Multiplays Twitch channel, located at http://www.twitch.tv/multiplay. A recording of the event should be available afterwards for those who cannot watch the event live. In the meantime, feel free to check out the stream from yesterdays Introduction to Starbound panel with Armagon, Legris, and Bartwe if you havent already. This event featured Legris playing the game for about 30 minutes with Armagon commentating his playthrough, followed by a short Q&A session. You can find a recording of that stream on Twitch as well as YouTube. Please note that there are some sound issues (i.e. reverb/echo) at the start of the video, but they are resolved approximately 15 minutes into the video. And with that, Im out. See ya! Starbound [Winter Update!] - SuperNerd - 2013-08-25 The Yogscast team did a really poor job of presenting Starbound, I mean, wow. They act like they've never played a game in their life or something. But either way, the game looks amazing. I really can't wait for the beta to release. Also, on a side note: Molly is a hotty. Starbound [Winter Update!] - 案山子 - 2013-08-26 SuperNerd Wrote:The Yogscast team did a really poor job of presenting Starbound, I mean, wow. They act like they've never played a game in their life or something. Nobody in the Yogscast is known for having any notable gaming abilities whatsoever. It's just a bunch of people that goof around and make jokes that the kids love. SuperNerd Wrote:Also, on a side note: Molly is a hotty. Yes.
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