Bug
Blog Posts (3)
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Defence of Odysseus Cloud - Dev Blog
Err... Fruit?
... did I mention that I keep getting distracted?
Anyway, turns out that stuff gets a bit broken/outdated when you leave it alone for... several months? Over a year? 🤷
Since I've just spent a few days getting everything building everywhere* again, here's it running on an iPhone (uh, 6s plus? so a little old...) (Several seconds of failing to end the recording removed.)
Over on macOS, we have some "interesting" water:
... and if you prefer raspberries to apples: (Required a small detour to fix a performance issue in the driver...)
Android still works, but nothing interesting there as that gets more testing... (Though I do need to handle screens with holes or bits missing/rounded off, ugh. Can we go back to rectangles please?)
* Okay, I missed Windows... My Windows laptop is a little dead (well, it doesn't work as a laptop due to a mostly dead NON-REPLACABLE battery sigh)
Hmm, next update would be in ~two months, maybe I'll have some new features by then...
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Defence of Odysseus Cloud - Dev Blog
The New Units (build 7)
...or unit, as I only added the one.
Other changes include:
- Improving performance on Android by pre-rotating the screen.
- Rewriting the animation support (it's now not based on the ten year old original)
- Adding a placeholder enemy "AI" that just builds endless units and moves them around.
- Fixing the endless bugs revealed by doing that.
After leaving the "infinite unit builder" running for a while:
(Yes, the textures are still bad.) (Ignore the super-high FPS, this was on a desktop with an RTX 2070, it can get > 1k sometimes.)
At this point, the pathfinding thread was slightly dead. But it hadn't crashed, ended up with three units in the same position, or turned into a pile of distorted triangles.
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Defence of Odysseus Cloud - Dev Blog
Gathering resources (build 6)
Main new feature:
Buildings can now produce/consume resources and creating units has a cost. Also, more placeholder-y placeholders!
Other changes:
- Buildings can be shapes that aren't rectangular
- Timing fixes (there was a bug where it would time everything as taking 0ms)
- Actually builds on Windows
- A few optimisations (mostly graphics related)
- Some cleanup (mostly deleting code that hasn't done anything useful in years)
- The UI now does less pointless work
- The options now get saved on Android
- Also, the app doesn't crash when suspended on Android now
- Worked around a bug on one device where the driver would crash if the Y axis of a vector was used...
Oh, and resolution scaling... ... is almost done. (Maybe this should be "The Y axis update"?)
(The new units are still coming, really!)
Images (20)
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Games - Smells Like Tuesday - GalleryInventory(that doesn't work), spellbar and improved randombolt.
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Games - Smells Like Tuesday - GalleryI think I've found the problem with the floor. (Turned out it wasn't my bug anyway)