Bottom-of-the-screen messages are now 20% cooler. It was a little tricky to have them wrap and use their correct colors on the second line, but it’s there. Also, I had to completely mess up the color manager because the text writer needs them called by name. In other words, wow am I glad they keep their color names in their token trees!
Month: March 2013
Just cocking around with yet another working copy. Aside from the length and padding methods not accounting for the width difference, this actually works like a charm.
Lightmaps react accordingly to different clutters. In plain English: you can see past the rocks, but not past the trees.
It’s hard to show in images, but the game now has a new timing system inspired by DoomRL. It’s a pretty significant change, really.
Some more sidebar stuff. Now shows the creature you’re pointing at, including some traits but not their exact health, and the in-game time.
Bigger UI allows messages and status to remain in view without obscuring the map.
PNG mode is back, and this time it’s as fast it can be without using unsafe blocks or extra libraries.
Stole an 8×8 font for experimentation purposes. Tall cells work much better…
On Macs
Don’t. It might just be Apple doing something silly after Lion, but running Noxico on anything that came after is (while technically possible) not recommended.
Task scheduler
I tried writing one before. It didn’t quite work, so I dummied it all out to fix later.
It seems I took too long, because PillowShout made his own. It looks pretty kickin’, but I just came up with another test case…
Update: Yeah okay, I started a new game and pure luck started me on five in the morning. Pillow’s schedule says villagers sleep from midnight to six, give or take half an hour or so. This is what I found ten turns into the game:
Started a Twitter account for Noxico development
Near-live development updates and all sane questions answered ASAP.