Week #49 update
All game dialogs you see in the game are created when they are needed (lazy loaded). Creating dialogs from scratch is quite a time consuming process and making simple changes get confusing when looking at paragraphs of code. I wrote a simple program to visually create dialogs and export them into a stripped down format the game can load. This makes creating and tweaking dialogs much easier and much faster.
A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!
Editor
- fixed incorrect colour palette being used to draw preview images in the world dialog
- fixed bug that prevented you from painting under the toolbox if it was hidden (F8)
Game
- monks running now stop more accurately to the Original
- monks start running from idle position the same as the Original
- runners now stop more accurately to the Original when running
- runners start running from idle position more closely to the Original
- fixed goo no sliding off phase blocks correctly when a block is beneath
- removed redundant helpers from base animation class
- pick-axe rubble landing on monks in holes now matches the Original (Howie)
- quirk Suspended monks updated to match the Original (Howie)
Monks being hit by rubble
LAN
- fixed bug in host that crashed the game when pinging players that did not exist
General
- the CD audio DLC can now be placed in your Lode Runner Online directory as an alternative to the game data directory (Adam)
- game dialogs moved to external interface files
Bugs being worked on
- some Windows machines not be able to detect LAN games (Steve)
What I'll probably do next week
- lobby overhaul behind-the-scenes
- monks merging when crossing ladders