Week #1 update
Welcome to the first weekly update of 2017! We've had nearly two weeks off the project but despite giving ourselves a break, we've pretty much worked on it as usual...
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!
Game
- monks no longer collect gold when stuck in a rope trap - this matches the Original
- fixed monks being able to share a teleport
- debug mode will draw any gold monks have stolen
- fixed goop falling down ladders when thrown at edge of puzzle
- pruned dead code
- you can no longer use speed shortcuts to reduce game speed to zero
LAN
- improved disconnect process if the game becomes out-of-sync
- updated player icons in lobby;
- Jake Peril is now a light gray/white
- Jane Peril is now pink and not white
- fixed bug that could crash when host is sending network messages
General
- project support tool updated (view/create/edit assets)
- support for dual-image buttons added to external interface files (such as darkness mode in editor)
- fixed missing pixels in options dialog texture
- fixed bug in file dialog that returned the wrong filename
- fixed error in sprite font that did not draw default character if character could not be found in font
- fixed bug in window manager that enabled all dialogs when closing a message box
- completed online portion of puzzle marketplace;
- built using Azure Functions + SQL Azure + Azure Storage
The puzzle marketplace is not currently in the game - that will be coming real soon. At the moment we're uploading all the puzzles from [Jason Summers's web site](Jason Summers's web site). The puzzle marketplace will allow you to upload, browse, rate and download user-made puzzles direct from within the game.
Bugs being worked on
- collecting tools when falling is not always easy (Howie)
- runners landing on monks does not always work or match the Original (Howie)
What I'll probably do next week
- input predication (web games)
- monks merging when crossing ladders