Network games is coming along nicely. Gareth and I have been doing some early morning testing before work with great success. Still needs more work but I'm quite happy with how it is progressing.
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
- tweaked save game format - this does not affect games saved with last week's build
- simplified pre-game pause
- removed redundant player checks when updating input
- simplified checking if the game is over
- pause icon no longer shows over the tombstone/game-over graphic
Network
- random seed is now correctly synchronized for networked games
- added custom unsigned integer serialization support
- fixed bug that caused a single RPC to execute repeatedly
- fixed network events not properly being detached from the lobby
- added basic game start countdown
- added chat support during gameplay
- removed dead/test code
General
- fixed bug that crashed the game when attempting to highlight text in a textbox control
- fixed bug that crashed the game when switching between 1P and 2P huds
- new scoreboard format - your existing scoreboard will be deleted, sorry!
- simplified tile type helper methods (EG; determining if a tile is an exit, bomb, etc)
- removed half pixel offsets from score board
Proper on the left; pixel offsets on the right
Bugs being worked on
- monks merging when crossing on/off ladders and using ropes
- switching to windowed mode hides the Dock (Sierra)
- regen bomb timing does not accurately match the Original
What I'll probably do next
- continue working on network games
- ability to 'pause' the game when testing and return after minor edits