New fixes make new problems.


Hey everyone, there's little to report sadly.

 I've been working a lot this past month but have figured out a few things with the game. I worked on some art concepts, but yet to come up with anything I liked yet. Mostly I've addressed this new issue I've been having as I completed the depth system. The dialog system stopped appearing all together.  

At first I tried to make it work as it was, just adding it to the depth sorter. However, the dialog was set in the draw function of each individual NPC object. So it's also effected by the current index the object in question is at when it's interacted with. As the y-coord got smaller, (closer to the top of the screen) the z-index got larger for some reason, effectively putting everything below the floor for the dialog. 

What I ended up doing code wise wad creating an object(the depth sorter)  that checks everything's y-coordinate and then adjust it's z-index appropriately. 

Basically, if I move above a NPC's y-coordinate in the game, then walk past it, I will appear to walk "behind" the NPC. Reversely, if I am below it's y-coordinate and walk past, I will appear to walk "in front" of it.

The dialog box happens to be drawn on this space however, and I knew this was essentially the issue. The depth sorter is continually drawing over the dialog.  I tried to incorporate it into the depth sorter some how, but ultimately it didn't work for how it was designed. I could've figured it out but I came to the conclusion that rebuilding it as it's own object for dialog would be superior. 

Making this it's own object makes it easier to debug and adjust later.

 Which, I was correct about. I have the dialog system working in a buggy manner, but I've re-incorporated it all to be on a layer above the depth sorter, ensuring it's always above the game world sprites. 

While I've fixed one issue, I now have another that is annoying me now. 

The dialog boxes now appear, scroll the text, and go through each line that's set up. However there are 2 bugs. 

The first bug is that if I smash my interact key fast enough, the two sentences get blended together. 

The second is the conversation never ends. It simply repeats the last line every time you hit the interact key. 


However,


As I just wrote that last part, I thought of something, and I fixed it. (lol)

I'm going to be working on the actual game play at this point. So establishing the world itself as well as the starting room and route I plan for the player to embark on. More to come. 

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