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Misc unsought improvements #1

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merged 30 commits into from Jun 12, 2017

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Rezmason
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Sea Peoples—

When I forked the Oquonie repo, I didn't realize you were about to release it on Itch.io. I love this game, and thought I could make some improvements (mostly to bring the HTML5 version closer to the native versions; the Pillar is an example) without stepping on anyone's toes. Whoopsie!

Let's see:

  • Recent versions of jQuery have .finish(), which neatly wraps up all animations on the object as well as queued animations. It's used to fast-forward jQuery animations to their conclusion before adding new ones.
  • Running the game in Chrome, I noticed objects "disappearing" in the Naztazie Biblioteca; it was because my stupid local server couldn't respond to multiple asset load requests simultaneously. The MP3 is twice as long for those rooms, otherwise I wouldn't have noticed. So I replaced $().css({background-image...}) everywhere with a dynamic stylesheet module called "artbook" to reduce image loads, and the audio objects in the music module are now cached for the same reason. Perhaps that's overkill for an issue I haven't seen in the actual game... but the DEBUG early return you've added to music::play_ambient makes me feel I was on the right track?
  • Pillars now collide on sight, but refresh after you bump them, like in the iOS version. There's a lot of small things like that scattered around.
  • Red teleports the player back to town at the door to Nemedique. I had plans to make them a ghost again, that turns into Red, but I don't know if you still want that anymore.
  • Things are a little slower, to show off the walk states. This is a beautiful game.
  • et cetera, et cetera, et cetera.

I'm pretty sure there are ways to select which commits you like from a pull request, so if I've gone too far in one area or another, you can leave some or all of it on the table.

(I'd like to do more, but I don't know if you'd want to merge any of it. I'd like to experiment with a new world whose rooms expose game settings, like screen orientation, game speed and progress reset. I'd like to bring back the Hiversaires room in Neomine, and the room behind the Nestorine wizard. I think I can try those things in my fork, without interrupting you. Let me know what you think!)

… important when resetting the player progress.
…entarily disappears, and loading resources causes less visual and auditory interference during gameplay.
…precated.

Simplified sound effect and dialog code, which also addresses minor issue when playing the same sound in rapid succession.
Red now teleports player back to town.
Gates now make a noise, and don't bother trying to set their art if they have no wall id.
…he walkthrough doesn't have to be rewritten if we add a cheat.
…ng the background grey.

This required duplicating a step at the ends of some portions of the walkthrough. It helped to add some new walkthrough inputs.
…ge. Using a CSS transition to fade the background color.
@neauoire
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This is MADNESS! haha.
I will go over all of this today. This is amazing, a-ma-zing.

@Rezmason
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Rezmason commented Jun 12, 2017

Currently, once the player is a catfishbird in Nemedique, they can't seem to leave. I vaguely recall some iOS version allowing catfishbird to pass through all doors, like Nastazie. That would let the player leave through Nemedique's front door or pillar room.

Alternatively, we could make a new teleport room behind a new cat door in Cat Wizard 3 - Room #150. We could even reuse the cat door asset from the old iOS build.

@neauoire neauoire merged commit 189267a into hundredrabbits:master Jun 12, 2017
@neauoire
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Fix that issue atm and re-testing through the walkthrough.
Stay tuned 👍

@Rezmason Rezmason deleted the misc_improvements branch June 12, 2017 06:30
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2 participants