Starshine September Commit Log (Patreon)
Content
when's the last time we did this, april? okay. for everyone who's joined us since then, every month or so i post the last month's commit names. so, what are these??
well, we use a software called Git to keep track of the game files with everyone making changes, and when we actually want to save our changes to the Git so other people can see or work from them, that's called a Commit. each Commit has to have a name, and good practice would probably name them descriptively, but sometimes good practice is really boring, and what are we here to do if not enjoy the journey of development?
so sometimes we just have silly commit names, sometime it's informative, and either way it all gets shared to you. these commits are anonymous, without context, and in order from oldest to newest
because i'd been out of the game for a while, we start back in mid-august with us coming from europe:
- making art hits work again
- working starCM idleA
- parry working minus returning track shenanigans
- uh it says i have saved changes so i guess i believe it
- spine compatiblitiy, headbash 1 of ?????
- safety commit before this stops working again . . .
- summary models: hijacked (comment: also broken.)
- preloading spine, part 1 of hopefully only 2??? (comment: yikes)
- All 3.8 CM exports
- spinal summary
- star/sowar fixes and animation test scene repair to spine
- the best commits
- hol' on, gotta fix my printer rq
- pixie of the spine pls reveal your secrets to me
- preloading spine 2 of ???? (comment: pls)
- :amydespair: @ spine
- fixing blocks reappearing
- not eating up canCounter
- safety commit for idles and combat defense
- gootses are cancelled
- bracket
- blocks overstaying their welcome
- combat close cleaner
- bye bye dragy bones
- gustavus, what did they do to you...
- stairs diff pt 1
- no function being a whole if statement
- animation mixing
- keeping track of amount moved
- deleting old combat file
- a modicum of code clean-up
- FE4 style combat part 1
- this is about a quarter of what i wanted to do today but here we are
- actually wait this is ok????? will try with normal dash tomorrow
- the great imageHandler re-argument
- updating the comments a lil' (comment: LITERAL ROMAINIAN PHARAOH SLICES AND DICES HIS WAY THROUGH THE OPPRESIVE ENTITY KNOWN TO HUMANKIND AS SIDECOMMENTS)
- ...the comments won
- AI stuck in infinite loop fix
- Changed to pixi5 used pixi-spine UMD version
- enemy engage and ceremony anims
- removed chau; re-exported; faced divine truth
- chauscenestablizer more like chauscene destabilizer LOL gottem
- deprecated ticker
- knockback!!!!
- the world is knockbackier now
- baseTexture.scaleMode
- advance on attack
- lunalite intellisense for VScode
- armature and combatant are dead. there is only combat.
- Haven't committed in ages whoops don't merge this
- Fixed jitter in spine (rpg_core)
- fixed the cutoff message (rpg_core)
- improved preloading for non-units
- Calibration: only like settingu p the plugin part
- The rack is a torture device consisting of a rectangular, usually wooden frame, slightly raised from the ground,[1] with a roller at one or both ends.
- fixing loading animation
- position idle information
- action and menu location
- arts and item menu, confirm/cancel position
- save load screen repaired
- options and keyboard scenes repaired
- fixed combining two images _bitmap issue
- made Patreon ink clickable on start Screen
- turn announcement repair
- transitions, objectives, ish
- Move disableLayer form Plugin to StarCore.js
- sorry the rest of this commit couldnt come to work because it sent someone to jail tonight wtf
- Smooth brain smooth preloading
- futzing with message settings and despair
- temp models
- hold this rq
- heaven message base
- Added functionality for BaseHeaven and BaseHeaven at home.
- message styles remade
- Take it back now y'all
- glasyawip
- _actionPalette to _TBSstate
- generalizing input listeners
- input function set up
- slowly cutting everything out of main button methods
- combat in 1080p
- enemyAI, turnAnnounce states, untested refactor sans callEscape
- aa forgot this
- finishing up control refactor
- summary screen from TVS
- IMP-36 Audio Event Handling for Spine
- summary adjustments
- not a real commit
- simplifying stuff to Hitblock class pt 1
- the moving of checkhit into combat class
- also moving the block killing function to track
- raine ow is done maybe
- reordering body parts
- summary scene repaired
- summary code cleanup
- couple audiot tweaks
- just clearing up the star cm sitch...
- let it raine again
- its raineing nitpicks
- combat and bgs
- this is a good indicator of how productive the evening was
- attacker and defender variables
- combat functioning? not in my commits
- maybe we finish the 1080p upgrade a little bit !!?!
- now introducing CombatLane
- trackPos, trackLength => lanePos, laneLength
- scrapping old idea
- combat control refactor (untested)(uncensored)(gone wrong)
- wip and raine wip finished maybe
- dress cycle check and added a faint poses to rows
- combat control cleanup
- readable combat types
- written plan of doing the simul hits
- First attempt at new blitting model
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so, when we last left our heroes, i mentioned that we're pretty much through most of the refactors i mentioned in The New Development Breakdown. but if you remember that post well or just went and read it because i linked it there.... then you know that was only half of it.
the other half was the art. all the art. there's so much art.
it's art time.
it's been art time for a little bit. we've got a handful of things to post for you, starting with the demo design revisions i promised a bit ago. we will see those soon... but more importantly, lots to make beyond that. we'll be getting there.
it's also writing time. i think i actually know how to talk about the writing going forward. at least a little bit. we'll see.
other times it is:
- 9:54p
- 21:54
- REBORN DEV COMMENTARY STREAM LETS FUCKING GO BABES
actually it's not currently that time right now, but it will start being that time at 3p MST this saturday on twitch. we'll also be getting the videos up on youtube after a bit too with some special editing support from the squad.
i'll be (slowly) playing through the game, reading lines, chatting with folks, and talking about some of the history behind development as i completely randomly remember it. and until we need to change it, we go on each saturday from there.
soon we'll start adding starlight dev streams to the mix. one thing at a time.
i hope to see you all there!