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Messages - Styg

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91
Bugs / Re: All saves stopped working on Steam Deck
« on: March 02, 2023, 03:39:33 pm »
Does this thread help at all: https://stygiansoftware.com/forums/index.php?topic=9011.0

Can you load the saves on your PC?

92
Bugs / Re: Transition error
« on: February 07, 2023, 10:28:10 am »
Looks like that area got corrupted in your save.

93
Bugs / Re: "Failed to load saved game" error for all files
« on: February 07, 2023, 10:25:32 am »
Did josorno1's solution help you?

Btw, are you playing the game exclusively on the Deck or are you moving between it and another system, and if so, what is the other system?

94
Development Log / Re: Dev Log #6: New Environment Renderer
« on: December 07, 2022, 08:39:51 am »
Bravo! How hard was the coding for this? All new routines, or,  mods to existing code-sets?

Not to pry out secrets, but what language\API are you using for this? Home- grown?

It's a custom engine written in C# on top on Monogame framework.

When all is said and done, the 2D renderer was effectively written from scratch. I don't think there's much of the old code left in the rendering pipeline.

95
Development Log / Dev Log #6: New Environment Renderer
« on: December 06, 2022, 09:38:08 pm »
Hi guys,

We're finally ready to give you a sneak peak in the new and improved Infusion environment visuals. We've done extensive work on the 2D rendering engine, and while there are still things to improve, we're quite pleased how it looks now. Keep in mind, though, that all the scenes you'll see below were made for demo purposes only and do not reflect how the actual game levels will look.


(enlarge image 1) (enlarge image 2)

First thing we did is increasing the asset resolution significantly. We increased the size of the base tile from 96x48 to 160x80, which resulted in the asset size change you can see below.



Next, for all our prerendered graphics we're also exporting normal and height maps, which allows us to have smoother lighting, but, more importantly, it enables objects to clip through each other. This solves so many problems with sprite ordering and also allows us to easily combine items into interesting environmental compositions.


(enlarge image)

Another important thing that we introduced is actual tile height and sloping, so we no longer have to simulate it with assets that are otherwise logically flat - which used to result in weird discovery and lighting artifacts. This will allow us create more interesting maps, as well as have gameplay mechanics that relate to height (such as falling down, climbing, in-area elevators, etc). We're also going to have to adjust many existing mechanics to take elevation into account, but that's a story for another dev log.


(enlarge image 1) (enlarge image 2)

We've also improved how shroud and fog of war works. It's now much smoother and will no longer leave weird gaps in the map while it's partially discovered as often happens in the old game.

There's still much work to be done with the rendering engine - fluids, decals, creature shadows, post-processing effects, and also many minor tweaks, so stay tuned for more updates. Once we get a bit more assets done, we're going to make a video to show you how the engine looks in motion. In the meantime, let us know how you like the new visuals.

Cheers.

96
Development Log / Re: Patch Notes
« on: November 08, 2022, 12:10:47 pm »
Version 1.1.5.12

Items
  • You can now apply anticoagulant onto melee weapons that support poisons to get the same effect that's applied by siphoners
  • [Expedition] Rust Maker spear is now level 18 instead of 15, and its acid damage has been increased from 5-10 to 14-25
  • [Expedition] Rust Maker knife is now also level 18, its acid damage increased from 4-6 to 5-7
UI
  • Enhancement items will now show under "Tools" in the inventory
Tweaks
  • Tweaked Phreak's dialog trade rewards (quantities earned should now be less confusing)
Bugs
  • NPCs will now use antidote against most poisons
  • Moving away from the door when using a Spying Endoscope will now properly close the spying view
  • You will now be able to see all the skill synergies in the skill description panel instead of just the first one
  • Dirty Kick (and probably some other similar attacks) will no longer deteriorate durability of your regular weapon
  • Fixed the visual glitch with laser sight overlapping hammerer pistol frame
  • Fixed several doors in Phreak's facilities
  • Fixed Tanner not always giving the player the reward for helping Rail Crossing, depending on the dialog branch taken
  • Fixed Lenox sometimes not being willing to fight when the moment is right
  • Fixed Lt. Stratford incorrectly telling the player that they're being rewarded with an assault rifle when they're actually getting a submachine gun
  • Fixed not getting the option to tell the Rejects to leave if the player manually hacked every single cell door
  • Fixed Jumping Stilts appearing as an unknown headwear item
  • Fixed Myles incorrectly stating that he requires a 115q (instead of 120q) Impala frame to refurbish Tommy Gun
  • Fixed riot gear sometimes being generated with shields on npcs who wield weapons incompatible with it
  • [Expedition] Fixed the jet ski towing to not constantly detach due to lagging of the towed vessel
  • [Expedition] The Blinding Poison will now properly state its damage (7) when coating a weapon
  • [Expedition] Fixed the Boarding Up feat to only be triggered when the attack lands instead of any time the attack is launched
  • [Expedition] Fixed Jon sometimes telling you that a person wants to see you even when that person is no longer present
  • [Expedition] Fixed player not always receiving proper bonus money when doing missions for the Grim Jetters
  • [Expedition] Doctor Savage will now properly smoke the cigar player gave him
  • [Expedition] Fixed Donnie constantly reminding the player about new merchandise after passing his mercantile check
  • Minor dialog/zone fixes

97
Bugs / Re: You can recycle items despite not having high enough skill
« on: November 07, 2022, 10:42:27 am »
I don't get it. Can you post a screenshot?

98
Bugs / Re: Stasis Bug
« on: November 07, 2022, 10:34:28 am »

99
Bugs / Re: Blinding poison bug
« on: November 07, 2022, 09:59:05 am »
Fixed for the next update.

100
Suggestions / Re: Sharpening stone should show up under inventory Tools Tab
« on: November 02, 2022, 03:33:03 pm »
Fixed for the next update.

101
Bugs / Re: Pistol visual bug
« on: November 02, 2022, 11:50:29 am »
Wow, isn't that a blast from the past. Fixed for the next update.

102
Bugs / Re: Freighter towing is messed up
« on: November 02, 2022, 11:38:55 am »
Fixed for the next update.

103
Bugs / Re: Dirty Kick bug
« on: November 02, 2022, 11:19:46 am »
Fixed for the next update.

104
Bugs / Re: Boarding Up Feat Bug
« on: November 02, 2022, 10:55:50 am »
Fixed for the next update.

105
Bugs / Re: [UI] Synergy lists contains only one entry
« on: November 02, 2022, 10:52:55 am »
Fixed for the next update.

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