GOAL SETTING!
Posts
I did it! \o/
It turns out it wasn't that bad to debug. The issue was twofold.
For one, the UI was being drawn with the depth test not disabled, but reset to the default OpenGL settings. By default, OpenGL only draws a pixel if the new depth value is less than the previous one. This means that if two things are drawn at exactly the same distance from the camera, the first one will be drawn but the second one won't since the new depth value is not less than the old value (it's equal).
Second, the UI was being drawn out-of-order. The engine is in Mercury, which uses linked lists. Usually, it's faster to build a list in the reverse order by prepending the start, and then reversing it at the end. The new UI code I wrote just uses a fixed list of elements to draw since it's not dynamic (always the same UI elements). But I copied the button element order from code which did prepend and then reverse, so they were in the wrong order.
So the text was drawn first, set the depth buffer value, and then when the button image was drawn it didn't overwrite the old pixels from drawing the text. The fix was to properly disable depth testing in the UI (as it should be, the UI should be drawn using the painter's algorithm, not depth buffer testing), and then to reverse the drawing order.

It turns out it wasn't that bad to debug. The issue was twofold.
For one, the UI was being drawn with the depth test not disabled, but reset to the default OpenGL settings. By default, OpenGL only draws a pixel if the new depth value is less than the previous one. This means that if two things are drawn at exactly the same distance from the camera, the first one will be drawn but the second one won't since the new depth value is not less than the old value (it's equal).
Second, the UI was being drawn out-of-order. The engine is in Mercury, which uses linked lists. Usually, it's faster to build a list in the reverse order by prepending the start, and then reversing it at the end. The new UI code I wrote just uses a fixed list of elements to draw since it's not dynamic (always the same UI elements). But I copied the button element order from code which did prepend and then reverse, so they were in the wrong order.
So the text was drawn first, set the depth buffer value, and then when the button image was drawn it didn't overwrite the old pixels from drawing the text. The fix was to properly disable depth testing in the UI (as it should be, the UI should be drawn using the painter's algorithm, not depth buffer testing), and then to reverse the drawing order.
First chapter of my short story has been completed today! I got in the zone, so I'd say I've still got it. Just shy of 2,200 words for this entry. Felt like I was writing a somewhat PG-13 episode for a Saturday morning cartoon, so always a plus. Below is a link to my writing blog, and with it the first entry for my tale.
Dialogue felt very natural among the four friends, and I hope the lore has a more organic explanation. There's a slight mystery to uncover, but for now, just an opening act before things get dicey later on.
"Monstrous Meals, Part 1"
Dialogue felt very natural among the four friends, and I hope the lore has a more organic explanation. There's a slight mystery to uncover, but for now, just an opening act before things get dicey later on.
"Monstrous Meals, Part 1"
Good idea! :)
I also have some days off before Jan 4.
There are tons of stuff I wanna do before then:
- Finishing implementing a gameplay feature for my game, some kinda trap that you an use against the enemies.
- Writing down more tracks that I need from my composer and prepping up more concept arts for Dy's pixel art and also for new portraits.
- Maybe finishing working on a boss fight's AI which I've left there for too long now.
- Finishing two pending commissions.
DAYS OFF BE DAMNED!
I also have some days off before Jan 4.
There are tons of stuff I wanna do before then:
- Finishing implementing a gameplay feature for my game, some kinda trap that you an use against the enemies.
- Writing down more tracks that I need from my composer and prepping up more concept arts for Dy's pixel art and also for new portraits.
- Maybe finishing working on a boss fight's AI which I've left there for too long now.
- Finishing two pending commissions.
DAYS OFF BE DAMNED!
Finish Japanese lessons
Get a part-time job
At least finish two games
And lastly
Finishing the 50+ backlog I have
Get a part-time job
At least finish two games
And lastly
Finishing the 50+ backlog I have
Wow, good work Atiya! <3
So for Tuesday through Wednesday, I'm going to write the first drafts of all the dating scripts for the game (In Debt to the Stomach)
So for Tuesday through Wednesday, I'm going to write the first drafts of all the dating scripts for the game (In Debt to the Stomach)
Thank you. ;)
While the story won't be finished in time for New Years Eve, I do have the second part finished. Something of a finished "first act" -- stuff's starting to escalate to the adventure proper.
"Monstrous Meals, Part 2"
While the story won't be finished in time for New Years Eve, I do have the second part finished. Something of a finished "first act" -- stuff's starting to escalate to the adventure proper.
"Monstrous Meals, Part 2"
Welp, this was harder than I thought!
I've got about half the dialog written. I'm making progress at least.
I've got about half the dialog written. I'm making progress at least.
author=AlaskanEmily
Welp, this was harder than I thought!
I've got about half the dialog written. I'm making progress at least.
Managed to write the kawaii desu~ dialogues?
I managed to draw one concept art for now!
https://patrickleo.art/projects/g2BBoG?album_id=1050177
Next step is finish the commissions I gotta do and gam mak a little.
Hoped I would manage to do *more* gam mak during my days off.
Alas, nope. ;\


















