The first small patch for Crow Country went up last night, and here are the patch notes in full:
The bug was reported by folks on the Steam forum. Some people couldn't talk to some of the little mushroom boys who are hidden around the game, but they could talk to the rest. Others reported that the little mushroom boys would keep trying to talk to them from across the room
All very strange, since we've never encountered this issue, nor did it come up in playtesting, or reviews. So what was going on? Here is my little writeup from the Steam forum:
The little mushroom boys won't talk to anyone from France.
The little mushroom boys will shout at anyone from Germany.
The little mushroom boys will shun anyone from Sweden.
The little mushroom boys will berate anyone from Spain.
And so on. Anyone have any guesses?
What happened was: in some places in the game, we have config settings stored as text. The trigger distance for the little mushroom boys is one of these config settings, one value per boy.
Unlike other places in the game, these distances are fractional values - "0.4" for example
In the UK, we write our numbers like this: 1,234.56 (meaning one thousand, two hundred and thirty four point five six).
However in France, Sweden and others, they would write 1 234,56
In Germany, Spain and others, its 1.234,56
Under the hood, in the code that takes the mushroom boy trigger range text - "0.4" - and turns it into a number for the rest of the code to use, the default is to use the number style native to the computer the game is running on.
So on French computers, "0.4" turns into 0, since it doesn't know what to do with the "." or anything after it. So mushroom boy trigger range is now 0, and hard/impossible to enter.
On German computers, "0.4" turns into 4, since "." is the thousands separator, so it takes it's best guess at what was meant. Now the mushroom boy trigger range is 4, and will reach halfway across the room.
The fix was just making sure to always use the UK number system, since that's how our configs are written. Explains why it never came up in any of our playtesting (mostly UK and a few US folks).
TLDR: mushroom boys will be mushroom boys
Sorry Diego.
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As part of our Tangle Tower stream for #LudoNarraCon, I did a short look at our animation system, since it’s one of the things I’m most proud of as the game's programmer.
I’d like to show it in a bit more detail, so here we go!
After @SFBDim and @Ungapants have finished designing (or redesigning!) a character, the first step toward animation is picking poses. They both did a lot of pose sketching, here are some of Adam’s for Detective Grimoire (2/20)
The final poses are decided, and @SFBDim then draws each pose as vectors in Flash. We’ve been using Flash to make games for 18 years now, with no signs of stopping. These days though, we only use it for art/animation, not the full game! (3/20)