![]() This worked fine in Unity, and it worked fine on my Mac build, but you know where it DIDN’T work? The Windows build. In the splash screen, you can press any key or button on a controller to skip the intro, and when you press ‘enter’ on your keyboard, or ‘start’ on your controller, it would take you to the game data screen. Honestly though, one of the most frustrating bugs out of them all that I dealt with for the past week, I was dealing with last night, and it involves keyboard controls in the splash screen. This was thankfully a simple matter of running the for-loop for a bit longer, which fixed the problem. It’s a bit hard to explain, but basically I have a for-loop that runs that checks for any image files in a folder that match the treasure sprite name saved in the aforementioned string list, but I didn’t have the for-loop run long enough, so some inventory slots would not show a sprite. I was eventually able to solve the problem, though. In the build, seemingly random slots in the inventory that should display treasure will just show nothing at all. This fix was all fine and dandy, but I had to do some re-coding of the script that would display the sprites in the treasure inventory, and it unfortunately led to another bug. This makes it future-proof as I won’t be changing the sprite names. That string list would be saved to a json file, and when loading your game data, it would check for sprites that have those names, and display them accordingly. What I ended up doing was saving each sprite to a string list that held the sprite’s internal name. I’ll have to save the treasure differently. It gets added to the json, but it has some seemingly arbitrary numerical ID attached to it, and I guess it changes across builds, leading to the random sprites. ![]() ![]() However, since sprites aren’t text, and json files are text files, that can lead to problems apparently. I save all your game data to a json file, and to keep track of what treasure you’ve picked up, I have a list of sprites that correspond to treasure you’ve collected, which gets saved. Why did this happen? Well, it’s because of how I save your treasure to a file. While testing the game, I’d make a new build after making a fix to a bug, and when I loaded my previous save data, I was hit with this in when I opened my treasure inventory.Īside from that golden shape on the bottom left, NONE of those images are supposed to be treasure, and they seem, for all intents and purposes, completely random. One of the bugs I came across involved the treasure inventory. When that happens, you have very little to go off of because you can’t manipulate the game as easily as in the Unity editor. There’s honestly nothing more frustrating than a bug that occurs in a build, but not in the editor. I really had to put on my detective cap to figure some of this out, and sometimes I wanted to tear my hair out. Last week was rather frustrating since I had to go back and forth to fix bugs that I initially was clueless on what caused them. Getting it to that state was quite the endeavor, though. ![]() Thankfully the beta I sent out is mostly polished. I prepared a detailed form that has questions for them to respond to about the game, such as the difficulty, level design, and mechanics, and how they felt. I was pretty selective on it, and wanted people I could trust not to give out the game on their own accord, and also who have given me good feedback in the past and could give further feedback. Last night though and earlier this morning though I started to give out beta copies to a select few individuals to beta test the game and provide feedback. Since the game is feature complete, I’ve really just been continuing to fix bugs and make tweaks while also running through the game to find any bugs that need to be fixed. Honestly, the past week was not that exciting in terms of game development of Lost Caves.
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