Fix crash when immediately exiting a new save file without unlocking anything. Change default conflicting keybind of Item 3 to Select by default. Release Build 8212.

mac-build
sigonasr2 8 months ago
parent bf2a2982c9
commit 5ca9690028
  1. 2
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 14
      Adventures in Lestoria/SaveFile.cpp
  3. 30
      Adventures in Lestoria/TODO.txt
  4. 2
      Adventures in Lestoria/Version.h
  5. BIN
      Adventures in Lestoria/assets/AdventuresInLestoria_VideoThumb.png
  6. BIN
      Adventures in Lestoria/assets/AdventuresInLestoria_YoutubeThumbnail.png
  7. BIN
      Adventures in Lestoria/assets/AdventuresInLestoria_YoutubeThumbnail.xcf
  8. BIN
      x64/Release/Adventures in Lestoria.exe

@ -2860,7 +2860,7 @@ void AiL::InitializeDefaultKeybinds(){
Player::KEY_ITEM2.AddKeybind({KEY,K2}); Player::KEY_ITEM2.AddKeybind({KEY,K2});
Player::KEY_ITEM2.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::L2)}); Player::KEY_ITEM2.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::L2)});
Player::KEY_ITEM3.AddKeybind({KEY,K3}); Player::KEY_ITEM3.AddKeybind({KEY,K3});
Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::R2)}); Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
KEY_ATTACK.AddKeybind({KEY,SHIFT}); KEY_ATTACK.AddKeybind({KEY,SHIFT});
KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT}); KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT});
KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)}); KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)});

@ -314,12 +314,14 @@ void SaveFile::LoadFile(){
for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){ for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){
game->GetPlayer()->SetBaseStat(key,data.GetReal()); game->GetPlayer()->SetBaseStat(key,data.GetReal());
} }
for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){ if(loadFile.HasProperty("Unlocks")){
Unlock::UnlockArea(key); for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){
if(data.GetValueCount()>1&&data.GetBool(1U)){ Unlock::UnlockArea(key);
auto opt_cp=State_OverworldMap::ConnectionPointFromString(key); if(data.GetValueCount()>1&&data.GetBool(1U)){
if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore. auto opt_cp=State_OverworldMap::ConnectionPointFromString(key);
else opt_cp.value()->SetVisited(); if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
else opt_cp.value()->SetVisited();
}
} }
} }
if(State_OverworldMap::HasStageMarker(loadFile["Overworld Map Location"].GetString())){ if(State_OverworldMap::HasStageMarker(loadFile["Overworld Map Location"].GetString())){

@ -12,4 +12,32 @@ Toggle for displaying error messages
Equip Gear using Start menu tutorial Equip Gear using Start menu tutorial
Steam Controller SDK Steam Controller SDK
Add in vsync system option Steam Rich Presence
Add in vsync system option
Remove Unlock All Button
Fix scaling on some UI equip windows.
Your game uses the proper controller-specific glyphs when showing in-game input prompts.
The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons.
You've published an official configuration for the controllers you support.
Your game doesn't restrict the user's ability to customize their controls. This means it allows any mix of mouse, keyboard, or gamepad input simultaneously.
When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI.
Your game has no launchers that require mouse or KB input - or even better, no launcher at all.
To ensure users have a good experience from the couch, we also recommend the following:
Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size.
Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set)
For bonus points, at first launch detect the user's screen resolution and set your resolution to match it.
Implementing Steam Input API support
The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved:
In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller.
In Steam, use the Steam Input configurator UI to create your default configuration.
In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display.
Update your game depot with the new binaries, and publish your configuration as the official config.
Make another actions config file for the main build

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 5 #define VERSION_MINOR 5
#define VERSION_PATCH 1 #define VERSION_PATCH 1
#define VERSION_BUILD 8210 #define VERSION_BUILD 8212
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

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