I just did a steamboat% run on #Noxico, as in "how fast can you add Mickey Mouse to a game he has nothing to do with?"

Eight minutes, but his tail description is broken and he's lacking his iconic outfit.

An interesting observation: when I run a debug build of #Noxico in #VisualStudio2015, all the debug outputs in a populated town board make the game run very slow, like 20 to 30 FPS. The _exact same build_ running from #VisualStudio2019 updates the exact same town board at a full 60 FPS.

Running it from outside either IDE also gives 60 FPS for the same board.

I find that quite interesting. Does anyone have any insights about this?

Just added schema verification to #Noxico

Like JSON and XML, my TML now uses a schema written in, of course, TML.

So far, only body plans have a schema and besides a single blank "bestiary" token and a missing "hair/color", they all passed.

So about that thing from yesterday, "unique means unique".

At first, sex scenes in #Noxico were handled like dialogue. You get a bit of prose in a text box, there's a list of possible actions underneath. This was eventually replaced with a different, more dynamic separate system where you and your partner both get to choose.

Dialogue is blocking, so whoever you talk to remains fixed.

🧵

Found a breaking bug in #Noxico, fixed it without even needing to change any actual code.

I was all excited about it too...

(Guest character Urta had no tallness set so looking at her would crash. This was a one-line fix in a text file.)

Felt a bit inspired by the fantasy border pack @kenney released yesterday, so I tried it out. It's quite a difference from your standard double lines down the middle...

#Noxico #gamedev

Last night I made the save button in the key remap dialog for #Noxico actually, y'know, save. It was marked TODO since I first added that dialog.

I'd added that dialog box in September 2019.

#gamedev