December 2024 Progress Update

Happy December! The snow is starting and so has the holiday season so let’s go over what we’ve been up to over the past two months!

Demo Update

In case you missed it, we put out a small demo patch last month fixing a crash and providing a small performance update. A number of other non-critical bugs were logged (thank you!) and those have since been fixed on our end.

NPCs & Animals

We’ve been working on adding NPCs and Animals to some of the newer maps. Let’s look at a couple locations!

Storefront Shenanigans

We mentioned before that we were working on setting up a shop for older merch we’ve made… and it’s here! Except… well… have you heard of Canada Post strikes? They started when we were hoping to launch the shop. So the shop is ready but we can’t ship anything yet and we’re certain no one is interested in paying 50CAD for shipping. So instead please take some time to peruse the photos and if there’s anything of interest take note – we’ll be launching officially sometime in the new year once the strike is over.

What’s Next?

As we are entering into the holiday season and things are slowing down, we’ll be trying to get as much as we can get done before the end of the year. It’s been a roller coaster and we’ll be trying to cross off at least a few goals from earlier this year:

  • Kickstarter Rewards – We’ll be trying to add all of the interiors and NPCs this month
  • NPCs & Animals – Focusing on the remaining towns and cities before revisiting older maps
  • Balancing Planning – Now that most of the battle upgrades are in we need to rebalance them. This means research!

We hope everyone has a relaxing holiday season and we’ll see you in the new year!

0.7.3 Release Notes

Summary

This is a small update to fix a crash some users have reported.

It is available to download on Itch, Gamejolt and Steam.

If you come across any issues, please log them here. For more dedicated support feel free to send us a Tweet or DM, message on the Discord Server, or email us.

Change Log

Improvements

  • Ignore transparent tiles while perform tile-checking for VFX/SFX

Fixed

  • Fixed a crash during cutscenes when a character moves backwards

October 2024 Progress Update

Hello Chilly October! Here’s what we were up to in the last month!

Making Olvia Come Alive

Our main focus for the month was adding NPCs to the world and we decided to start with Olvia!

Olvia is the first city with the new animals added to them – so there was a little bit of trial and error to get them working for the first time and well integrated – but we think it worked out! Let’s go over some highlights of some of the NPCs you can meet here!

Let’s start with the obvious – there’s a dog on the loose and his name is Buddy and oh boy will he never be caught. It seems it’s a Wednesday.

Wow look at all those birds! It sure would be a shame if someone ran through them!

Huh… that’s strange… Oh look! Birds!

Nothing suspicious here at all. Not at all. Huh? Did you hear something?

Yes, You Can Pet Them

A small little feature we added was for- you guessed it- to pet the dog! And the cat. And the horse. And the cow. And the sheep. And the chicken. And the- You get the point. You can show the animals love. Just don’t pet the snake.

Old Merch New Merch

While we were tidying up we stumbled upon a box filled with Gataela merch we made for the Kickstarter. The photo above is from when they were originally produced (we’ll take better ones). There’s some buttons/pins, some art books, and even some wood charms we made for Otakuthon pre-lockdown. If you’re interested we’ll be putting them up for sale sometime within the next month or so.

What’s Next?

Next month we’ll actually be taking a little bit of a break from Gataela. As a reminder, layoffs hit us in May and we haven’t gotten employed yet. It’s quite difficult as you can imagine. On top of that the seasonal sickness has hit (which is why this post was late). All in all – it seems like some rest is in order. So next month’s post will likely either be very short or non-existent. Thank you for your understanding.

September 2024 Progress Update

Happy September! Here’s what we were up to in the last month!

Demo Update

In case you missed it, we released a demo update at the end of last month providing some bug fixes and a new performance toggle. Thanks to all the demo players who logged bug reports!

VFX Completion

We wrapped up the rest of the VFX work this past month. There might be some adjustments that need to be made, but this means that most of the visual effects for the turn-based battles are complete! The next steps for the turn-based battles will be creating the skills, adding the SFX, hooking things up, and (eventually) balancing! For now, here’s some of the last ones we put in:

Our favourite “absolutely not a Turkey” is showing off their feathers and Fluffing them Up to Raise their Critical charm points.

Our friendly Lynx is just giving you a small Body Slam out of love and affection. Probably.

Did you know Badgers will Stock Up on food? We’ve heard it’s to Raise all variety of things.

Finally we have a pot of gold showing off our Alchemy skills. This little fellow will now appear on Crafting screens and for the future Crafting skill in battles.

Tile Troubles

One of our focuses for the last month was adding a “walking through water” effect to all of the swamp maps. We have a cave map that already has this effect, but it was specific to the map. It was a little bit of work to make it work on all the swamp maps, but not too hard. No. The difficulty came up when dealing with the tile detection system and the cursed transparent tiles.

Now this is a rather common problem when it comes to the tile system for Gamemaker. Tilemaps are formed off of images, and if there are any spots in the image which are transparent they become transparent tiles. However they are not considered “empty” because there’s an associated image section assigned to it.

Now for Gataela we have a large image – particularly for the background tiles – which has empty spaces to fill in over time. We would rather have a single large image with empty spaces to fill in rather than recreating tilesets and redoing maps as development went on, or having a lot of different small tilesets and many tile layers.

Our tile checking – which is used for the water effect, VFX, and SFX – goes from top to bottom through the layers, finds a valid tile (i.e. a tile that is non-empty and has image data) and then determines the type. Although these transparent tiles are considered a valid tile by the engine – they aren’t valid for the tile checking algorithm.

Sometimes what happens while creating maps is that these transparent tiles will be accidentally be added. We could go through every single map and clean up every tile layer so there are no transparent tiles but… there are hundreds of maps. There must be a way to do it without that, right?

Transparent Tiles Not Visible
Transparent Tiles Colored Pink

Most of the advice for this situation revolves around checking every single pixel for the tile. With the size of our image, we would be checking essentially every pixel in the tileset image worst case. That’s 2048×2048 checks. Even if we store the result that’s still a pretty expensive check. BUT! There’s a way to do that easier: using bounding boxes.

Gamemaker allows you to create image assets at run time, and these assets can be created from tiles. When we first run our tile checking algorithm, we will check all the tiles in the Background tileset once by turning them into temporary images and generating an automatic bounding box. If the bounding box’s LS >= RS then this tile is fully transparent so we’ll add it to the list of tiles to ignore. This means that instead of 4,194,304 checks we have 1,024.

What’s Next?

A bit of a switch up for next month – we’ll be working on adding NPCs (including dialogue) to the world over the next little while. If you’re interested in getting in a line or two, we’ll be streaming it every Tuesday & Sunday at 9pm EST.

Have a good start to Fall and a relaxing last bit of Summer!

0.7.2 Release Notes

Summary

This is a small update to fix a couple issues some users have reported. Of particular interest is the new performance toggle for the “Walking through long grass” effect. If you happen to have a laptop with an integrated graphics card we recommend turning the effect off if you are noticing frame rates dropping.

It is available to download on Itch, Gamejolt and Steam.

If you come across any issues, please log them here. For more dedicated support feel free to send us a Tweet or DM, message on the Discord Server, or email us.

Change Log

Improvements

  • Added a performance toggle for the “Walking through long grass” effect in the Options Menu
  • Can now use the interact key on enemies
  • Added fade transitions to menu screens
  • Added weapon-specific battle animations for party members

Fixed

  • Adjusted VFX/SFX grass definitions so that paths partially covered by grass will have their SFX/VFX triggered
  • Fixed the movement key being “stuck” in a direction if you released it while talking to NPCs
  • Fixed newly added party members sometimes not having battle sprites (and crashes associated)
  • Fixed the minimap saving focused state while transitioning between screens
  • Fixed post cutscene events that may not be triggered
  • Fixed anchor points for party member battle animations
  • Fixed Slash being considered a Gun skill and not a Sword skill