Early Access Update #14 – Ciao, Hola, and Merhaba. Also, new graphics?

Update time friends.

Most of the work that’s happened this week is engine stuff with items, but ther’re some cool things to show including a new art direction! Let’s get to it.

Thanks to some great members of the Samphi community Samphi will soon be available in Italian, Spanish, and Turkish. There’s some work that needs doing to incorporate the translations into the game, but we’re well on the way thanks to these great people!

  • ShortyDevil
  • MrCrakgueir
  • Levent
  • dimo9854

Notice anything different about this menu?

Apt readers out there might notice something different with that last screenshot of the language selection … It’s created with a new aesthetic.
Samphi’s graphics is an uncertain subject. I’m a programmer, so all art in the game is programmer art and has gone through many revisions since the project started. Here’s a screenshot from a few years ago!

Things have come a long way since then, but Samphi still doesn’t look how I envisage it should do. As I created the language selection screen I started playing with this new aesthetic, moving towards a more pixelated, softer, somewhat more cartoony aesthetic that I’ve always envisioned for Samphi.

You can see the difference more clearly when you put the old settings menu next to a new WIP one using this same aesthetic:

I like the newer aesthetic a lot more. It’s less flat and much more how I envisage Samphi. What to you guys think?

Since these updates happen so frequently there’s often not too much to show. Same goes for actual game updates. Since they come frequently, progress is slow and gradual. Would you prefer this or prefer updates less often but more substantial. When all is said and done, the game would still progress at the same rate, but updates would feel more substantial.

I prefer this. Small regular updates so we have a regular conversation, but would just like to check that you feel the same way. Let me know. 🙂

Boring item work is all that’s due for now I’m afraid. Hopefully get chests in and a new crop in the next couple of weeks. I really want a new crop, and also want to re-draw wheat, so that’s certainly near the top of the list. Oh! I also have something cool planned with the menu, but I’ll leave that for the next update!

I’ll leave you with a fun(ish) fact. Samphi has 46 items! Thanks for reading! Have a fantastic weekend. See you in 7 days. 🙂

As always you can show your support and keep up to date with development by following me here:

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Greeny Games Website[www.greenygames.com]
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Early Access Update #13 – Localization update, performance increases, and the C word

Hi friends, update time.

So last week’s update was a short one. In summary it read: ‘I’ve been working on chests, they’re just been difficult’. Unfortunately, the situation hasn’t changed much! In fact, if anything, it’s worse. Turns out the item system needs a good ol’ re-write.

Not to panic, let’s all just laugh it off …

In the last update I demonstrated that the latest problem with implementing chests was that Samphi needs to be able to deal with multiple item stacks in order for them to work correctly. Unfortunately, that’s currently not the case, and to implement that means a re-write of the item system.

Bit more info; All item info is currently stored in a single list, so while we can have two icons, they both use the same data values such as quantity; they’re not individual stacks which they need to be. There’s also an issue with saving and loading items. The current system is designed around working with a single instance of each item, and to enable that to load/save multiple of the same type also requires some work.

All of this is 100% doable, just it’s not something I couldn’t fit into this update, but rest assured I’m working on it! Over the next two weeks I’ll be taking the item system back to the ground and doing a full re-build. This will allow multiple item stacks, loading/saving of multiple items, and in turn will enable chests to work correctly.

Sorry it’s taking so long. That’s the last I’m going to talk about the C word. The next time it makes an appearance in an update will be when they make it into the game. Still, there’s lots to be excited about in this update!

v0.1e hit the beta branch today and it’s brought with it something very exciting! Samphi is made in Game Maker, and Game Maker has an export tool call the YYC. Without getting into too much boring detail, it’s basically a tool that makes the game run faster. For the first time ever Samphi is exported with it so we should see some speed increases.

According to GM, YYC can ” increase your games performance by a hundred-fold”. We won’t see a performance upgrade quite on that scale I don’t think, but do let me know if you notice the game being a bit nippier!

Along with the performance upgrade, I’ve also fixed a few bugs in this update, so here’s the full changelog:

  • Samphi is now compiled with Windows YYC, so we should see a speed increase! According to GM, YYC can ” increase your games performance by a hundred-fold”. Let me know how this goes.
  • Hopefully fixed a bug where music was playing twice in the menu. I say hopefully because I could never recreate it, but I put something in-place that should stop that ever happening.
  • Fixed a bug where feeding honeycomb to your dog would cause the game to crash.
  • Fixed a bug where small items disappear in water and the ground.

Getting Samphi translated into as many languages as possible has always been a goal of mine, and thankfully a number of great people from the community offered their help! I’ve spent a bit of time collecting together all of the text that is currently in the game and collated it into a Google docs sheet, so those wanting to offer their help can now do so!

I’ll post these instructions in the discussion also, but if you’re wanting to help translate Samphi, send me an email to greeny@greenygames.com. I’ll send you an invite to the appropriate Google doc. Hopefully over the next few versions we can start incorporating more language options. 🙂

The item rebuild will be most of my work unfortunately. I say unfortunately because I always feel these updates are boring. From my perspective it’s a huge update as part of the engine gets a re-write, but from the player’s perspective nothing changes! If I do my job correctly, you won’t know anything has changed!

Because of this I always end up trying to sneak in other work, such as the updates to the sheep so there’s something visibly different, but that takes time away from the core work that needs doing. Downside of being a one-man-team I guess.

Hope you’ve all had a great week and have an even better weekend. I wish there were flashier updates to show, but we’re going to have to put some time into engine work for a little while. 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

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Early Access Update #12 – Ever Elusive Chests

Hi friends,

Happy Friday. Time for another update on Samphi. Think this is going to be the shortest yet! You know I’m working on chests, but despite best efforts they’re taking much longer that I’d like. This short update will just explore why.

Last week I said …

Originally posted by author:

So next week shouldn’t see a new build according to the schedule, they’re every 2 weeks, but it will! I’m so close to being done with chests that there’s no point in waiting 2 weeks, we’ll just get them out.

If only. Chests are proving to be a royal pain in the ass. Each time I solve one problem another crops up. The item system needs quite a large change to accommodate chests so unfortunately it won’t be this week as I’d hoped.

For example, what happens when a player has items in a chest them moves world. There’s no chest for them, so they can go to their inventory. What if their inventory is full though? No problem, we’ll leave them in the chests. That means data for items in chests need moving from the player to the world save file. That’s done.

Now what happens when an item is already in a chest and the user collects more of it? They’ll end up with two of the same item and Samphi isn’t currently built to accommodate that.

It’s things like these that I keep running into. Chests are coming, and they’re close, but we’re just not there yet.

Since they’re not available yet this gives a good opportunity for me to get some feedback on how I intend them to work. Here’s my current thinking:

  • Items placed in chests belong to the world, not the player
  • If you change world you won’t have the items. If a new character joins the existing world with a filled chest they can access those items.

This will work great and the last real hurdle is allowing multiple stacks of items. How does this sound? Is this how you’d expect them to behave?

I was recently made aware of a bug in the latest build, v0.1d, that crashed the game is custom textures were enabled. That’s been patched and that version is now in the stable branch.

Hopefully next week chests will actually see the light of day in v0.1e. That’s what I’ll be working on ‘till then. Sorry it’s taking so long, it’s a bit of a mess! It feels shitty to keep saying they’re coming soon and then never delivering, but issues keep cropping up out of nowhere. So I’ll leave it as hopefully!

Hope you all have a fantastic weekend!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

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Early Access Update #11 – It’s all about sheep (Sheepgate)

Hi friends,

Another Friday, another update. Let’s get straight to the point, I’d hoped this update would bring chests but it’s going to have to wait another week I’m afraid. They’re 95% done, there’s just a few final things to tidy up. If I were to push them into this update however it would have been sloppy and need work next week anyway, so best to wait.

There’s still a couple of small changes to this update, and I’m nicknaming it sheepgate! You guessed it, they revolve around sheep.

So we recently added shears, and good news, they can now be used. No longer do you have to kill that poor innocent sheep to get its wool. With shears equip simply right click a sheep to shear it and the wool will grow back in a few minutes!

To accompany the game-changing shearing update, sheep have also received a small graphical update. They’re now much fluffier and have two possible colours. It’s like a whole new game!

Both of these changes are now live in build v0.1d, available now in the beta channel.

Since this update is short I figure I’ll give two small game hints. Why not!
Did you know you can shoot down beehives? When a beehive spawns fire at it with a bow and arrow. It will fall to the ground and can then be harvest for food!

Did you know sheep and pigs can be tethered? With rope equip on your hot bar right click and animal to tether it to you. It will then follow you around the level. This feature is very rough, and is intended to be used with fences so you can lead animals into a pen later down the line.

So next week shouldn’t see a new build according to the schedule, they’re every 2 weeks, but it will! I’m so close to being done with chests that there’s no point in waiting 2 weeks, we’ll just get them out. If there’s time we’ll also sneak in some other smaller updates and fixes before getting back to schedule.
So, bit of a slow two weeks I’m afraid. Haven’t got as much as I’d like done but that’s the way it goes sometimes. 🙂

Hope you all have a fantastic weekend and enjoy sheepgate!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

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