- Rewrote README to better reflect the change in direction.
- Updated screenshot
- Added a /publishing directory that contains resources for other stores. Right now this includes the Chrome Web Store, due to a variant of the original Flash version being published there years earlier.
- Added more translations
- Framebuffer allocation set to 2D
- Use pixel snap
- Refined Zack base sprite and remove the static one
- Moved About, Credits, and Settings menu into a global menu
Oh boy, where to start? Zack has a tail again but it's animanted now. The background has been improved and simplfied in order to work better with the new interface. Outfits have been removed since the style makes them complicated with. Brought back previously deleted clothing and ported over new ones. There is now a "Clear" button in order to reset to the defualt. I'm also trying to figure out how to theme. Created a picture frame of "iCrazy". And so much more other little details and tweaks.
- Changed the window dialog types to so they can be exited upon just by pressing "Ok"
- Settings shell command has been simplfied so typing "settings" will show the setting window, as oppose to the button.
- Renamed cmd_interface to shell_interface
- Tweaked the about text
- Increased the canvas size of the mouth sprite so they can now animate properly.
- Restored the original background, but I might replace it with an redrawn version in the future with an option to return to the old one.
The static image of Zack in previous attempts at a standalone port served mostly as a placeholder because I haven't animanted a sprite with a general purpose game engine and it's designer since Game Maker 6. This was no different.
But not anymore! The eyes are animanted now and soon the mouth will be too. I know that sounds small in the grand scheme of things but that pretty much means that the design of this is identical to the original Flash version. So I can say with confidence that this pretty much counts as a full fledged port of the original. I'm so glad I never gave up on figuring out how to bring this game to a wider audience in it's entirety. Think I'll be sticking with Godot for future games now.
- Got rid of my custom windows for Godot's because I forgot the engine had those, for some reason. ¯\_(ツ)_/¯ Oh well, at least it frees up a lot of unnecessary baggage and stress. Everything else is pretty much the same, aside from that.
- Created a new hidden "shell" interface. This was initially created for testing the new localization settings but can easily be extended for other purposes.