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Socoder -> Off Topic -> AGAWFrame

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Posted : Monday, 05 February 2018, 00:28
therevillsgames
Plays fine on my home PC... really like it Jay!
Posted : Monday, 05 February 2018, 02:12
rskgames
Works wonderfully in my windows 8 laptop. Will try it in Ubuntu 64 bit later in the day. Controls are the way I feel they were.
One little glitch that I found is that I started the game in windowed mode and then while flying I pressed f11 to go full screen then in full screen I found the bird stuck beneath the starting point.

Meanwhile something was odd with my internet connection yesterday. Whole day I couldn't access socoder or agaw site. I was able to access twitter, youtube and other sites though.
Posted : Monday, 05 February 2018, 02:16
rockford
Works great on my Win10 lappy.
Posted : Monday, 05 February 2018, 03:34
steve_ancell
False alarm Jay, it was my end at fault. Restated the PC and all is good.
Posted : Monday, 05 February 2018, 03:36
steve_ancell
Slight freeze on the logo when it first launches, but all works fine otherwise.
Posted : Monday, 05 February 2018, 06:11
Jayenkai
Yeay!
Thanks to all for testing.

Rychan I see the hitbox detection has been improved somewhat also which is cool

A little more forgiving, this time. The original game was a little "too" mean when it came to bird vs flame hits!

Rychan nice intro stage too!

Indeed.
I might add a few little platforms on that screen.
It's purpose is so you can flap around and get used to the physics a little, on the off chance that (for some reason) the physics might change slightly.
Hmmm..


steve_ancell I'm not getting any audio on that one Jay.
first I had sound on my PC and now I'm not getting any since running the game.
False alarm Jay, it was my end at fault. Restated the PC and all is good.

Fuck, panic!!!
OK, I'll assume all is golden until someone else brings it up, then I'll start to freak out about a potential issue!

therevillsgames Had a quick go of Flappadiddle Doo (great name)

Yeah, the game had to "sound" like a sequel, without specifically being a sequel, as it would be appearing on systems that the previous edition hadn't. (eg, the Mac and Linux versions)
I'm quite happy with the name

steve_ancell Slight freeze on the logo when it first launches

therevillsgames Whilst loading, the animation was juddery.

Yeah, not a whole lot I can do, there, other than daring to bother to code a proper Threaded version of the loader, and when I last looked into threading, it was a bloomin' horrorshow, with every system needing its own version.
Lazy Jay took control, so stuttering it is!!

therevillsgames The controls were a spongey and didnt respond that quickly, sometimes it felt like the game wasnt running at full FPS...

... WAS the game running at full FPS?! F1 (or at the bottom of the options screen) to find out!
Also, let me know if it works better windowed or fullscreen (F11)

therevillsgames Plays fine on my home PC... really like it Jay!

Woohoo!
Would love to hear more about the slower system, though. I've tried to add nice "delta" timing to the game, but if it doesn't feel right, that's gotta be fixed!

Pakz Works here. No problems.

Dabz Works lovely here...
I even chucked the Linux version through a Debian 9 VM... Smooth as silk!

rockford Works great on my Win10 lappy.

Yeay!


rskgames One little glitch that I found is that I started the game in windowed mode and then while flying I pressed f11 to go full screen then in full screen I found the bird stuck beneath the starting point.

Yeah, I've noticed that happen a couple of times, myself. I've not yet added any "Bump me up if I'm inside a floor" code, which is really bloomin' easy to add, but I kinda rushed yesterday's release.
Also, if you resize the window during gameplay, you'll notice the Bonus Eggs/Trail don't quite reallign properly, which could potentially cause issues if you're mid-game when doing that.

..I wasn't supposed to be releasing it until later tonight, but I was having so much fun with the game that I was doing that "Tweak the code for 10 second, playtest for half an hour" thing!! Figured I'd better quit playing and compile the bloomin' thing!

Gameplay issues aren't really what I'm worried about with Test#1.
Test#1 is just about whether it actually runs on all the targets, and I'm fairly happy that most people have been able to run it smoothly.
All in all, I'd say this is a good test!

Now, iOS and Android..
Hmmmm...

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Posted : Monday, 05 February 2018, 18:36
rskgames
Works well in Ubuntu 64 bit laptop as well.
Posted : Monday, 05 February 2018, 18:59
Jayenkai
\o/yeay\o/

Now to get Android and iOS working.
.... eek!

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Posted : Monday, 05 February 2018, 19:10
therevillsgames
On my work PC again, first level runs around 12-15FPS for both update and render in Windows mode... full screen runs at 15-16FPS.
Posted : Monday, 05 February 2018, 19:28
Jayenkai
Your work pc sucks!!!

Does it still feel wrong?
I probably shouldn’t worry about targeting 12fps, but if I’m going to do this, I might as well go crazy!!

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Posted : Tuesday, 06 February 2018, 15:46
therevillsgames
Your work pc sucks!!!


Yes... yes... it does It's a great piece of shit which is great for testing games! FYI BlitzMax and Monkey1/2 games run fine on it...

Does it still feel wrong?

Yeah the controls are spongey...
Posted : Tuesday, 06 February 2018, 16:29
Jayenkai
I imagine if I bothered to code Threading into the Framework, it’d appear much smoother.
....
Hmm.. might look into that, tomorrow.

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Posted : Wednesday, 07 February 2018, 18:49
rskgames
One feature I would like is a shortcut key for quick restart of the game. Currently if I want to restart a game, I need to pause, quit game and start the game again. Another feature that would be good is to hide the mouse cursor in the game. I miss these 2 features more when I play Flappadiddle.
Posted : Sunday, 11 February 2018, 11:53
Jayenkai

Beta 2


  • Windows Download
  • Linux Download
  • Mac Download

  • Not everything has been fixed, yet, but an awful lot of background stuff's been tweaked since last week's release, so you should find it's a little smoother than it was.

    There's now 3 graphical "worlds" to play in, and the game's getting ready for me to add more and more.
    I'd've added more, but with all the background stuff I had to do, I didn't really get the time.
    Hopefully I can spend a bit more time working on the actual game, this week, instead of having to fix up bits of the framework.

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    Posted : Sunday, 11 February 2018, 18:50
    rskgames
    In all 3 worlds the music starts and within 2 seconds stops. Other sounds are heard throughout the game but not the music. I don't see any error messages in the game console window as well.
    The 2 new worlds looks great.
    Posted : Sunday, 11 February 2018, 19:39
    rskgames
    As the levels go higher in the game I encounter very difficult placements of the platforms. For example in the below screenshot a single tile is not enough to access the platform and come out without losing any lives.
    Posted : Sunday, 11 February 2018, 22:09
    Evil Roy Ferguson
    Mac version initially didn't run here -- libglfw.3.dylib was missing. `brew install glfw3` fixed that issue, but the game hung shortly thereafter and I had to force close it. I'm running High Sierra on one of those newfangled touchbar Macs.

    I tried the Windows version in wine and it ran just fine. Locked at 60FPS, no obvious problems.
    Posted : Sunday, 11 February 2018, 23:55
    steve_ancell
    Windows version seems to run OK here. Still that freeze up on launch, but I think that might be due to that black window that pops up next to the main one.
    Posted : Monday, 12 February 2018, 01:02
    Jayenkai
    Alrighty! Bugs to fix!!!

    RSKGames
    Music Stop. This might be due to the rewrite I did to ensure the music does stop when I ask it to, not once the buffer's run dry. I’ll look into it. Should be easy enough to fix, I hope!

    The spike placements have been rejigged a lot, this week, in the hopes that the different worlds have a slightly different feel. But I’ve noticed a few odd paths myself. I expect the "digger" isn’t quite digging a big enough hole. This should be easy enough to fix, but trying to do it without making the game "too" easy, is the tricky part!

    Evil Roy / Mac
    I really need to add a readme for the extra install requirements!
    I wonder if I can include glfw with the app? That seems like it might be doable...? Hmm.. I’ll look into that.
    Meanwhile, I’ve noticed it locks up if I switch windows and back. I really need to look into what's causing that. It might be that MacOS is requesting some sort of "resume" function, and I’m not handling it.. hmm..

    And Steve.. your issue is one of two problems.
    I might make a little test app specially for you to try out!!

    Maybe later.

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    Posted : Tuesday, 13 February 2018, 13:44
    Jayenkai
    *sigh*
    Time's not on my side, this week.

    Anyhoo, Steve, if you'd like to run this..

    Steve's Benchmark



    Start a "game", and it'll do a little benchmark.
    Once it's over, it'll quit back to the menu, you can close the game and copy+paste the freshly made debuglog.txt here.

    I'm *pretty* sure that the only peak will be "Test 8", but it'll be interesting to see what shows up.

    Thanks for testing!

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    Posted : Wednesday, 14 February 2018, 11:33
    Jayenkai


    Birdy Selection Screen!!!
    That first empty screen suddenly has a purpose, to get a feel for your selected bird.

    .. Almost like I planned to do that!

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    Posted : Friday, 16 February 2018, 07:05
    Jayenkai
    Hmmm..

    Fileseeking (fseek in a binary file) doesn’t seem to be seeking to the right spot.
    Been trying to fix my save files, all blinkin' day!!

    ... might give up and buy a 3D Printer!!

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    Posted : Tuesday, 20 February 2018, 08:41
    Jayenkai


    Menu system!!

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    Posted : Sunday, 25 February 2018, 06:15
    Jayenkai
    Nearly ready to release the "Finished unless broke" edition of Flappadiddle.
    Switched on the online scores, yesterday, only to realise I hadn't finished coding the bloody things, so ended up spending about 4 hours doing that. .. That wasn't as easy a task as I was hoping for!

    Today I've finished off the level generator, added the last few danger elements, plonked in a different ALChoon for each of the 6 worlds, ensured the unlocking works properly, and am now about to run through the entire game to be certain it's beatable.

    Lastly, I need to figure out the MacOS save issue. Mac's Sandbox is locking me out, so I need to figure out exactly where it wants me to save, and exactly how I'm supposed to do that. Bloody MacOS!!!

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    Posted : Sunday, 25 February 2018, 11:46
    rychan
    Woo, worlds, yay!
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