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Author Topic: Block Dude Nspire -  (Read 11597 times) Bookmark and Share
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phj
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« Reply #60 on: 05 August, 2010, 19:06:51 »
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I found another bug in level 4. When holding a block and walking in a one block high hole the guy becomes uncontrollable.
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« Reply #61 on: 05 August, 2010, 22:55:37 »
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Well, that area in level 4 is not supposed to be there anyway (it was the typo I mentioned in my last post), but I will still look into this bug as it might be a problem in other areas of the game. Thank you for the bug report!
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« Reply #62 on: 05 August, 2010, 23:09:21 »
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Darn I really hope to find some time to play this. It's an amazing game. I hope it gets featured. It was already done before on another calc model, but it's a classic so it deserves a news when your TI-Nspire version of the game is posted there. Smiley

(2 more to go.)
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« Reply #63 on: 06 August, 2010, 02:33:21 »
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Here is a new version with the three bugs listed earlier fixed!  I have still not looked into the bug phj posted about.  I will try to fix it later!

* Block Dude Nspire.tns (16.02 KB - downloaded 64 times.)
« Last Edit: 06 August, 2010, 02:34:03 by apcalc » Logged


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« Reply #64 on: 07 August, 2010, 01:28:21 »
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Mhmm btw will this run on the emulator? I tried running two versions in it and it freezes after choosing OK on the info/title screen thing. I got version 0.2.0, though, since it's bwang who set it up for me a while ago.

EDIT: Nvm, Apcalc told me how on IRC just now.

Nice game, but I think the controls need some fixes. When I press the down arrow to grab blocks, I always end up dropping them almost immediately after grabbing them because the key delay when grabbing blocks is way too short to give me enough time to release the down arrow key. It got frustrating and I just gave up before finishing LV 2. You should make it so he won't drop the block until you release the key then press it again, same for grabbing blocks. Or at least, add a delay of half a second before quick key repeats occurs. I think it might be good to do the same for when moving around so we don't keep accidentally falling in a pit one step further than we meant to move to
« Last Edit: 07 August, 2010, 01:35:23 by DJ Omnimaga » Logged

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« Reply #65 on: 07 August, 2010, 02:27:44 »
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I have made some changes to this game reflecting DJ's comments.  First, you now have to release the down key before you can pick up/ put down a block.  I have left the key delay on the left, right, and up keys (it is about a half of a second) because sometimes when I play I find it easier to move when I don't have to actually click the key each time, but that is just my personal preference. If you want to see an example of the actual key delay time, look in the "Trapped for TI-Nspire" thread at the bomb explosion (second screenshot).  The delay between the explosion frames is the exact time as the key delay (the delay is slightly longer on the actual hardware than on the emulator).  If anyone thinks I should make the left, right, and up keys like the down key (having to release it before you can perform that action again), please post here.  I definitely feel that DJ is right about the down key though.  It can be hard to control sometimes.

Likewise, due to confusion on how to actually go to level 1 (you had to press the home key), I have changed the method to enter key codes.  In this version, you can press enter at the original dialog box to go to level 1. I will probably also make it so you can use the "click" button between the directional keys to go to level 1. If you want to enter a key code, you have to press the esc key, then enter the code.

Also, in order to test this game on more complicated levels, here is the keycode for level 11 (this will be changed before release Wink):

T, C, Menu

Thank you for all of your comments about this game!  They help to make it better!  Don't feel bad about posting any problems about this game, I am happy to here them so I can fix the game and make it better! Smiley

EDIT: I just wanted to note that this game will be released on ticalc.org sometime before Thursday Smiley

* bdnNON_CAS.tns (16.1 KB - downloaded 61 times.)
« Last Edit: 07 August, 2010, 03:13:34 by apcalc » Logged


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« Reply #66 on: 07 August, 2010, 03:20:20 »
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Nice update, I'll give this a try again later Smiley

I wonder if it will get featured
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« Reply #67 on: 08 August, 2010, 00:58:00 »
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If anyone thinks I should make the left, right, and up keys like the down key (having to release it before you can perform that action again), please post here.
I think it should remain as you have it now. Smiley

This is a cool game.  Nice job on it.  I think it would be a good candidate to get featured as well. Grin
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« Reply #68 on: 08 August, 2010, 13:26:03 »
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Level 8 contains a bug when you start and press a directional key the guy falls in the ground. Also when carrying a block and going down with one block space the block can double and the brick after it disappears (and you get up to three people on the screen at the same time).
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« Reply #69 on: 08 August, 2010, 16:47:41 »
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Fixed!

The first one was caused by a typo (the game literally thought that the guy was one position lower than his actual position because his position initialization was 1 higher than it should have been)

The second one was the same exact bug that caused your original problem in level 4.  I never got around to fixing it.  It was caused because I copied and pasted a part of the code (while the guy was holding a box) from the left movement and I forgot to change a -1 to a +1.

EDIT:  Also, while playing the 83+ version of Block Dude for the first time yesterday, I discovered one problem with my game engine that was different from the original Block Dude.  This has been fixed.

EDIT AGAIN:  Level 10 has the same problem that level 8 has in that version I posted.  (only his position is thought to be one to the left, not up).  This has been fixed.  I didn't have the time to test levels 7-10 yet.  I will tonight and if I cannot beat them I will use the level solutions from Detached Solutions to make sure that they are beatable!  I am still hoping to release this game before Thursday, provided that I do not find any major bugs before then (I really hope all of the bugs are squashed now!)
 
Thank you for the bug reports!
« Last Edit: 08 August, 2010, 17:31:48 by apcalc » Logged


DJ Omnimaga
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« Reply #70 on: 08 August, 2010, 23:55:30 »
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Good luck with bug fixing. I hope you don't get too many bugs before Thursday x.x
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« Reply #71 on: 09 August, 2010, 00:03:51 »
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I *think* I have squashed all of the bugs.  I just went though and played all 11 levels without stopping (with a little help from Detached Solutions Tongue) and I only encountered 1 bug (but it was just forgetting to put a brick in a spot where it should have been, so it was a very easy fix Smiley).  I might hold off release until Wednesday night though so I can put it through more tests to ensure that it is bug free! Smiley
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« Reply #72 on: 09 August, 2010, 00:09:49 »
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Aaah ok nice to hear Smiley
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« Reply #73 on: 09 August, 2010, 00:58:12 »
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Guys, I just wanted to note that level 10 in the version posted here has a lot of bugs, which are all fixed now.  Some bricks are missing where they should be, I think the guyx position is different than what is drawn, and random sprites were sometimes drawn at the bottom of the level when the bottom row was blank.  Just use the code for level 11 above and skip this level if you reach it.  I don't think it is beatable in that state.
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« Reply #74 on: 09 August, 2010, 01:18:51 »
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Hmmm...if the bugs are all squashed now, mind posting an update?
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