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[SantaHack 2011] GiftCraft |
Dario ff
Member #10,065
August 2008
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This is the entry I developed on my limitted time for SantaHack 2011, due to finals and all that. GiftCraft is a game heavily inspired by Star Wars Pit Droids, by Lucas Learning. The game's goal is to get all the gifts through Santa's weird classifying mechanisms to the right pipes in each room, using Direction Pods to change the direction they're going to. Features
DownloadWin32 Binary + Source code + Makefile + Game Music package. Media
"Trailer" {"name":"605287","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/a\/4a6c5d3e7f30d7c43b98d3b000c2bb0c.png","w":1600,"h":900,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/a\/4a6c5d3e7f30d7c43b98d3b000c2bb0c"} GameplayYou can reset the gifts launched by Pausing(Space or 3), and resuming(1, 2, or Space again).
Append
Overall, it was a really fun entry to make, even if a bit empty in some areas. Also, it could use way more levels I guess, but I was having trouble of even solving them myself. So the pacing is pretty much like, learn a new concept, do some small levels, do one big puzzle, then start again with another new concept. I don't expect you to try to run this on one sitting tho. The player starts to become really tired by mid-game, but you can come back to the game anytime you want since it'll save your progress. Hope you like it, and thanks BAF for organizing SantaHack 2011. TranslatorHack 2010, a human translation chain in a.cc. |
Mark Oates
Member #1,146
March 2001
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Well this game is clearly underwhelming. Dario ff said: developed on my limitted time Limitted time, no doubt. Because it clearly shows. Just... sigh... [edit] -- |
Dario ff
Member #10,065
August 2008
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Quote:
Why is one of them winking at me? Mark Oates said: oops! Looks like you packaged allegro-5.0.0-monolith-mt.dll instead of allegro-5.0.3-monolith-mt.dll
Oops, I compiled that one with the makefile instead of the CB project, so I forgot about it. In any case, I reuploaded it on the first post. EDIT: Blast it, the uploader ate the file. Hold on. Here's the dll meanwhile. TranslatorHack 2010, a human translation chain in a.cc. |
Mark Oates
Member #1,146
March 2001
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I got it working with the 5.0.3 MSVC dll. This game's cool. Dario ff said: Why is one of them winking at me? -- |
Dario ff
Member #10,065
August 2008
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Ok I mirrored it on the first post with the right DLL now. Should be all working fine now. Mark Oates said: This game's cool.
Just wait until lvl 10 and start swearing at me. TranslatorHack 2010, a human translation chain in a.cc. |
jmasterx
Member #11,410
October 2009
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This game is really fun Agui GUI API -> https://github.com/jmasterx/Agui |
kazzmir
Member #1,786
December 2001
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Spacexmas was the only game that I liked. The rest I either couldn't get to compile (linux) or were boring. <edit> whoops.. noticed I posted in the giftcraft thread specifically. ok while I'm here I was able to compile and play this game. Gameplay was ok but the pacing is a little slow. |
Dario ff
Member #10,065
August 2008
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kazzmir said: Spacexmas was the only game that I liked. The rest I either couldn't get to compile (linux) or were boring.
Wrong thread? EDIT: Oh nevermind. Read the edit. You mean the level pacing or the game's speed? TranslatorHack 2010, a human translation chain in a.cc. |
kazzmir
Member #1,786
December 2001
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Both actually. Due to running in fullscreen the game is sort of laggy on my machine. The first two puzzles were quite simple but took a while to complete because I had to watch all the gifts make their way to the end. |
Dario ff
Member #10,065
August 2008
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I guess if it's laggy the faster speed option(number 2) wouldn't work right I guess, since it just uses more logic loops so it stays accurate. You can edit the resolution if you want on the .ini later if you want to give it another try. [Display] Width=1024 Height=768 # 0 - Fullscreen 1-Window 2-Fake Fullscreen Mode=2 Mode 2 always defaults to the desktop resolution. TranslatorHack 2010, a human translation chain in a.cc. |
ImLeftFooted
Member #3,935
October 2003
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Nice |
MiquelFire
Member #3,110
January 2003
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Nice, until I got to a level that is a tad impossible with my color blindness. Something about keeping my eyes open. --- |
Dario ff
Member #10,065
August 2008
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MiquelFire said: Nice, until I got to a level that is a tad impossible with my color blindness. Something about keeping my eyes open. Oh, sorry, that kind of slipped my mind. I fixed that problem in my SH2011 entry using custom symbols on each block, but here I didn't think of it. Just for future reference, what are the typical problems with color blindness? Is it a common set of colors with problems, or assets should have a "color-blind" mode with symbols drawn onto them? Kind of like Peggle did. Sounds like you reached level 10, which is one of the first moderately hard levels. TranslatorHack 2010, a human translation chain in a.cc. |
Mark Oates
Member #1,146
March 2001
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There are different types of color blindness (some types more prone to males, some to females) but for the most part it's a distortion of hue and/or a weakness at perceiving one of the R,G or B colors. You could imagine that a full color gradient might look like this: It is much rarer for color blindness to be a distortion of intensity. So if you had a dark red, a medium green, and a light yellow that could work. However, I wouldn't suggest sacrificing the "normal" color balance for a color blind scheme, rather creating an adaption or alternative option. -- |
Ian Sutton
Member #11,821
April 2010
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I'm not sure if this is a bug or if I'm just doing it wrong. Level 20, I've took the boxes through the red spray paint and then through the ribbon transformer, but the gifts aren't let through the red ribbon blockade. FYI I'm running under wine (mostly because of lazyness, but up to this point everything had worked perfectly) on ubuntu 11.10. Great game by the way, I've come back to it a couple of times already, which is unusual for me.
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Dario ff
Member #10,065
August 2008
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@Ian: The red ribbon block only allows gifts with red ribbons to go through(Note: Only red ribbon needed, not gift color). You need to paint the gift with red first, so it can get to the ribbon transformer, put the ribbon, then paint it with red AGAIN so it can go to the final pipe. Here's a pic of the solution:
TranslatorHack 2010, a human translation chain in a.cc. |
Ian Sutton
Member #11,821
April 2010
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Well now you say it, it's obvious (and you already essentially said it in your first post). I'm thinking a few too many drinks at Christmas must have killed a few brain cells. Thanks very much.
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Dario ff
Member #10,065
August 2008
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Ian Sutton said: Well now you say it, it's obvious (and you already essentially said it in your first post). I'm thinking a few too many drinks at Christmas must have killed a few brain cells.
Hey, if you did fine from lvl 10 to lvl 20, that's more than I expected everyone to do. TranslatorHack 2010, a human translation chain in a.cc. |
Polybios
Member #12,293
October 2010
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Very nice game, Dario! One question: How am I supposed to sort according to shape in level 22? |
Dario ff
Member #10,065
August 2008
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You don't. You just make them all go through all the pipes. TranslatorHack 2010, a human translation chain in a.cc. |
Polybios
Member #12,293
October 2010
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Ah! I thought they would be destroyed by these things if they didn't have the right shape... Okay, level 23 then Btw. it crashes at exit on Mac OS X, but maybe it's my setup. Seems to be related to some audio cleanup: error for object 0x101124c00: pointer being freed was not allocated Thread 2 Crashed: 0 libSystem.B.dylib 0x00007fff8917f9ce __semwait_signal_nocancel + 10 1 libSystem.B.dylib 0x00007fff8917f8d0 nanosleep$NOCANCEL + 129 2 libSystem.B.dylib 0x00007fff891dc3ce usleep$NOCANCEL + 57 3 libSystem.B.dylib 0x00007fff891fba00 abort + 93 4 libSystem.B.dylib 0x00007fff89113195 free + 128 5 liballegro_audio.5.0.dylib 0x0000000100141bb7 _aqueue_deallocate_voice + 71 (aqueue.m:210) 6 liballegro_audio.5.0.dylib 0x0000000100141774 al_destroy_voice + 52 (kcm_voice.c:107) 7 liballegro.5.0.dylib 0x0000000100040c71 _al_run_destructors + 81 (aintuthr.h:60) 8 liballegro_audio.5.0.dylib 0x000000010013ae45 _al_kcm_shutdown_destructors + 21 (kcm_dtor.c:47) 9 liballegro_audio.5.0.dylib 0x000000010013a3b8 al_uninstall_audio + 24 (audio.c:321) 10 liballegro.5.0.dylib 0x00000001000289dd _al_run_exit_funcs + 45 (allegro.c:128) 11 liballegro.5.0.dylib 0x0000000100049d85 al_uninstall_system + 21 (system.c:307) 12 libSystem.B.dylib 0x00007fff8911f37f __cxa_finalize + 214 13 libSystem.B.dylib 0x00007fff8911f28c exit + 18 14 liballegro.5.0.dylib 0x0000000100085d31 0x100026000 + 392497 15 com.apple.Foundation 0x00007fff85b4d204 _NSThread__main_ + 1429 16 libSystem.B.dylib 0x00007fff89145fd6 _pthread_start + 331 17 libSystem.B.dylib 0x00007fff89145e89 thread_start + 13 (edit: added error message) |
Dario ff
Member #10,065
August 2008
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Well I'll admit that I forgot to destroy the Sound cache at the end, although I did use an al_stop_all_samples before quitting the main loop to avoid any weird sound glitches. Although yeah, I will blame myself for not calling the cache cleanup. Seeing you're in OSX, I guess you built it yourself right? Nice to see it builds correctly then. Is it allegro 5.0.0, 5.1, or some version in the middle? EDIT: Blast it, I seem to have forgotten the solution to level 21. EDIT2: Also, I haven't seen the game so far at 1920x1080, even if the resources are built natively for it. TranslatorHack 2010, a human translation chain in a.cc. |
Polybios
Member #12,293
October 2010
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It is Allegro 5.0.4. Solution to level 21: {"name":"605333","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/5\/7583b382408f20a2ce4ff871a229a803.png","w":1886,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/5\/7583b382408f20a2ce4ff871a229a803"}
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MiquelFire
Member #3,110
January 2003
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--- |
Dario ff
Member #10,065
August 2008
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Quote: Solution to level 21
Thanks, I don't know why I keep forgetting the solution to that one. MiquelFire said: Here you go Nice, and for this entry I used linear filtering properly this time around. I was still lugging around an old allegro5.cfg which then I realised had no effect whatsoever apparently on the filtering on the newest version. This time, it seems the visual quality of the filtering compensates nicely on lower resolutions as well, as it doesn't really look THAT different from the shot at native res like yours. Wish I had fixed that on my SpeedHack entry tho. TranslatorHack 2010, a human translation chain in a.cc. |
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