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[KrampusHack 2016] The Krampus Christmas Calamity
Mark Oates
Member #1,146
March 2001
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The Krampus Christmas Calamity

Oh no! There has been a big Christmas mix up this year and Krampus accidentally got the wrong list of Naughty kids. What's even worse is that it's already Christmas Eve (well, past that at this point)! Krampus needs to punish all the naughty kids or it'll be a Christmas disaster!

How to Play

Use the ARROW KEYS and SPACEBAR to play. Once you get the legendary Stone of Defiance, you can activate it by pressing the R key.

Screenshots

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Source

Downloads

Notes

This belated game goes to Vanneto! Since I was already past the deadline, I took a little extra time to tweak it and removed the dependency of AllegroFlare. All the dependent source files are included in the release! I did my best to make it easier to compile -- Hopefully it works without too much fuss I hope you get to play it! *fingers crossed :)

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GullRaDriel
Member #3,861
September 2003
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I'm trying to build it from git no allegro flare dependency:
-added #include <algorithm> in useful_php.h in include files
-changed opengl lib definition in Makefile to -lGL only

And it worked like a charm !
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I had more troubles with the windows version. Anyway, if there are any who want to try, here is a zip of Mark entry build on windows (with required dlls): LINK

I missed some musics during the play, and also I would have loved to be allowed to beat more than one saint before it ends the party.

Also: the npc's are going behind doors ^^

Special point for the sound gfxs when winning or loosing !

That was an awesome entry Mark :-)

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Eric Johnson
Member #14,841
January 2013
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Fantastic polish and presentation, Mark! I especially enjoy the art style. That being said, I haven't been able to win yet. How do you tell which is naughty and which is nice? I keep accidentally whacking nice kids (maybe they deserved it though).

GullRaDriel
Member #3,861
September 2003
avatar

Eric: you have to get all items, the list AND the stone. Then when pressing R the ones with red are the ones to beat !

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Mark Oates
Member #1,146
March 2001
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Hey everybody, I've added GullRaDriel's Windows version to the OP.

Thanks 100x!!

For the Linux build, it sounds like there wasn't much extra work required and that's good news. I've added those changes to the framework for future games :)

--
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GullRaDriel
Member #3,861
September 2003
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You're welcome :-)

"Code is like shit - it only smells if it is not yours"
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SiegeLord
Member #7,827
October 2006
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Hah, that was very nice. I really like the graphical presentation and the soundtrack (and the win/loss sounds). One note about compiling, for the current version of Allegro, you'll need to define ALLEGRO_UNSTABLE for the OpenGL functions (e.g. the ones in the shader.cpp).

There were a few graphical glitches with the linear interpolation:

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Probably just need to add more spacing around the sprites on your spritesheet.

"For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18
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Mark Oates
Member #1,146
March 2001
avatar

SiegeLord said:

One note about compiling, for the current version of Allegro, you'll need to define ALLEGRO_UNSTABLE for the OpenGL functions (e.g. the ones in the shader.cpp).

Oh nice! I had defined ALLEGRO_UNSTABLE in some other AllegroFlare files:

$> git grep
include/allegro_flare/render_cache.h:#define ALLEGRO_UNSTABLE
source/gui/picking_buffer.cpp:#define ALLEGRO_UNSTABLE
tests/picking_buffer_test.cpp:#define ALLEGRO_UNSTABLE

but those files weren't ultimately used in the game, and somehow my compiler managed to not warn me about it. I'll need to give those a review.

Quote:

Probably just need to add more spacing around the sprites on your spritesheet.

cool! Thanks :D

--
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Elias
Member #358
May 2000

I liked this game. What is the key for?

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"Either help out or stop whining" - Evert

Mark Oates
Member #1,146
March 2001
avatar

The key was originally going to be for a locked door blocking the right-most two doors in the red room (with the logs). I was planning to try to extend the game path a little bit with that, but the door never got in.

--
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