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| Announcing Fire Starter (Speedhack 2005) |
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Marcello
Member #1,860
January 2002
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http://www.speedhack.allegro.cc/blog/post/9658 Fire Starter No one knows how the city of devils, Endsville, was born. ~FLCL, Gainax Download windows binary (and source): Enjoy. (Made for Speedhack 2005) |
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kentl
Member #2,905
November 2002
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Looks really nice! But what's up with the screenshot to the right? Is that "square" some intense fire or? (I will download later and check it out in depth) |
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Sirocco
Member #88
April 2000
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Looks good. --> |
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Gideon Weems
Member #3,925
October 2003
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Marcello
Member #1,860
January 2002
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Ultio
Member #1,336
April 2001
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Quote: But what's up with the screenshot to the right? I think that would be the "map." --- |
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kentl
Member #2,905
November 2002
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Quote: I think that would be the "map."
Doh! I can see clearly now, the rain is gone, I can see all obstacles in my way Gone are the dark clouds that had me blind It's gonna be a bright (bright), bright (bright) Sun-Shiny day It's gonna be a bright (bright), bright (bright) Sun-Shiny day
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Marcello
Member #1,860
January 2002
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Can anyone compile mac/linux versions? |
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kentl
Member #2,905
November 2002
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I tried it now. It's polished graphics wise and has nice music as well. As for gameplay something is still lacking, a bit more GTA feeling would be nice. Still, impresive! You got skillz man! / Kent Larsson AKA Napoleon Dynamite |
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Rodrigo Monteiro
Member #4,373
February 2004
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Very impressive entry, especially considering it was started halfway through Speedhack. The idea to actually make the game from the FLCL episode is really awesome, and it plays well enough for the time that was spent on developing it. It's my second favorite entry so far. _____________________________ |
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Michael Faerber
Member #4,800
July 2004
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Linux compile: Some flaws, then it runs good: -Had to make directories obj_debug and obj_debug/partypack Then, when the program compiled, the Makefile tried to start Firestarter, but it couldn't! The first time the game started superb and I could play, but then I looked up the keys (::)) in the readme.txt, and when I tried to restart the game, it crashed all the time. I used the debugger to see where it crashes: In MainGame.cpp, line 20: gSys->maingame->paused = false; This is because maingame seems to be NULL. EDIT: The game seems to run again sometimes if I wait some time, but then it crashes again. -- |
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Ultio
Member #1,336
April 2001
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I tried compiling libpng under OSX in order to compile this, and it flipped out. I'm not sure if I should have tried it on the source instead of building it as a lib (the docs said to do this). --- |
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deps
Member #3,858
September 2003
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Ultio
Member #1,336
April 2001
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How did you get it to compile with libpng? Tossing it into the source area instead of using it as a standalone library? --- |
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deps
Member #3,858
September 2003
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Already had libpng installed. I don't remember how/when I installed it. About the strange colors bug, I looked in log.txt but I saw no errors. |
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Ultio
Member #1,336
April 2001
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The strange colors looks to me like the pallete is messed up and the transparency isn't being masked out at all. This might have to do with OSX's weirness in dealing with color depths (for instance: it doesn't like 16bit, but rather prefers 15bit. It's also picky about color depths in fullscreen mode as opposed to windowed mode. Some it can do, some it cannot. I've never tried anything that was in 8bit) --- |
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Matthew Leverton
Supreme Loser
January 1999
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I got similar results as deps. The title screen worked fine, but after pressing the button I got garbled colors. Music worked fine. |
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Marcello
Member #1,860
January 2002
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Quote:
The first time the game started superb and I could play, but then I looked up the keys (::)) in the readme.txt, and when I tried to restart the game, it crashed all the time. I used the debugger to see where it crashes: In MainGame.cpp, line 20: This is because maingame seems to be NULL.
Curious, this should be impossible. Here's my reasoning: static void switch_in() { gSys->maingame->paused = false; } static void switch_out() { gSys->maingame->paused = true; } 2) those functions are 'initialized' using the following lines, from the constructor of the MainGame class (MainGame.cpp:26): MainGame::MainGame() { set_display_switch_callback(SWITCH_IN, switch_in); set_display_switch_callback(SWITCH_OUT, switch_out)
3) MainGame class is only constructed in one place in the entire game. (A file search finds only one call to new MainGame, and no stack-based instances of the class.) That constructor is in FireStarter::setupGame() (FireStarter.cpp:74): 4) Additionally, the global pointer, gSys, points to a FireStarter class, and is initialized in FireStarter's constructor (FireStarter.cpp:18): FireStarter *gSys; FireStarter::FireStarter() { gSys = this; game = 0; mp = 0; datafile = 0; } 5) So with all that in mind, gSys is clearly valid before any MainGame's are constructed, and gSys->maingame is set as soon as a MainGame class is constructed. So my conclusion is if somehow a switch-in/out happens in the middle of MainGame's constructor, then I guess the pointer could be invalid. That seems highly improbably, but if that is the case, moving the lines for setting the callback (MainGame's constructor): set_display_switch_callback(SWITCH_IN, switch_in); set_display_switch_callback(SWITCH_OUT, switch_out); To MainGame's setup() function, which should only be called after MainGame has been constructed properly (and the gSys->maingame pointer is set), should fix the problem. -- Would 24/32bit be better? Edit FireStarter.cpp and change line 32: |
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Michael Faerber
Member #4,800
July 2004
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Thanks for your reply, Marcello! Now it runs flawless! A cool game! EDIT: I've noticed that when the program quits there is a segmentation fault - again at the gSys->maingame->paused place. -- |
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deps
Member #3,858
September 2003
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Marcello
Member #1,860
January 2002
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michael: probably linux does weird crap with the switch in/out stuff. you can just take out the two lines that set the callback and it'll be fine... I'll have to think about a better solution to that. deps: Fun, any clues mac users? |
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Richard Phipps
Member #1,632
November 2001
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Looks great, very nice gfx and also polished. |
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Evert
Member #794
November 2000
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Thomas Harte reported problems with 8 bit modes in MacOS X a week or so ago. I don't have the link handy, but it's in my mailbox somewhere. |
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GullRaDriel
Member #3,861
September 2003
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i'm loving the game-boy style of this entry. I must say that i spend more than half an hour to burn , burn , BURN ! (burn baby burn , mwwahahaha i'm the shadow warrior ! ) "Code is like shit - it only smells if it is not yours" |
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Paul whoknows
Member #5,081
September 2004
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Looks great!, good pixelwork!, nice music too. ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
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