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[SH09] Garbage Quest
torhu
Member #2,727
September 2002
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EDIT: Thomas and Matthew, I've moved my last reply about DLL files to a new thread, in case we want to continue the discussion. Hope you don't mind.

Jakub Wasilewski
Member #3,653
June 2003
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I'd like to get thread a bit back on track, and ask the following questions to everyone who played/finished the game:

1) How complete where the tutorial levels? Did you find something missing from them or insufficiently explained?
2) Which levels did you find the hardest and why? Or maybe they were all too easy?
3) Which level did you like the most?
4) Would you play an extended, touched-up Garbage Quest? :)

torhu said:

How about some more maps for gquest, 14 left me a bit unsatisfied?

Well, quite likely. I'd definitely like to expand the project a bit, and add some new creatures and obstacles to the game - and along with that, more levels. 14 levels is really on the short side, but I think that creating 14 workable levels in the timeframe of Speedhack is still respectable :).

In the meantime, you can make some levels of your own! You can launch the game with a '-editor' switch. That will open the simple editor I used - it's crappy, but hey, Speedhack. Left mouse button places stuff, right mouse button removes stuff, mouse wheel toggles various tiles. "S" saves to levels/edit.lv, "L" loads levels/edit.lv, "P" allows you to test-drive the level. After you're done, you can replace one of the original levels, or even add new ones (if you keep to consecutive numbers) - level 15 will get covered by level "??" once its unlocked, though, cause that's hardcoded :).

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Matthew Leverton
Supreme Loser
January 1999
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I played through about half of the levels. The game has promise... more so than most SH games. However, the only hard part of the game was the control. Exaggerated jumping is okay, but currently it's just ridiculous to make some pinpoint jumps.

The game reminds me of one of my C64 favorites:

video

MiquelFire
Member #3,110
January 2003
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The only not letting me play this game is the jumping. Really annoying, and makes me fail more than other mistakes I could make (Tend to over jump platforms, and one level had a gap you needed to jump over, and if you fell in, you had to restart. Thing was, going above on the platforms once you clear, you could over jump one and fall in said gap)

---
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Fishcake
Member #8,704
June 2007
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1) The tutorial levels are complete to me.
2) Level 13 is the hardest level for me. It took me quite a while to figure out how to get all the bags into the chest. And a LOT of restarts. :D
3) Level 10!
4) Yes, I would love that. 14 levels aren't enough. :P

The game is quite fun when you just want to go through all the levels. But when you want to unlock points, it gets pretty annoying. It's quite hard to collect all the floating thingy (what are those?) in one jump. ::)

bamccaig
Member #7,536
July 2006
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GCC on my 64-bit Linux system doesn't like you casting pointers to int... :( Anybody know of an easy solution? ???

** EDIT **

As expected, replacing [almost] ALL instances of int with long fixed those errors. I'm not sure if that will have consequences in your code. Nevertheless, I don't have A4.9 + pkg-config configured properly because when it gets to the linking stage it blows up.

Onewing
Member #6,152
August 2005
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All the binaries I've tried in this thread (3 to be exact) have failed, straight to the "encountered a problem and needs to close" error at startup. :-/

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Fishcake
Member #8,704
June 2007
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I got all the unlock points. What do I do now? ;D

Matthew Leverton
Supreme Loser
January 1999
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I like that if the frame rate skips, you can jump through walls. But mostly you just get "crushed by a hunk of wall." :-/

Jakub Wasilewski
Member #3,653
June 2003
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Well, yeah, the frameskip settings are definitely out of wack for this game. Well, what do you know, didn't have time to test them properly :).

Fishcake said:

I got all the unlock points. What do I do now?

Make a T-shirt with "I got all the unlock points and all I got is this lousy T-shirt", I suppose. Other than that, you can wait for me to get my act together and release an extended version :).

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Albin Engström
Member #8,110
December 2006
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A solid game.

The only thing to complain about is the jumping and the graphical requirments, and the alpha blending when a level is cleared kills my poor little cpu.

james_lohr
Member #1,947
February 2002

A cool little game. I completed all 14 levels, but didn't manage to unlock the ?? level. The only thing I don't like is that the horizontal component of the jumping velocity; it is a bit uncontrollable at times.

torhu
Member #2,727
September 2002
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I agree about the horizontal velocity. Level 7 is hard both because that, and because of the throwing being a real bitch to get right. I've got a gold crown for all the other levels, though. :D I also love the music, it's perfect for the game.

EDIT: Maybe it would help if you didn't get instant top speed when turning in the air. A little bit of acceleration, so it's easier to make small adjustments. Maybe some ground friction when landing, too. :)

Jakub Wasilewski
Member #3,653
June 2003
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So, I finally got round to fixing all the obvious bugs and problems in the competition version. The fixed version is attached, and features the following changes:

  • no more deathwalking

  • the baddies should no longer be able to push the bags into walls

  • the jump physics are tweaked - hopefully for the better

So, if you're frustrated by the jumping in the original, you might want to get this one.

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torhu said:

Level 7 is hard both because that, and because of the throwing being a real bitch to get right.

Unfortunately, you seem to have stumbled upon an alternative, harder way to solve the puzzle. The intended way involves only two throws total, and the jumps should also be easy. Of course, perhaps I'm mistaken and the intended way is hard.

Hint:

you can still jump while carrying a bag - not very high, but far enough across

The real problem with some of the levels is there are unintended ways of clearing them (based on game physics peculiarities, usually), but there simply wasn't enough time to test it all - not to mention to get more sensible physics working ;).

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whirpp
Member #11,134
July 2009
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this is one of the best games in Speedhack 2009, the old controls was very hard especially in final round . I am very happy to try the fixed version. ;)

torhu
Member #2,727
September 2002
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Seems you've included the wrong dll files, but I got it working with some files I had lying around.

Anyway, level 7 is a lot easier when doing what you suggested. :o

EDIT: There is still the bug where sometimes the bags or green monsters will just hang in the air instead of falling to the ground when I'm trying to drop them.

Jakub Wasilewski
Member #3,653
June 2003
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torhu said:

There is still the bug where sometimes the bags or green monsters will just hang in the air instead of falling to the ground when I'm trying to drop them.

Right! I forgot about this one... let's see what we can do about it.

By the way, I'm looking for feedback on the new jump physics. Are they better/worse/the same, etc.?

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bamccaig
Member #7,536
July 2006
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Finally found time to try it. The jumping seems better in the *-fix1 version, but the controls are still not intuitive. I think it would be better to keep movement together (i.e., up for jump). It might even be best to use FPS controls. WASD for movement (optionally space to jump) and E or F for an action key. The current controls feel awkward to me. I'd try them out that way myself to see if it works as well as I imagine it would, but I'm too exhausted to bother... :-/

That said, it's still a very nice and polished game. I like the help notices and the intelligent game design with respect to them (albeit, I could swear the second level requires you to double-jump before the notice is accessible...).

Neil Walker
Member #210
April 2000
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Distribution doesn't work at all for the 'fixed up' version:

First up it wants all the dll's to be prefixed with 'lib' and the ttf dll is missing.

If you download the compo entry all the dll's are there so mix and match and it might just work for you.

Nice game though :)

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

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bamccaig
Member #7,536
July 2006
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Stefan Hendriks
Member #1,957
March 2005

Actually quite a nice game! Too bad the 'fixed' version does not contain all DLL's. So I had to get first the 'normal' version (the competition version), and then overwrite it with the new version to get it working.

Really like the game, feels solid. Looks good. Quite fun!

I've both tried the old and the new version, and I must say that this jumping is really improved in the fixed version, way less frustration ;)

Good work!

Jakub Wasilewski
Member #3,653
June 2003
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Distribution doesn't work at all for the 'fixed up' version

Thanks for the heads up! I've uploaded a new, hopefully working archive and linked to it from the original post. The A5 DLLs are a chore to get to work properly.

bamccaig said:

It might even be best to use FPS controls. WASD for movement (optionally space to jump) and E or F for an action key. The current controls feel awkward to me. I'd try them out that way myself to see if it works as well as I imagine it would, but I'm too exhausted to bother...

Well, FPS controls are just what you said - FPS controls. A great many 2d platformers use the scheme I use, and people playing games in the genre are quite used to it, I think. The original problem was with the way the controls worked, not with the individual key assignments, I think.

Anyway, if you want to tweak it to see if the FPS scheme is workable, all it takes is changing src/misc/Controls.h to match your preferences. You can't make up jump though - it's needed for the throws.

Quote:

albeit, I could swear the second level requires you to double-jump before the notice is accessible...

I'm not sure what you are refering to. The second level actually doesn't require you to use double jump - all the jumps there are short. The technique is presented on the first level, and the long jump there can certainly be cleared without double-jumping. It's possible I fscked the physics up, so the length of your jump depends on frame-rate - but I don't think that should be the case.

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bamccaig
Member #7,536
July 2006
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You can't make up jump though - it's needed for the throws.

E for high throws and F for low throws. ;) Might require some deeper modifications to the code than you expected, but it's certainly possible.

I'm not sure what you are refering to. The second level actually doesn't require you to use double jump - all the jumps there are short. The technique is presented on the first level, and the long jump there can certainly be cleared without double-jumping. It's possible I fscked the physics up, so the length of your jump depends on frame-rate - but I don't think that should be the case.

I'm not sure what level it was, but I remember trying to figure out how to clear a large gap and through experimentation figured out there was double-jumping. I could swear I remember finding a help bubble explaining double-jumping after that point in the level. It's possible I'm wrong though. I'm in Linux so I can't check on that just now.

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