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[SpeedHack] E'th |
Dizzy Egg
Member #10,824
March 2009
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Grrr...man, this is damn addictive. You've done the physics so well that I'm actually getting better, rather than just pure luck each time, which is keeping me hooked, determined to beat IRA!! The last time I was this sucked in by simple elegance was 'Thrust II' on the Amstrad CPC 464! Me and my older brother spent years trying to beat that game....maybe I should send him this! Great game, so simple but the physics are strangely addictive to me...I love it!
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say_what!
Member #14,535
September 2012
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Problem Solution... $ whereis libdumb.so $ cp /lib64/libdumb.so where/eth/game/executable/is $ mv libdumb.so libdumb.so.1 |
Arthur Kalliokoski
Second in Command
February 2005
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say_what! said: $mv libdumb.so libdumb.so.1 Might I suggest $ln -s libdumb.so.1 libdumb.so so the original will still be there. They all watch too much MSNBC... they get ideas. |
say_what!
Member #14,535
September 2012
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Arthur Kalliokoski said: $ln -s libdumb.so.1 libdumb.so
Linking files... Brilliant! I just learned something new today. |
Gideon Weems
Member #3,925
October 2003
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I've been playing this one quite a bit and agree with Dizzy. E'th is a great game, and the physics are strangely addictive! I'll have more thorough impressions later. I encountered the following error earlier today. Any ideas? Quote: called Option::unwrap() on a None value
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SiegeLord
Member #7,827
October 2006
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Gideon Weems said: I encountered the following error earlier today. Any ideas? If you know how to reproduce it (and since you're on linux) you could do: RUST_BACKTRACE=1 ./eth Or run it in gdb and break on rust_fail. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Gideon Weems
Member #3,925
October 2003
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Bruce Perry
Member #270
April 2000
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Nice game! I like the graphics and the idea, and I thought it was particularly fun when I bounced off the outside edge. There are a couple of things that spoilt it a bit for me:
I have a feeling you'd have fixed those things given just slightly more time though! Some ideas for future versions or extra modes:
How do you find Rust? -- |
SiegeLord
Member #7,827
October 2006
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Bruce Perry said: - Model conservation of potential and kinetic energy. Judging by some of the slingshots that happened to me, you're definitely not doing this at the moment This is a consequence of the buggy integrator I used (it constantly adds energy into the system at a slow rate) and a bug with how I deal with black holes. Physical simulations are tricky to get right... kind of embarrassed that I didn't I'm thinking of maybe working on this game in the future some more, since it didn't come out terribly bad... will definitely get this working perfectly, since it's a solved problem. Quote: How do you find Rust? It's very much a nanny-state of a language, which implies that you need to play by its rules if you want to get anything done... I've been using it for nearly a year now, so I know what not to do, but there were was some fighting involved during the making of this game. Still, everything around it seems well put together. One big problem with these new languages is their Windows support, but it's good enough here that I basically had no trouble producing the windows binary (with the exception of the WinXP stuff). It does change sort of rapidly, which bit me during this competition... I had to spend some time handling language changes, hah! "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Bruce Perry
Member #270
April 2000
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That article had me at e191203e613b2c32753a18ea6bfc5696.png -- |
Gideon Weems
Member #3,925
October 2003
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Here's my full review. (I noticed Bruce giving in-depth impressions for everyone. It felt good to get my feedback, so I'm basically just doing the same for as many participants as I can.) Before saying anything, I just wanted to let SiegeLord know that this year's SpeedHack would not have been as great an experience without him. From offering help with submissions, to providing all those binaries, to giving useful feedback, I can say with confidence that all participants appreciate you having been involved. Thank you. It therefore seems fitting that E'th implements this year's rules beautifully, thoroughly, and without exception. As a participant, I enjoyed playing a game that took those five parameters we all had to deal with and grew off of them, as opposed to treating them as obligations. This was my first SpeedHack, but E'th set a standard that I hope to aspire to in the next competition. Bravo. Incidentally, I would enjoy hearing a bit about E'th's conception. How did you deal with the rules initially? The game's atmosphere is spot-on. The music gets you pumped, and the sound--particularly the death effect--hits with satisfying punch. (I almost never press "R," even when heading toward certain death, just because I want to hear that little planet vaporize like a celestial balloon.) This satisfying death effect calls to mind Gradius, come to think of it. Thankfully, dying in E'th is more forgiving. As with a number of entries, the balance between cerebral planning and fast action works well. I originally considered E'th's balance to veer more towards action. After venturing into the later levels, however, planning begins to take center stage. I have yet to beat the game but hope to eventually. To have delivered such a deep experience in such a short development period is remarkable in and of itself. Upgrade options are well chosen, the basic premise is charming, and the physics are fun. As for constructive criticism, I echo previous sentiments: The timing of character upgrades may have worked better with some tweaking. Menus are one option. After dying is another. I also wonder how controls would have worked with slightly more power in the planet's thrusters, as there are times when I felt powerless in controlling my little planet's destiny. Lastly, full-screen mode seems to result in an unstretched window with a black border. It would have been nice to be able to stretch those pixels and sit back in a comfy chair at a distance with a wireless keyboard. All in all, thank you for sharing such a cool game. I know I had fun. |
SiegeLord
Member #7,827
October 2006
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The original idea was actually to make a multiple-landing spot lander game. The inversion of the planet/lander immediately came to mind, which meant that the original idea involved having your planet land on space stations. The entire game field was to have downward gravity and the bottom of the screen was going to be the sun's surface. I think I moved away from that idea because once you ran of fuel, you were doomed and I imagined that'd make the game too unplayable. Additionally, lander can be a hard enough game with just a single landing spot, performing several landings would have been rough. Lastly, a part of the idea involved picking up packages and delivering them to the different space stations. At some point, I decided that it might be fun to make something based around gravitational slingshots, which meant that the global downward gravity no longer worked. Then I simplified the goal a bit too, although in the planning process I had some ideas for additional gameplay elements (asteroids also affected by gravity, a death-star that'd blow up your planet). I had to cut them due to time, though. The name of the game is a spoof of Star Trek: The Motion Picture. The weakest bit about this entry is the experience/upgrades bit. If I were to work on this game more, I'd probably cut them entirely. While they do seem to... encourage a planning element I just don't think they end up working well at all. They forced me to artificially group the levels such that the experience would carry over, and they explicitly preclude you from retrying a particular level, since your starting attributes depend on how well you did in the prior levels. The only way I could think to make them work is if doing well on levels would unlock the upgrades which you could then select before the level began. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Gideon Weems
Member #3,925
October 2003
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Bruce Perry
Member #270
April 2000
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SiegeLord said: The name of the game is a spoof of Star Trek: The Motion Picture.
I don't get it... Oh wait, yes I do I did wonder about the name of the game. It makes total sense, but it's very obscure - I'd be dubious about including it as the game currently is. However, if you were to develop the game, you'd have enough time to insert story elements that refer to the thing in Star Trek, and then it would be great -- |
Mark Oates
Member #1,146
March 2001
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nm, you got it. -- |
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