Search found 648 matches

by filbo
Fri Dec 16, 2016 10:19 pm
Forum: Bug Reports
Topic: [SOLVED] bug?: SDL2 doesn't play music
Replies: 11
Views: 12528

Re: [SOLVED] bug?: SDL2 doesn't play music

Heh. SDL autogen.sh doesn't run if /bin/sh isn't bash (requires built-in 'pushd').

Build fails variously... poking at it...
by filbo
Tue Dec 13, 2016 12:41 am
Forum: Bug Reports
Topic: red disk physics
Replies: 4
Views: 4765

Re: red disk physics

I could imagine adding to the current 5 "friendly" speeds, one or two extra speeds on each end with names like "unplayable super [slow|fast] (for testing)"...
by filbo
Tue Dec 13, 2016 12:39 am
Forum: Bug Reports
Topic: [SOLVED] bug?: SDL2 doesn't play music
Replies: 11
Views: 12528

Re: [SOLVED] bug?: SDL2 doesn't play music

Right, so, ignore other request for reminder :)

I guess I'm probably going to have to build my own SDL2 libs, if I ever get around to it. Lack of music isn't a big deal really, just bothers my OCD...
by filbo
Tue Dec 13, 2016 12:35 am
Forum: Programmer's Corner
Topic: SDL1 no longer compiles
Replies: 3
Views: 12735

Re: SDL1 no longer compiles

Ok! Builds, no warnings, both SDL1 and SDL2 run, speed fix is good :)

SDL2 continues to not play MP3 (and is not linked with -lsmpeg). Remind me what I might need to do to make this go -- is it an unset flag in how the SDL2 libs I'm using are built? (Using ppa:zoogie/sdl2-snapshots for precise)
by filbo
Mon Dec 12, 2016 11:20 am
Forum: Programmer's Corner
Topic: SDL1 no longer compiles
Replies: 3
Views: 12735

SDL1 no longer compiles

Whenever I pull new changes from you, I always make SDL1 and SDL2 binaries. Today's pull has broken SDL1 builds: $ make sdl RO_GAME_DIR=/usr/share/games/rocksndiamonds RW_GAME_DIR=/var/games/rocksndiamonds gcc -DDEBUG -g -Wall -DTARGET_SDL -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DRO_GAME_DI...
by filbo
Mon Dec 12, 2016 12:29 am
Forum: Bug Reports
Topic: [SOLVED] bug?: SDL2 doesn't play music
Replies: 11
Views: 12528

Re: [SOLVED] bug?: SDL2 doesn't play music

I need to read back up this to refamiliarize myself with the problem... Sounds like in part it was because the SDL2 libs I'm using are compiled without some bit of functionality? Or maybe adapt at runtime depending on whether libsmpeg.so is available, and I was missing it? You're saying that when yo...
by filbo
Mon Dec 12, 2016 12:25 am
Forum: Bug Reports
Topic: [SOLVED] Slower, more flickery
Replies: 8
Views: 6713

Re: [SOLVED] Slower, more flickery

Have not noticed either slow or flickery problems recently. I can't say it's fixed for all various setting combinations, only that I have settled on a combination which works for me. Some years back I had observed that performance was much better on this machine I'm using right now (with a wimpy Int...
by filbo
Mon Dec 12, 2016 12:21 am
Forum: Bug Reports
Topic: red disk physics
Replies: 4
Views: 4765

Re: red disk physics

Is there any reason (like uncooperative timer system calls) not to change the "very slow" speed to 28.5ms, exactly matching this game's desire? In fact, possibly, make that change only when running the Supaplex engine?
by filbo
Mon Dec 12, 2016 12:18 am
Forum: Level and Artwork Design
Topic: Infinite Maze test
Replies: 8
Views: 9135

Re: Infinite Maze test

Regarding the EMC code controversy: I don't know what all features & fixes might be present in the updated version of that engine, but if it is simply not available due to license issues, it might as well not exist... It seems to me (out of whatever naivete) that implementing left-right wraparou...
by filbo
Wed Nov 02, 2016 1:53 am
Forum: Level and Artwork Design
Topic: MateFizyChem level set
Replies: 5
Views: 8018

Re: MateFizyChem level set

"How many levels" is something you have to answer yourself. If people say 500 and you get bored at 12, you only made 12. If people say 50 and you're on a roll you might make 100. If you make some levels, post them, and people like them, they'll encourage you to make more, and maybe that wi...
by filbo
Mon Oct 31, 2016 10:43 am
Forum: Level and Artwork Design
Topic: MateFizyChem level set
Replies: 5
Views: 8018

Re: MateFizyChem level set

Hi, I'm not sure what enjoyment we are going to get out of a .tape file without the corresponding level data! :)
by filbo
Fri Oct 07, 2016 6:22 am
Forum: Level and Artwork Design
Topic: Infinite Maze test
Replies: 8
Views: 9135

Re: Infinite Maze test

I know this is only vaguely related, but -- is there any chance we'll eventually see wraparound levels supported? Many levels in the Emerald Mine Club hierarchy are broken due to no wrap. (The CE tricks under discussion here only make the universe wrap around for the player, not other moving entitie...
by filbo
Sun Sep 04, 2016 4:34 am
Forum: General Discussion
Topic: I don't see classic elements in level creator
Replies: 2
Views: 5928

Re: Few questions...

Negundo:

The first expandable section in my Level Creator is "BD" and has elements "Sand", "Butterfly (starts moving up)", "Firefly (starts moving up)", +other 3 directions of those.

BTW better to start a new thread with a new (and more useful) subject line...
by filbo
Wed Jul 27, 2016 6:29 am
Forum: Off Topic
Topic: Where have all of the R'n'D Fans Gone?
Replies: 22
Views: 64702

Re: Where have all of the R'n'D Fans Gone?

i have recently bought myself a new pc with 3D capabilities so i am a little more into that at the time
3D games better than RnD? Preposterous!

:)
by filbo
Thu Jul 14, 2016 5:34 pm
Forum: New Ideas
Topic: Level Creator initial framing
Replies: 2
Views: 4057

Re: Level Creator initial framing

experienced level designers already know in which case a static border is added to a level when playing the game, and therefore do not need this visual hint -- but this might make things more confusing for inexperienced designers. You might say ah, but the option would be off by default and they wo...