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Comments for The Legend of Edgar (256) Marach June 13th, 2009 at 20:19 WOW I didn't think you are still active! Steve June 14th, 2009 at 13:01 Sort of - LoE is actually Richard's project. I've taken a step back to concentrate on writing novels now, instead ;) draconishinobi June 16th, 2009 at 14:40 Alright, so on a 64-bit machine it fails with: daniel June 17th, 2009 at 17:49 Hey, thanks for this so far great game! I like the Dizzy-series-like feel to it. I downloaded the 0.1-1 deb package. Got the sword, the six logs for the raft, mine key and pick axe. But whenever i try to enter the mine the game segfaults on me. Known bug? Or should I investigate further? Rik June 17th, 2009 at 18:00 This is a known bug, which causes the game to crash in (K)Ubuntu Jaunty and other flavours. daniel June 17th, 2009 at 20:42 gee, you got me so hooked on this game that I find myself refreshing the page every thirty minutes to see if the new release is out yet :-) Cale June 18th, 2009 at 00:49 This seems like a nice start! It'll be fun to see where it goes. I'm currently stuck by the same mine bug on Ubuntu. daniel June 18th, 2009 at 15:16 you can temporarily maneuver around this bug by downloading the source code and copying town4.xm over cavesii.xm and caverns_of_time.xm . I've advanced two more levels that way. But of course you don't get the real experience (musicwise) that way. Padster June 19th, 2009 at 22:45 this is so awesome. Ryan June 21st, 2009 at 22:24 I had to remove the -Werror from the make file in order to build. It was complaining that %d wanted an int, but was getting a size_t. Rik June 21st, 2009 at 22:32 That's why -Werror is in the makefile! What line was the warning on? Andras June 22nd, 2009 at 19:47 I had to hand-fix all the printf("%d")s in the sourcecode to compile on 64-bit (not wanting to remove -Werror :). Perhaps try building on 64bit? Rik June 22nd, 2009 at 19:53 Unfortunately I don't have any access to 64 bit so I can't compile or test it. It works on the Amiga though. As for downloading, wget should work OK. Can June 23rd, 2009 at 19:56 I'm on sidux 64bit. Got same errors as Ryan and Rik. I have also removed the -Werror from makefile. Rik June 23rd, 2009 at 20:01 Hmmmmmm. Could you run the pak-test without the greps so that I can see the full output, please? i.e. Just Can June 23rd, 2009 at 20:55 Ok. only Rik June 23rd, 2009 at 21:17 Thanks, there's definitely a problem there, it should be printing out the name of each file, its offset, compressed size and uncompressed size e.g. Can June 24th, 2009 at 09:39 I see now. I'm sorry but it gave me the same output again (if you want I could upload, but it is exactly same). David Bolt June 25th, 2009 at 03:30 I have a fix for ./pak -test edgar.pak returning the lines: Rik June 25th, 2009 at 08:23 That's odd, the code for testing the pak should be the same as the code in the game, so if the pak works in the test it should work in the game. David Bolt June 25th, 2009 at 11:58 Well, I'm not sure why I received the error about a missing file, but after a fresh build and install on one of my 64bit systems, the game loads properly. Rik June 25th, 2009 at 12:06 OK, that's good to know. Hopefully the next version will run fine on 64 bit CPUs then. draconishinobi June 26th, 2009 at 13:48 Thanks for the fix David, I can confirm that the fix works on my 64-bit machine as well. I suspected it was something like this, because the size of int and long is 4 bytes on 32-bit, but long is 8 bytes on 64-bit. So this may have caused it. draconishinobi June 26th, 2009 at 20:55 Bugs found: akm June 28th, 2009 at 12:08 got 4 chickend packed together on the floor where the girl is, got them on the elvator pad, pushed up, they remained where they where, once I got back down again they where on the brown texture under the elevator, they could no longer get out onto the green. Rik June 28th, 2009 at 12:21 Thanks for the report, this one's already been mentioned. You can "fix" this by putting some food down on top of the elevator. The chicken will eat it and then pop back up onto the lift. This problem will be fixed in the next version. JoeMar July 3rd, 2009 at 13:55 I've done the chickens, the mine, and got all 6 logs. But I'm unable to give the logs, it keeps on asking for the logs ????!! Rik July 3rd, 2009 at 14:11 @JoeMar JoeMar July 4th, 2009 at 13:23 Hi Rik, I un-installed and re-installed the game. Upon 2nd try it seems to work ok. I can now cross to the swamp by using the logs. Rik July 4th, 2009 at 17:02 @JoeMar, Rik July 5th, 2009 at 08:30 @gnarlin JoeMar July 7th, 2009 at 19:40 Hi Rik, found another bug. If you play a game and make some saves as you go along, then decide to start a new from the start game, some objects are no longer there. ex: I went so far as to cross the river with the boat from the 6 logs. Then I wanted to show my kids the game by starting a new game. when I went to go in the forest, the trees to cut for the logs are no longer there, and the axe also is not there. Some keys are missing also from the forest and from the mine. Rik July 8th, 2009 at 07:58 Thanks for the bug report, I'll have a look into it. I'll also include the .po file in the next release. Alxe July 14th, 2009 at 21:52 Hello. I'm trying to create an Archlinux's PKGBUILD to use this game on Archlinux system via AUR. Steve July 14th, 2009 at 22:17 I'm not entirely sure what you mean, but if you're asking for the filenames to be changed from, Alxe July 14th, 2009 at 22:40 It was about an issue with the download url, which I fixed adding "-1" at the end. I know you don't keep old versions packages, Archlinux constantly updates, and when a new version is reported, the PKGBUILD is updated with the new info. So it'd be broken until updated. Will July 23rd, 2009 at 12:41 Nice job posting this on GAMECENTRAL Groth July 23rd, 2009 at 13:53 Yeah I saw this on GC too ;) You should post this on Retro Remakes http://www.remakes.org/ though its not strictly a remake,I'm sure they'd get a buzz out of this. David Bolt July 23rd, 2009 at 15:12 While most of the sources compile correctly on a 64bit system, there's still a couple of files that have issues. I've created a patch which allows it to build successfully on the 64bit versions of Fedora Core 9-11, Mandriva 2007-2009, and openSUSE 10.3-11.1. frogg July 25th, 2009 at 20:15 Chicken Problems__ Alxe July 28th, 2009 at 17:15 Hello, again. Rik July 28th, 2009 at 17:51 If you remove -Werror from line 37 of the makefile then it should compile OK Alxe July 29th, 2009 at 02:56 Yes. It happened to me firstly with the old 0.1x, so I waited for the 0.2x one and see if it got fixed. If this is included in the next source, then I'll submit a PKGBUILD to Arch's AUR. That's what I was trying to do some days ago. jormar July 31st, 2009 at 18:48 Hi richard, I've completed v0.22 until the end of the sewage . Got the message" something should happen, but it's not here. see in the next version" ;) So far I have to admit that at times it was a bit annoying, but difficult to continue if you don't have enough health. {spoiler} going back in the game and killing snails helps} . it's been fun so far :) I enjoy it and so do my 2 sons ( aged 6 and 9 ). Keep up the good work. Rik July 31st, 2009 at 19:13 The big elevator in the sewer will come into play in a later version of the game. Glad you've enjoyed it so far. Colleen Beamer (colleen.beamer@gmai August 4th, 2009 at 23:41 Edgar is a cute game, but by no means does it take away my yen to have another Blob game. I will say that, although it is still in the early stages of development, after the Blob games, it's the best Linux game I've played. However, I'm stuck and hope you can give Rik August 5th, 2009 at 08:00 You can pull items by walking into them while holding down the Action button (c). You can then drag them around until you let go of Action. Edgar August 12th, 2009 at 17:15 Wow, how weird to see my quest to save my father in a game... jc August 17th, 2009 at 20:08 Awesome game. I love all your games. My favorite being Project: Starfighter. One suggestion for this game is having a button that when held the sprite runs. Walking is too slow. Or you might have a horse or something that he can ride to make it go faster, but then it would be a lot like Zelda Ocarina of Time, lol. Did you get the chicken idea from Zelda by the way? jivan August 19th, 2009 at 16:02 hi there, Hunterz August 22nd, 2009 at 11:31 escape from mine is very hard :-( passage with falling rocks is too hard for me :-( Rik August 22nd, 2009 at 13:13 Which passage do you mean? Is this before or after you've collected the coal? Hunterz August 22nd, 2009 at 14:01 ater i collect coal, there are a lot of falling rocks, there are also savegame point Rik August 22nd, 2009 at 16:02 After you collect the coal you walk right past the coal pile and go down the lift. Hunterz August 22nd, 2009 at 18:53 thank you jormar August 24th, 2009 at 10:07 Hi Rik, Rik August 24th, 2009 at 10:29 The messages.po file is in the source tar.gz file. You will also need to translate the script files which are in data/scripts. draconishinobi August 25th, 2009 at 17:31 One other bug I notice in the latest version 0.25 is: Rik August 25th, 2009 at 18:01 Does your inventory show that you have 6 Chopped Logs? Maybe I can reproduce the problem. Did you do the quests and then go back to the forest and get the remaining logs? draconishinobi August 25th, 2009 at 18:20 well, that's interesting there are no logs in my inventory ! Yes I did the quests gave him the 2 logs then went back to the forest for the rest of them. draconishinobi August 25th, 2009 at 18:34 ok I think I get it now, luckily I had a save before this happened, the only way it can work is for you to do both quests at the same time, got 8 logs, give 2 to the guy and use 6 remaining for the raft. Oh, and one other bug I just noticed, the grub at the entrance of the forest that tries to go down the ramp keeps turning around and around (spinning) indefinitely until you hit it ... maybe the ramp down has something to do with this behavior. Rik August 25th, 2009 at 19:28 Glad to hear that you managed to get around it, I'll see if I can reproduce the log problem. There must be a combination I haven't tried. Colleen Beamer (colleen.beamer@gmai August 26th, 2009 at 03:55 I like the game (although it's still not Blob and Conquer or even, Blob Wars), but I do find one thing an annoyance. In Blob and Conquer (and Blob Wars), when you finished part of a quest and killed all the enemies, they stayed dead. In Edgar, if you make it through a certain area, but then go back to that area even if it's by mistake, the sprites reappear - I'm specifically talking about the Sewer Level. Also, what's this on the Project Page about game pad support? I realize the game is in its infancy, but it's killing my keyboard. draconishinobi August 26th, 2009 at 12:43 One more thing, the greed dragon boss is very buggy, you can knock his head into a corner then beat the **** out of him, or knock his head completely off so it falls down through the earth and then beat the **** out of his remaining body. Strange, but I'm sure you'll come across the bug if you try the boss many times. Rik August 26th, 2009 at 13:21 If you're able to reproduce it consistently then can you let me know how you do it so that I can investigate. Thanks. draconishinobi August 26th, 2009 at 13:58 Ok, after messing around I think I know how to do it. As you go in to fight it run to the right of the screen so when it comes out it faces to the right towards the end of the screen. Then you can get on its left and it will get stuck on the right side of the screen. Then you can safely kill it because it won't move. Urs Holzer August 27th, 2009 at 13:26 Once again, an excellent game. Some thoughts from my side: Rik August 27th, 2009 at 16:28 Enemies are the only way to get more arrows so if they didn't respawn some of the puzzles would be impossible to complete. Glenn September 12th, 2009 at 04:27 Hi. This is a fun game, thanks for making it! Rik September 12th, 2009 at 08:44 Wow, I think you're the first person to have found this boss! Glenn September 12th, 2009 at 19:51 Thanks! I'm on the trail of those 10 hit points... Emeric September 17th, 2009 at 16:42 Very good game that gave me a lot of fun. I'm waiting the next versions and levels with impatience ! Very very good job, congratulations and many thanks. Gallaecio September 23rd, 2009 at 03:16 Is there a way to localize the game? Because right now I'm a little bussy, but I would be interested in translating it into Galician. I can see 'locale' directory, but there's no .pot file or similar inside, just a .txt file containing a "Translations go here" message. Rik September 23rd, 2009 at 08:10 In the source archive there is a file called "messages.po" which contains all of the translatable strings in the code. You will also need to translate all of the script files which are in "data/scripts". There is a file in the "doc" directory called "translating" which explains how to do this. Glenn September 24th, 2009 at 04:46 Hi - Are saves from v0.26 supposed to be compatible with v0.30? They seem to load ok, Rik September 24th, 2009 at 08:00 Can you send me your save file? You can find it in ~/.parallelrealities/edgar/ The save files are called save0, save1 etc. Can you also send me the .bak files too. You can send them to richard.sweeney@parallelrealities.co.uk HAK September 24th, 2009 at 09:14 Hi, I managed to port Edgar (0.25 and 0.30) for the MorphOS operating system. Rik September 24th, 2009 at 11:02 Thanks HAK, the problem looks like it came from the function returning the address of the local variable filename (-WALL didn't catch it), so mallocing it will most likely fix the trashing. Rik September 25th, 2009 at 09:21 0.31 is now available. This is a fix to allow Edgar to be affected by gravity for users that updated their save from an older version. HAK September 27th, 2009 at 06:02 Hi, unfortunately, with the latest version 0.31 I'm having problems, I didn't encounter when porting earlier versions. Rik September 27th, 2009 at 12:45 Hi HAK, I cannot reproduce the problem with the non-moving grubs or fireballs on x86. Does anything else not move? HAK September 27th, 2009 at 20:17 Hi. No, everything else moves as expected. Rik September 28th, 2009 at 08:01 Hi HAK, Rik September 28th, 2009 at 12:25 Hi HAK, HAK September 28th, 2009 at 15:25 Hi Rik, HAK September 29th, 2009 at 00:44 Hi Rik, Rik September 29th, 2009 at 08:03 Hi HAK, jormar September 29th, 2009 at 13:48 Hi Rik, Rik September 29th, 2009 at 15:17 The game is only about 30% finished so there is no way to finish it at the moment. By the way, springs bounce you higher in the air so that you can reach high places, they don't make the world go down. Urs Holzer September 30th, 2009 at 17:48 In the Sewer, where you pick up the bow, you meet this strange ball-puking enemy the first time. After you have defeated it, it drops an arrow. Unfortunately, this arrow falls through the plattform of the lift. If this happens, it is no longer possible to pick it up. You can work around it by catching the arrow in mid-air. jormar September 30th, 2009 at 20:35 Hi Rik, before the laboratory when you find the first dice, you need to bring a box to open the door. The turtles get stuck on top of the box on the way up to the door or on the way down from the door. jormar September 30th, 2009 at 21:37 Hi Rik, I've found the 5 dices, but the last one is protected by a force field. is there a place to disable it, or it's just that you did not finish this portion and that you don't want us to continue for now ? Rik October 1st, 2009 at 08:05 When you say you've found 5, do you mean you have found 4 and can't reach the 5th one? There are 6 on the level. jormar October 1st, 2009 at 10:27 when I click on any of the found dices it says "1 more to go" . And after going under water and drinking the purple potion outside and inside the water you get into a place where there is a force field ( line from up to down) and on the other side of the field I can see the last dice, but I can not go thru the force field and I have not found a way to disable it. Glenn October 2nd, 2009 at 08:28 Hi. Thanks for fixing the save issue. A couple of other things I noticed: Rik October 2nd, 2009 at 09:16 Which version of the punch is it that's causing the problem, is it the red or green version? Glenn October 2nd, 2009 at 17:39 It definitely happened with the green one. It may have happened with the red one too, but I could not say for sure. HAK October 4th, 2009 at 13:42 Hi Rik, Rik October 4th, 2009 at 19:26 Maybe I've misunderstood how setlocale works, I want it to return what the current locale is set to (for debugging). I guess I need to pass in NULL. Rik October 5th, 2009 at 08:18 Hi HAK, HAK October 6th, 2009 at 08:02 Hi Rik, Rik October 6th, 2009 at 09:25 Thanks for your help, I'll do a release to fix this later today since this basically makes the game unplayable and Edgar won't walk very quickly. I've also made a slight change to the lift behaviour which might fix the problem. HAK October 6th, 2009 at 22:15 Hi Rik, Rik October 7th, 2009 at 09:27 Jormar, Urs Holzer October 8th, 2009 at 12:49 HAK, if you look through my posts to this forum and read the andswers from Rik, you will find out where the forest cell key is hidden. Actually, it is not in the forest, but at an other place that can be reached from the village. Ron October 8th, 2009 at 13:50 1st off I really enjoy playing Edgar. I'm stuck in the 1st room of the basement. Can't figure out how to get the key below the 3 conveyors:-( Found the demolition room key but am unable to retrieve the wooden block behind the cracked wall to reach the key below the conveyors. BTW I'm using PCLINUXOS. Rik October 8th, 2009 at 14:10 I don't think you've explored the basement enough yet. Have you found a use for the demolition key? Ron October 8th, 2009 at 14:51 Fusion room says I need a different key, upper room says I need a castle key, lift on the the right side of lower basement room isn't activated. These are the only rooms that I can find at this point. Ron October 9th, 2009 at 15:44 Managed to get the red gem...but I get killed by the electrical zap on exiting that room. Leo October 13th, 2009 at 14:39 I'm like Ron .... i've expored all that is accesible tme after time, and i can't go on :( ... the only thing that i found: i need to disable (make it RED) one of the buttons to stop raining acid over the elevator. I'd tried to re-enable it (while i'm under the elevator, before get down) but the acid killed me before i get the more down level. I tried it, thinking that it could activate the elevator in the next scenery. I think that i need a bomb ... but where is it ? I can't come back to the mine (there was some bombs)... It's a game bug ? i need to re-start the game from zero ? i'm traped :( David Harmon October 15th, 2009 at 01:55 Hmm.. Now I'm stuck, maybe. I found a way to the exit, but not the purple gem -- I'm guessing the 4 generators would power that mysterious lift to the right of the entrance? Is this someplace where the game is unfinished, or have I missed something? Exploring this level is pretty tough, what with those gazers replicating all over the place, but I'm not carrying any extra keys, and I think I'm out of unused doors.. David Harmon October 17th, 2009 at 22:26 Okay...this is a gameplay problem. David Harmon October 17th, 2009 at 22:26 (Oh yeah -- and the above hazard doesn't even have a save point handy!) David Harmon October 20th, 2009 at 13:21 Hint for future readers: The new sort of door is your way in. What might it be made of? You have the tool.... Rik October 28th, 2009 at 12:14 I've been away for the last for weeks and haven't been checking my email. I'll have a look at the bugs mentioned. Ron October 31st, 2009 at 16:09 Purple gem?? I found the other 3. Thanks for the "tip" about the different type doors David!!! David Harmon November 7th, 2009 at 18:54 Oh yes, where *is* that purple gem? David Harmon November 7th, 2009 at 19:34 And while I'm at it, another gameplay issue: This shows up particularly in the Fortress Basement -- having monsters respawn is one thing, but in some areas, they double, triple, or more-ple their numbers! This seems a little excessive -- there's a key corridor that ends up with 3 or more gazers, and another long one that gets completely packed with snails, half of them spitters. David Harmon November 8th, 2009 at 01:14 Yes, and there's at least one section there with a similar issue. (And also see my prior complaint about the excessively long stretch of disappearing-platforms -- over-and up, over an acid pit!) David Harmon November 8th, 2009 at 02:47 And now the golem just froze on one knee (that is, about to throw boulders). And I had it down to four hearts after using a healing potion.... :-( Rik November 8th, 2009 at 08:24 Since the Golem is an optional boss, I won't be making it easier to kill. I will have a look and see if I can reproduce the reforming issue. Urs Holzer November 8th, 2009 at 12:04 A hint for boss battles: There is a number of tricks to discover. Find out how to hurt a boss. Also find a way to counter its attacks. Finally, you need a lot of training. For example, the golem: Find out how to avoid damage when he smashes his foot on the floor. Find out, where you have to stand when he throws stones. Find out which tool you need at the right moment to decrease his health significantly. Harry November 24th, 2009 at 12:24 Found an error in the fortress map, after jumping over the fireballs near the laboratory entrance: Rik November 24th, 2009 at 13:16 @Harry jormar November 24th, 2009 at 18:37 Hi Rik, found a bug when your start the battle with the golem Boss. if you move close to him when he is assembling and do not stop hitting him, he will brake in to pieces for the first time, after that doesn't matter what you do he himself will self destruct, but his head is falling in no way of being reachable by the cranes. so you're stuck until you die. you can not get out of the room. I've seen this problem only in the latest release v0.40 Urs Holzer November 26th, 2009 at 11:58 Rik, you must be a bag full of ideas. Those books! Greate work! Rik November 26th, 2009 at 12:29 @Urs David Harmon December 4th, 2009 at 19:14 Trying 0.41 under Ubuntu -- with both the .deb and source-compiled versions, it's noticeably slower most of the time (with erratic but brief speedups). David Harmon December 4th, 2009 at 19:26 Also, approaching the exit to the Cave, there's a bombable stretch of floor, but it just leads to a tunnel with what looks like a "weak" path, but it's not pickable. Is this actually meant to be passable by going back for one or more bombs, or is it just another "not ready yet" area? David Harmon December 4th, 2009 at 19:34 Never mind that last, I just tested it. Unbombable. Rik December 4th, 2009 at 19:50 Where is the game slow? Particular levels or the whole thing? If you run the game from the console it will display the frames per second when you exit. David Harmon December 5th, 2009 at 15:27 Slowness: It seemed to be the whole thing, but now it's cleared up (after a couple of system updates, sigh). David Harmon December 5th, 2009 at 15:38 OK, figured out the cave tunnel. David Harmon December 5th, 2009 at 16:30 Never mind -- after the hint from dealing with the cave tunnel, I figured out how to feed the ant-lion. David Harmon December 5th, 2009 at 17:25 Oh yeah -- and the Ubuntu version, when run from a shel, *hangs* on exit -- it needs a kiil -HUP to kill it. David Harmon December 7th, 2009 at 23:10 OK, wandering around the fortress and laboratory. I've accumulated a number of objects that appear to be useless. The "Soul Bottle" is explicitly marked as "not working in this version". ( Aww, and after all that trouble!) The Tesla pack doesn't seem to do anything, but I haven't gotten at those blue pads yet, which look like an obvious match. But what about Gazer eyes? Are those actually meant to do anything? (Also, I still haven't seen any sign of the purple gem, despite your prior hint that it might be found in the Laboratory.) David Harmon December 8th, 2009 at 15:51 OK, interesting bug in the Library.... when fighting the Blue Boss Book for the third time (falling blocks), I tried to hide against the exit door, and got knocked *through* the door. The BBB kept tossing blocks, many of which got embedded in the wall, but I was able to go up and get the Third Passage key. When I came back down though, the game crashed. David Harmon December 9th, 2009 at 00:36 OK, I think I've pretty well covered the Laboratory, though I have no idea what that lonely switch in the water maze did. Still no sign of the Purple Gem. Looking back in the Fortress Basement, I find one room which seems to be accessed on the right by a locked door (no message), and on the left by a lift that doesn't come down when switched (again, the switch has no message attached). Rik December 9th, 2009 at 07:58 The library is incompletable in the current version. It states this at the start of the map. David Harmon December 9th, 2009 at 12:35 And what about that effing Purple Gem? Rik December 9th, 2009 at 13:25 The purple gem is in the Lab. I guess you haven't gotten past forcefield yet? David Harmon December 9th, 2009 at 15:25 I found one forcefield, (dead-ending a water run, IIRC) but it didn't have any apparent way to switch of off there. I thought I'd managed to switch it off elsewhere, at some point, because I haven't re-encountered it in later explorations, and I thought I'd re-passed and cleared that section on a later trip. Where the heck was that again? (And is that what the mystery switch was for?) Maybe there should be some indication that there *was* a forcefield somewhere, or at least a hint as to what a mystery switch actually does! David Harmon December 9th, 2009 at 15:30 Actually, I just now did manage to get along that treadmill, by really hammering on the jump button, only to find the far end too narrow to pass. Presumably it's meant to carry a block, as I suspected at the beginning. David Harmon December 9th, 2009 at 16:12 Arrgggh! I just figured out the rhythm change needed for those bl***blocks, did everything I needed to move and transfer the weight -- and got back to discover that the hook had dropped it *next* to the scale! (Not it's original position, I remembered to place the lift -- this was on the other side of the scale.) David Harmon December 9th, 2009 at 18:21 And worse -- I tried it again, and came back to find the weight *hovering next to the claw*, over the (unusable) position it had fallen in last time. Trying the switch just dropped it into that same position. I have to consider this a bug, and a killer. Ron December 10th, 2009 at 09:50 David- The weight fell on the scale for me and the purple gem is just to the left of the scale. A little more to the left is a tele-porter. Rik December 10th, 2009 at 09:55 So when the weight drops here it simply pops off again? David Harmon December 10th, 2009 at 13:02 No. The video shows the claw properly holding the weight. I found the weight at ceiling level, but immediately to the left of the claw itself. When I hit the switch, it fell from that position, to land immediately to the left of the scale. From there, I couldn't move it anyplace useful. (That is, I was stopped cold.) I'm running on a source-compiled version of 0.41, under Ubuntu 9.10. David Harmon December 10th, 2009 at 21:17 I just installed the .deb and confirmed that it does the same thing. David Harmon December 12th, 2009 at 00:59 I'm also turning up more bugs in the Laboratory -- I retreated to an older save file, trying to make the run from the Lab entrance, and I'm seeing electrical auras (like the turtles') in odd places. I'd previously seen them surrounding shots from the green towers, but never got hit by one of those. This time, they're making more trouble. When facing the first (straight) series of bl**kblocks on that route, I know that trying to cross directly will consistently (*) leave me trying to make the final jump directly onto a turtle.so I send a bunch of arrows over first, to try and kill one of the turtles, or at least inspire them to move. When I tried more than usual, somewhere around the 13th or 14th arrow, my own arrows picked up that aura, which damaged me! Trying again from the save point (with fewer arrows), I got across, only to find the surviving green tower there was itself wearing such an aura! Again, trying to attack it damaged me, just like with the turtles! David Harmon December 12th, 2009 at 02:06 Hmm... The weight bug may be linked to saving the game at the wrong point in the cycle. David Harmon December 12th, 2009 at 16:49 Bah. I attached the Tesla Pack to the Blob. Now what? It's just sitting there at half-size, and I still can't hurt it, or leave the screen.. David Harmon December 12th, 2009 at 16:54 Oh yeah, and occasionally it tells me "Press Action to Interact" but doing so doesn't do anything. David Harmon December 12th, 2009 at 17:52 OK, that last one only seems to have happened once. Starting again from the handy save point, the pack duly shocked the blob. David Harmon December 12th, 2009 at 20:10 Hmm. The blob is still occasionally getting "stuck" in reassembly -- this seems to be associated with one or more of the sub-blobs getting stuck in the floor, perhaps because the "shattering" happened too close to the screen edge. David Harmon December 13th, 2009 at 19:46 OK, I've dealt with the energy stealers and unlocked that teleporter. Is there anything left for me to do in 0.41? David Harmon December 13th, 2009 at 23:58 OK, then... one last comment (barring bug reports) before the new version, about game balance. This is clearly meant to be a tough game. But there are ways in which the game is just too tough! There are many places where it's not enough to survive the encounter or hazard, you have to do so almost perfectly, to be in good enough shape to deal with the next, or even to reach the next. In order to progress, I've had to spend way too much time, not dealing with puzzles, but combining respawn-hunting with save-point abuse, just to recover my health. David Harmon December 15th, 2009 at 17:35 Hmm, a couple of minor bugs found. It seems a critical puzzle in the Fortress GF needs a Gazer eyeball to activate. Fine, it's good they're useful for *something* -- but I never knew that until I showed up *without* one -- that is, it didn't tell me anything like "used Gazer eyeball". pechenie December 30th, 2009 at 19:15 First: great game! Such a timekiller, so I can't stop :) pechenie December 30th, 2009 at 19:22 Hah! More than that! There is no chance to get back to the mines, so where can I get bomb to break through? Rik December 31st, 2009 at 09:54 @pechenie Adam December 31st, 2009 at 18:30 Hey! First off, love the game! Played it through once, then restarted to get the things I missed. Couple of things. First, I also had the bug where when I restarted after having saved games, some of the items were gone. Second, some of the places are difficult because of the physics and placement. I'm thinking of the place in the Fortress Ground Floor with the hanging spiders that swing when you hit them. Tried this literally hundreds of times, only gotten past the fourth one. One problem is that when you hit the opposite side of the spider, it throws you /backwards/ into the lava. A little silly, don't you think? The other question I have is once you get through all of them (if ever), how on earth do you activate that switch? Thanks! Rik December 31st, 2009 at 18:50 @Adam, Adam December 31st, 2009 at 23:16 Ok, no problem. Good to know, though, since it'll keep me from wasting time. The axe was all that was gone for me, and although I read someone else's comment that the trees were gone, this was not the case for me. Thanks for your response! Again, love the game! pechenie January 1st, 2010 at 09:24 Rik, thanks! Magically, I both passed through the bombable wall and got to the Library :) Rik January 1st, 2010 at 09:37 @pechenie pechenie January 1st, 2010 at 14:20 No, mmm... I'll try to explain. When the blob becomes red, it puts the hero into it. Then you hit'n'smack him and it blows to many-many little blobs. And here the moment! If one of it's part go out of the screen (to the right) there some variants: Adam January 1st, 2010 at 19:55 Hi! Me again... Couple of thoughts... One, someone mentioned a Gazer eyeball was needed for a puzzle. Would you mind telling me where? I was positive I'd covered the entire fortress (except for the hanging spiders), and never needed one. David-If you reload a saved game this will often increase your chances of getting hearts from monsters. It seems that some times through are just more "healthful" than others. Adam January 1st, 2010 at 20:00 One other thing: has the Fire-Shield been implemented yet? Adam January 2nd, 2010 at 05:50 Oh, and one more thing; is there a use for the Third Passage Key yet? pechenie January 3rd, 2010 at 16:22 Are my bugreports accepted? :) pechenie January 3rd, 2010 at 16:54 One more bug: pechenie January 3rd, 2010 at 17:06 2Rik: Mike January 4th, 2010 at 04:12 The last level isnt really complete, is it? It looks pretty good so far though.. just as we've come to expect :) pechenie January 4th, 2010 at 08:56 Thanx for the next version! Really nice one! But in the library there is some Exclamation marks telling "something should happen here" lasts, but SOMETHING already happen ;) pechenie January 4th, 2010 at 09:59 As I remember, on the very first library floor, where is the first instruction card needed. pechenie January 4th, 2010 at 10:59 One question: do you have the complete story in your mind (or on the paper) and do you already know what happen "when player open that closed door", or it is just the impro? :) jormar January 9th, 2010 at 10:26 has anybody found the 'sewage restricted zone' and the '3rd floor passage key' in v0.45 ? Ron January 9th, 2010 at 14:34 In updating to version .45, the ice spray is lost in my inventory:-) anyone remember where it was located so that I can retrieve it? Glenn January 11th, 2010 at 02:02 Hi, David Harmon January 17th, 2010 at 03:46 Adam: IIRC, the Gazer eyeball is needed to make the dice puzzle appear so you can get to the Laboratory door. Rik January 17th, 2010 at 09:33 Thanks for the feedback. Unfortunately my laptop died so until I can get it fixed I can't work on the game. David Harmon January 17th, 2010 at 16:09 Whoops, nasty gameplay bug in the Library! At the new water trap, the whirlwind just threw my shield into the water! Even if I jump into the water, I can't reach it before I "drown". David Harmon January 17th, 2010 at 18:50 Bah. Just crashed, with message: "Animation BLOCK not set for weapon/pickaxe" David Harmon January 17th, 2010 at 20:13 Arggh! In the Library (3rd floor?), the second robot, when presented with Instruction Card #4, does a loop around Edgar, starts to go down the tunnel, then comes back and hangs at the corner.... incidentally hanging the game as well, since Edgar can't do anything until the robot finishes! David Harmon January 17th, 2010 at 21:27 Minor bug in the Laboratory -- theres a spot where you have a spring in a hole, which you need to use to get a block across the gap in the level above, in order to open the door to one of the dies. I just managed to get the spring pushed to the side (half into the side of the hole), with the block stuck in the hole next to it. (And there's no reset switch, presumably because you didn't expect that spring to be mobile!) David Harmon January 18th, 2010 at 12:55 Also: Save files don't seem to preserve the "applied" item -- they reload with the first item in inventory (generally the pickaxe) selected. David Harmon January 18th, 2010 at 17:11 Oooh, and an old bug, way back in the mines.... after fleeing the boulder, you're facing a lift. If you accidentally send the lift up and fall into its pit, there is no way to get out... BloodyMary January 18th, 2010 at 17:32 Hi There, Rik January 18th, 2010 at 18:01 @BloodyMary David Harmon January 18th, 2010 at 20:13 Hah, and I just came here to report the same bug as BloodyMary. After reloading, I ran into another bug --the game hung when I entered the cavern, with Edgar looking up at the cocoon. David Harmon January 18th, 2010 at 20:17 OK, I have a repeat on the hang. Could this be connected to the other changes to the "digging" grub? Adam January 18th, 2010 at 23:27 David, thanks for the response about the eyeball. I guess I didn't notice that I'd used it either. David Harmon January 19th, 2010 at 18:25 OK, clarification on the "hang" -- when I exited the program and reloaded, I was back to the bug finishing off the "fly" -- if I (without exiting the program) reload that save point, I hang at the cocoon -- but if I reload a different savefile (headed for Mataeus), I still hang, at the info point for the "Monster Compendium". David Harmon January 20th, 2010 at 16:45 And a menu/options bug: When using Options to set "Use Item" (usually "a") to "w", the "(a)pply" within the inventory window was changed. When I set "Use Item" to "s", the "Use item" command at the main game screen, *and* the (a)pply command at the inventory screen, were inaccessible (didn't work, and neither did "a"). David Harmon January 20th, 2010 at 17:18 YA Bug, now in the Mataeus encounter: When riding up on a block at the far left of the screen, I was shoved off the edge of the screen -- unable to move back on or fire knives, but the boss stayed active -- interestingly, I'm pretty sure I had vanashied about halfway up the screen, but Mateus is now aiming his knives at a considerably lower point on the screen edge. BloodyMary January 20th, 2010 at 23:43 Hi There, Rik January 21st, 2010 at 09:26 @BloodyMary Rik January 21st, 2010 at 10:05 The translations use GNU GetText so once you have created your translation file, you can place the .po file into the locale directory, do a "make install" and it should compile the .po file and copy it into the LC_MESSAGES directory, but I think you've already managed to do this. Harry January 21st, 2010 at 13:11 Using a Bomb on Mataeus (worth a try) caused a segfault. Must be his supreme magical power. David Harmon January 26th, 2010 at 15:39 "The Legend of Edgar has encountered the following error:" (But then closed the window just as I was trying to transcribe the message!) Roughly, "Animation BLOCK not found for (?)/wood_axe", and "Report to Parallel Laboratories". This was the compiled-from source 0.45, but I've seen a similar crash with the binary version, except that the message came out on stderr. (Personally, I'd prefer stderr -- can't C&P a graphical message!) David Harmon January 27th, 2010 at 16:34 *&($*$%)#!@! After finally defeating Mataeus, all you get is "well, <i>that's</i> done with, now for the shopping list"? That guy was totally worth a bigheart! David Harmon February 3rd, 2010 at 18:01 Cool, bug-fix release! Still awaiting the rest of the Fire Shield quest... Paolo February 18th, 2010 at 15:43 Version 0.46.1 There is an error in FORBIDDEN SWAMP (WALK_TO command could not find Entity SNAKE_BOSS_WALL_1) Paolo February 18th, 2010 at 16:23 Hi Rik. To semplify your work I added an Edgar_error.zip in Replay Files under name "Forbidden swamp error". Just unzip and read error_explain.txt. Paolo February 19th, 2010 at 13:43 Thanks Rik, works. pechenie February 24th, 2010 at 15:18 Hi there. Can't make fresh 0.5 from sources: Rik February 24th, 2010 at 15:38 gcc should be creating the makefile.dep file automatically. After typing make you should be seeing Xello February 27th, 2010 at 16:25 I compiled the source on my 64bit ubuntu system. It compiled just fine, but then it segfaulted. Xello February 28th, 2010 at 00:56 Yup that was it... A seg fault is kindof harsh for having an application installed incorrectly... Just a thought. Rik February 28th, 2010 at 08:34 The segfault was caused by the game trying to display an error screen but the error screen was reliant on it being able to find the pak file, so it fell over. In future if it can't find the pak file then it will write an error to the console. David Harmon March 1st, 2010 at 18:14 First thoughts on 0.50, and particulaarly on the Fortress Mine: Rik March 1st, 2010 at 19:14 @David David Harmon March 1st, 2010 at 21:07 It was my first time to that point, but... From the last save point, I'd gotten off the mine-cart loop at the upper right, and then gone upwards to find the undiggable wall. Hah -- I just tried it again, and this time the segfault was immediate after the bomb detonation. I could have sworn that last time I had the chance to walk past for a few seconds, but the crash-to-desktop kinda distracted me. Trying the compiled-from-source version next.... David Harmon March 1st, 2010 at 21:22 OK, duped with the compiled version (DEV=1) -- segfault just at completion of the bomb. David Harmon March 1st, 2010 at 21:24 It was right against the wall. Probably not relevant, but the character actually had been still carrying a bomb from prior levels -- it didn't seem to matter whether I visited the local bomb-bin first. Rik March 1st, 2010 at 22:06 Can you run the game through gdb, so do David Harmon March 1st, 2010 at 22:56 I just did so and... the segfault doesn't happen under gdb. <Sigh>. Xello March 1st, 2010 at 23:33 Did you compile with debugging symbols (-g)? I think gdb needs them to work correctly. David Harmon March 3rd, 2010 at 01:30 Gaah. And now the original segfault has vanished entirely. For a while I was getting a segfault on startup, but I redid the "make install" and that seemed to fix that. Other comments: David Harmon March 3rd, 2010 at 13:21 Xello: I should hope the DEV=1 flag brings those in, but it "shouldn't" kill the bug -- you'd still get the segfault, it's just that the "where" command wouldn't be too informative. Xello March 3rd, 2010 at 22:36 By the way, this game is awesome! Thanks for the game, keep up the good work! David Harmon March 4th, 2010 at 01:48 Segfaults: I realized that edgar segfaults on startup when run from my home directory, but not from the build directory. This is *after* a "make install". Harry March 4th, 2010 at 11:55 v0.50, on the second Mine map: marvn March 5th, 2010 at 17:36 hi, in library after i obtain the fire shield howto, game crashes with Unknown Trigger Type "smoothie_colour" marvn March 5th, 2010 at 17:37 sorry, i pasted log 3 times tim March 7th, 2010 at 23:39 Are there any walk-though or hints/spoilers? I can't find the 6th log for the second crossing, or get past the giant ground scorpion/crab thing. thanks :-) Rik March 8th, 2010 at 07:59 @tim Harry March 10th, 2010 at 12:43 v0.51: marvn March 11th, 2010 at 17:24 thanks for the library fix Rik March 11th, 2010 at 19:12 There is currently a bug in the Armour Boss which means it can't be defeated, I'm going to fix this shortly David Harmon March 13th, 2010 at 00:43 If 0.52 was supposed to be the fixed version, it isn't. After I took off its armor for the second time, "Patches" (I named your doggie :-) ) froze in place, with no exit. I still haven't figured out how to damage it, unless I'm supposed to somehow nail the tongue while it's out.
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