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THE HONOUR OF THE KNIGHTS
The new Creative Commons Licensed
novel from Stephen J Sweeney

Visit the official website,
www.battleforthesolarsystem.com
to start reading online!

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 Comments for The Legend of Edgar (250)

Marach
June 13th, 2009 at 20:19

WOW I didn't think you are still active!
Big thanks for a new game, I'm sure it's great!

 
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:
Loaded up PAK file with 1089 entries
Failed to find gfx/hud/item_box.png in PAK file
0 frames in 5 milliseconds (0.00 fps)
Exiting
I've tried editing the source code and using a .pak from the rpm, both fail to solve the problem. From looking through the source I suspect there are issues with the sizes of different variables, and the calculations involved on 64-bit versus 32-bit ... but I'm no expert.

 
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.

They will be another release shortly to fix this problem.

 
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.

Some general points... the walking speed can be a bit annoyingly low given how sparse the world is, and the physics of jumping seem to behave a bit strangely around ramps. Getting the physics/controls right can really help make things more fun to play, I think. (Try the Knytt series for a game that absolutely has the controls right, to the point that it's just fun running, jumping and climbing things :)

There needs to be a better sense of progress on the collection missions... a little counter/progress bar which let you know how much farther you had to go would help. I found the chicken-collecting mission a bit dull, particularly because it seemed to drag on with not so much sense of progress, and it's hard to know how many chickens are left. (The fact that there isn't much scenery yet also hurts here, but it's only to be expected at this early stage of things.)

But given that it's the first release, this is really good! I hope to see more. :)

 
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.
Anyhow, the game picks up pace in later levels. I like the slow start (and the original chicken task), but concur about the slow walking speed and the progress bar; I had no idea how many logs i had, but later I ran the game from a console prompt and the debug output actually tells you the numbers :-)

 
Padster
June 19th, 2009 at 22:45

this is so awesome.
does the reprogramming the controls work?

i tried putting my own attack, block, interact, and use keys in and they wouldn't work. the ones i left unchanged, like the arrows worked, so i put the others back, and they work now. but it world work better with custom controls.

i'm using kubuntu 8.04

 
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.

After I built, I got: Failed to find gfx/hud/item_box.png in PAK file

This is on Ubuntu 9.04, amd64

 
Rik
June 21st, 2009 at 22:32

That's why -Werror is in the makefile! What line was the warning on?

Also, can you try the following. Type

make buildpak

and then type

./pak -test edgar.pak

This will list all the files in the pak and test each one. Let me know what the output is.

 
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?

Then I tried to install to a non-standard directory (e.g. 'make DESTDIR=blah', 'make DESTDIR=blah install') which seemed to work. Upon starting the game, however, it died giving the same .pak error as Ryan got above although the right .pak file was opened accordint to strace, and the item_box.png string was present in the binary .pak file. (Also ubuntu jaunty) Sorry, removed the sources immediately afterwards due to frustration so no ./pak testing.

...especially as downloading is a burden: could I wget the sources directly instead of having to download it via a browser (cookie checking or referrer? didn't check)? I don't necessarily play where I browse.

 
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.
$ ./pak -test edgar.pak | grep -v OK | grep -v "offset 0"
Loaded up PAK file with 1155 entries
all other lines:
'' at offset 0 : 0 -> 0
Testing ...OK
It seems good to me.

 
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

./pak -test edgar.pak

 
Can
June 23rd, 2009 at 20:55

Ok. only
./pak -test edgar.pak

http://www.pastebin.ca/1471580
or
http://www.pastebin.ca/raw/1471580

 
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.

'data/props/enemy/flying_bug.props' at offset 0 : 121 -> 143

Can you try the code I've stuck up on pastebin

http://pastebin.com/m7819aba4

Replace the contents of src/pak_creator.c with this, and from this file,

http://pastebin.com/m792e5188

replace the FileData struct in src/structs.h with this above file. Then do

make buildpak

and then

./pak -test edgar.pak

All I've essentially done is to replace "unsigned long" with "uLongf".

 
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).

all lines:
'' at offset 0 : 0 -> 0

First `make buildpak` command gave me a segmentation fault. After several `make clean`s it completed succesfully, however as I said, output was same.

Then I ran a `make` and it complained about src/pak_creator.c:322. I have changed %d with %ul. Running the game resulted with same error message as expected.
( Failed to find gfx/hud/item_box.png in PAK file )

Also I answered a bit late. I want to fix but my C knowledge is limited as well as my knowledge about your code and my time. Don't get me wrong I'm glad, if I could help, but I think this way of fixing things not going well and it seems won't be.( you can't try your fixes etc.)
Nowadays almost everbody have an 64bit processor, are you sure you can't find one(I mean which is running an 64bit OS) to test your code on it.

 
David Bolt
June 25th, 2009 at 03:30

I have a fix for ./pak -test edgar.pak returning the lines:
'' at offset 0 : 0 -> 0

The problem appears to be caused by a mismatch of variable types. In pak_create.c, inside main(), the length and i are defined as type int. However, when writing the length and offset to the end of the pak file, it's written out using:

fwrite(&length, sizeof(long), 1, pak);

For a 32bit system, or those I have available, this doesn't matter as sizeof(int)==sizeof(long). For the 64bit systems I have available, sizeof(int)==4 and sizeof(long)==8, which means the above fwrite() writes a random extra 4 bytes to the file, which then mucks things up.

Changing the:

int i, length;

to:

int i;
long length;

inside main() and rebuilding the pak files results in ./pak -test edgar.pak returning the correct filename, offset and sizes.

A patch for this change is here:

http://pastebin.com/m54055722

For other build errors on my 64bit systems, I cast the types to (int) in the error messages, as detailed in the following patch, and that change stopped the build errors:

http://pastebin.com/m50a65f9a

Unfortunately, I've not been able to test it out yet because of the "Failed to find gfx/hud/item_box.png in PAK file" error.

 
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.

The code for reading from the pak file is in system/pak.c in a function called uncompressFileRW.

It should be the same

 
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.

As for the code for reading and testing the pak file:

In system/pak.c initPakFile() offset is of type long.
In pak_creator.c, main() length performs the same function as offset, but is of type int.

 
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:
- chickens can get trapped under elevator pad, this is really annoying
- game crashes when loading right before entering the mine, it does not always do this, it's strange, here's the save file and ouput:
http://f.imagehost.org/download/0766/save0
http://pastebin.ca/1475813
it crashes in the same place even if I load an earlier save then enter the mine. This is after doing the chicken quest then going to get the pickaxe and trying to go to the mine. However if I start the game over, go get the pickaxe then go to the mine, it does NOT crash.

 
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 ????!!

What am I supposed to do , or it's a bug ?

Thanks

 
Rik
July 3rd, 2009 at 14:11

@JoeMar

Can you upload your save file somewhere so I can have a look at it?

 
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.

Concerning the translation.txt where can I get the .po file where we can translate the game prompts and hints ? I'll be interested in doing so, as I've already done so for a few other games.

[Request] How about Edgar runs if we keep pressing the arrows/joypad and walks if we only tap the arrow/joypad button ?

thanks.

 
Rik
July 4th, 2009 at 17:02

@JoeMar,

To translate the game you need to use GNU Gettext. Hopefully you've got some experience with it as I'm not familiar with its functionality.

 
Rik
July 5th, 2009 at 08:30

@gnarlin

That doesn't sound right. Can you post the command you entered and the entire output generated to http://pastebin.com/ and send me the link? If the output is very short (less than 10 lines) then just post it here.

 
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.

can you take a look. the same bug occurs on a w32 system and also in an Ubuntu 8.10 system.

As for the translation, I normally just get an .po file and from there I translate the strings from english to othe languages. Can you create that .po file ? Blob Metal solid has such a file, so you may ask the author.

 
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.
But I'm having some issues (mainly because this is my very first PKGBUILD) and I'd like to ask the developers about what should I use. One of my main issues is the package name, as it includes an hypen ('-'). Could you, please, use a dot as bugfix or just suprime it? It's a bit troublesome as the AUR itself uses an hyphen and a number to determine the release version of the PKGBUILD, not the package.
Right now, I have half of the file done, needing to still create the build array to compile the package and some other details.
I'll try to notify you when it's uploaded to put a link that redirects to Archlinux.org AUR.

Thanks, Alxe.

 
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,

edgar-0.11-1.i386.deb

to

edgar.0.11.1.i386.deb

then I'm afraid not. We'd have to make changes to our website, our build scripts and a bunch of other things and I don't think this is necessary.

Also, I'm not clear on how the filename on our website affects Archlinux's build scripts? If you planning to have pkgbuild download the sources directly from us then I was strongly suggest again it - we don't keep old versions of games or packages when new ones come out. This would mean that, since Edgar is still under a lot of development, the scripts could break a on a regular basis.

If you still need to make the filename changes, then the best course of action might be to download the archive and host it elsewhere.

 
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.

But now, make complains to me, and shows this:
src/system/properties.c: In function 'setFlags':
src/system/properties.c:266: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
src/system/properties.c: In function 'unsetFlags':
src/system/properties.c:358: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
make: *** [properties.o] Error 1

And sorry for most of asking, I'm not a developer, yet I'd like to study and become one. Right now I'm just an user.

 
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.

The patch can be found here: http://pastebin.com/mdb7695f

 
Rik
July 24th, 2009 at 08:05

Thanks for the update, David. I've applied this patch now.

 
frogg
July 25th, 2009 at 20:15

Chicken Problems__
I had a chicken on the lift. the lift went up, the chicken didn't. the chicken was thereafter stuck in the space under the lift. still walking back and forth in that little space, but unable to come out.

 
Alxe
July 28th, 2009 at 17:15

Hello, again.
Maybe it's just me, but it doesn't let me compile and throws me this error on "/src/event/script.c":

src/event/script.c: In function 'runScript':
src/event/script.c:63: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
make: *** [script.o] Error 1

Is this a common problem?

 
Steve
July 28th, 2009 at 17:19

Is this happening with the latest 0.22 sources?

 
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.
one question in the sewer at one point you activate a big elevator, but there is no way that I could find to get to the room to take it. is that the way it should be ?

 
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
me a hint.

I'm in the "Forbidden Swamp" and I have to collect 6 logs to build a
raft. I've collected 4, but can't figure out how to get the other 2.
One spot, I can get to the log by hopping on platforms that drop when
you land on them then, reset themselves. Where the tree is, there is a
section that you can hack out with the pick axe and there seems to be a
rock that potentially could be used to stand on to give a boost to get
to the first platform on the way back. However, I can't get behind the
rock to push it.

In the second place, there is water again and a log is lying on the
ground that could potentially be pushed into the water to float across.
However, I'm not sure if this is what I'm supposed to do and even if it
is, I can't get behind the log to push it.

 
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.

The next version will have a tutorial to cover things like these.

 
Edgar
August 12th, 2009 at 17:15

Wow, how weird to see my quest to save my father in a game...

Or at least I am assuming, I need to play the game to make sure, I should assume that its all coincidental for now.

 
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,
Can you guys add the SDL libraries for the game in the windows build ? For somebody like me, I don't like downloading different libraries and stuff. It would be nice to have a pre-built thing. I should just install and play.

 
Rik
August 19th, 2009 at 16:07

@jivan

What's missing? All the DLLs should be in the installer.

 
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,
Where can I find the translation file *.PO I have a few friends who would love to play the game and they don't know english, so it's hard to understand all of the game if I'm not there to explain to them. you have my email please can you forward me the english.po file so I can start the translation. Thanks.

PS if you need help with the internals of how to get a '.po' from your program you can ask the programmer of Tuxpaint ( Bill ) I'm sure he can give you a hand with this.

 
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.

In the doc directory there is a file called "translating" which explains how to do this.

Let me know if you have any questions

 
draconishinobi
August 25th, 2009 at 17:31

One other bug I notice in the latest version 0.25 is:

I do all the local quests from the 2 guys, then I get the raft quest, I get 6 logs and it says I completed it. Then, I go to build a raft, but it says I don't have 6 logs ! Here are part of the log:

Play Time : 0H 36M
Updating Trigger "Chopped Log", 5 / 6
Updating Trigger "Chopped Log", 6 / 6
Firing global trigger Chopped Log
Completing objective "Collect 6 Chopped Logs"
Firing triggers with name
Saving game
...
Done reloading inventory
Loading script file data/scripts/raft.dat
Could not find item Chopped Log
Skipping unknown script command END
Skipping unknown script command END
Loading script file data/scripts/raft.dat
Could not find item Chopped Log
Skipping unknown script command END
Skipping unknown script command END
465013 frames in 7474401 milliseconds (62.21 fps)
Exiting

 
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.

 
Rik
August 26th, 2009 at 08:05

Joypad support will be in the next version.

 
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.

 
Rik
August 26th, 2009 at 21:19

Thanks, I'll fix this in the next release

 
Urs Holzer
August 27th, 2009 at 13:26

Once again, an excellent game. Some thoughts from my side:

When you get somewhere for example to fetch an object, new enemies turn up on the way back. This is a very good feature. It makes you think: "Arrgh! Once again one of those nasty ...". Also, it is good that when you are in lack of health, you can go back and find some new enemies which potentially release a heart when you kill them. (That is, I disagree with Colleen in this point.)

The village is big, somewhat empty and it takes very long to walk around. Perhaps you could incorporate the tutorial into the village?

I really like the eyes of edgar and the other creatures.

I don't know how far you are with creating levels, but in the basement I found an info point that informs me that I could have 10 health points if I were a very good player. You give the hint to look for them in the Mine, but I am unable to find them. :-( (I play version 0.25) Am I just too stupid or are they not their yet?

Keep up the good work! I am waiting impatiently for the next version ;-)

 
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.

I might make the village smaller but that wouldn't be until the rest of the game has been finished.

As a hint, have a look around where the boulder chased you and bear in mind that not all weak walls look like weak walls...

 
Glenn
September 12th, 2009 at 04:27

Hi. This is a fun game, thanks for making it!

I'm having trouble killing the golem. I've reduced his health to zero (both claws move into the centre of the room), but he still doesn't die. Do I need to do something else to get past him?

 
Rik
September 12th, 2009 at 08:44

Wow, I think you're the first person to have found this boss!

When the claws are in the center of the room, reduce the Golem's health to 0 and when he shatters, use the claws to finish him off.

 
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,
but some of the commands (eg jump, block) don't work, and if I walk off a platform I don't fall, but just keep walking in air. New games seem to work fine. I was hoping to get to the new levels quickly though! :)

 
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.
However I had a small problem doing it:
In pak.c the loadMusicFromPak() function calls the uncompressFile() function and uses an unsigned char* to refer to a variable defined in the latter one; however according to my understanding, when returning from the latter function the variables lifetime ends - what happened here - and therefore I sometimes got trashed value for the filename.
I solved this by declaring the variable as "static unsigned char filename[MAX_PATH_LENGTH];".

 
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.

The game makes a backup of previous saves so if you overwrote your old save you can restore it by renaming ~/.parallelreaities/edgar/savex.bak to ~/.parallelreaities/edgar/savex where x is the save number.

You must do this before you load up the game though otherwise it'll overwrite the bak file!

 
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.
I couldn't load all saves from version 0.30 (which I played until the beginning of the swamp) - only the first two saves (some place in town and forest were able to be loaded). When trying to start from one of the other save points, the programm terminated.
As I didn't want to bother you, I decided to start a new game (with a fresh 0.31 installation). However, here, the green grubs in the wood and the fireballs in the mines (when you flee from the big rock) don't move anymore. The first one is no problem, but as the fireballs are sometimes directly in the path of Edgar, I'm not able to escape from the big boulder anymore.
During porting, I didn't encounter anything special so I just wanted to ask whether this happens with someone else too.

 
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.
I even tried to go to the woods with v0.30, checked the moving grubs and saved the game, which I then loaded into v0.31. The save file got patched when loading, but the grubs still don't move. (To be precise, they and the fireballs play the moving animation, but they stay at the same place always)
As I can't get out of the mines, I currently can only tell for the maps village, forrest and mines - because without the shield, Edgar refuses to go to the forbidden swamp.
Trying to investigate further - btw PowerPC machine here.

 
Rik
September 28th, 2009 at 08:01

Hi HAK,

if you compile the source with "make DEV=1" then you can select a map to load by typing "edgar mapXX" where XX is a number between 01 and 10 (you need leading 0, so 01, 02, 03 etc.) There is also a map called test.

Some of the maps won't be very much use since they'll be right next to a boss or simply inescapable. You won't have any weapons either.

Compiling with DEV=1 uses -Wall and -Werror which might shed some light on what's going wrong. If there are still strang problems then I'll send you some code to output what it thinks is going on.

 
Rik
September 28th, 2009 at 12:25

Hi HAK,

I think the problem could be to do with atof(). The fireballs have a weight of 0.3 which is probably being set to 0 and the grubs have a speed of 0.75 which is also probably being set to 0.

You can check this by going to line 527 in src/system/properties.c and adding the line

printf("%s -> %f", value, e->speed);

(add a line break to this printf statement. It's being stripped)

after the line

e->originalSpeed = e->speed;

Next, compile with DEV=1 and then type edgar test

Some of the output should contain the lines

0.75 -> 0.750000

If it's

0.75 -> 0.000000

then that's problem (hopefully).

 
HAK
September 28th, 2009 at 15:25

Hi Rik,

Yes, seems that atof() is the culprit - though I still don't know why.
Looks like it expects the numbers now in german format (with a decimal comma instead of a decimal point e.g. "0,75" instead of "0.75") as otherwise, all numbers behind the point are discarded.
I tried to compile with NO_GETTEXT as I thought a wrong implementation is the problem, but the problem still remains - though a small testprogram (which only does printf("%f", atof("0.75")); does work correct - so the problem is at my side.
Just have to investigate further.
Thanks for the help.

 
HAK
September 29th, 2009 at 00:44

Hi Rik,

Found the problem. Just right after the #ifdef construct in main.c you have a line reading

printf("Locale is %s\n", setlocale(LC_ALL, ""));

which is called always and - at least here in my setup - always sets the LC_NUMERIC to some standard value - just have to ask with the implementor of gettext here which it is, as the language here is set to english, but the keyboard to german - but that's my problem.

BTW: in your src/system/properties.c you're checking "SPEED" twice (line 523 and 565).

 
Rik
September 29th, 2009 at 08:03

Hi HAK,

Thanks for the tip, I found the speed duplication after stressing for 5 minutes about why my debug wasn't appearing! I've also moved the locale messages into the #ifdef now.

 
jormar
September 29th, 2009 at 13:48

Hi Rik,
so many questions, so little time ;) !!! help ... I'm stuck in the laboratory... I've found the 1st dice, the green spring which makes the room go down, but nothing happens ... how about a little intro to tell what are the goals of each room/level ? man I'm killing everything that moves but I don't seem to find a way to finish this game ;) Also the purple gem is no where to be found, and the elevators that are missing power only in the next version ... but it's been 3 versions ;)) N'ways keep them coming . I like it !!

 
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.

(This happens in version 0.31)

 
Rik
September 30th, 2009 at 19:55

Thanks for the report, I'll fix this in the next release.

 
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.
(v0.31)

 
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 ?

BTW thanks for the hint about the spring, it became clear what to do with it after knowing that it served to jump up ;)

PS you should really document what each option/icon does ...

 
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.

I can send you my saved game if you want to check.

 
Rik
October 1st, 2009 at 11:36

Again, can you tell me how many dice you have found?

 
Glenn
October 2nd, 2009 at 08:28

Hi. Thanks for fixing the save issue. A couple of other things I noticed:
1) While fighting the blob boss, a couple of times his punch attack shot right up to the ceiling and stuck there. It seemed to happen when the attack came close to / right at either screen edge.
2) If I happen to pause the game during a gazer's stun attack (while the screen goes white) and load a new game, the screen never goes back to normal - it stays all white.

 
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?

Thanks for the Gazer report, I'll fix that in the next 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.

Another thing: somehow I managed to get the weight operated door to open with no weight on it.
I can't quite remember the sequence, I think it was: drop box on scales, door does not open; start ton weight moving on conveyor; push box off scales; flip switch to send claw back. At this point I think the door opened. I have a save while it is in this state (open with no weight) if that helps. I also found it a bit odd that if I have both the box and the weight on the scales, the door does not open.

 
HAK
October 4th, 2009 at 13:42

Hi Rik,

In your src/main.c you've added the line
printf("Numeric is %s\n", setlocale(LC_NUMERIC, ""));
after you've set them before.
As you can see, due to this, the original LC_NUMERIC settings of "C" is now removed again (at least here, if you remember my problems).
Just asking why you're doing this? Have you better documents than I have what setlocale() is giving back? To my knowledge it only return 0 and 1 according to success or fail.

Concerning gameplay, I'm having serious problems, after getting the 3rd access key in the sewer; I don't seem to be able to cross the slime pit back, as the timing of the horizontal moving platform and the middle vertical moving plattform is that off, that I can't jump from one to the other and therefore are stuck (or I just suck 8)).

 
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.

I'll have a look at the lift issue, since they should all stay in sync.

 
Rik
October 5th, 2009 at 08:18

Hi HAK,

in main.c can you try changing the locale section to

#ifndef NO_GETTEXT
printf("Locale is %s\n", setlocale(LC_ALL, ""));
printf("Numeric is %s\n", setlocale(LC_NUMERIC, "C"));
printf("atof(2.75) is %f\n", atof("2.75"));
textdomain("edgar");
bindtextdomain("edgar", LOCALE_DIR);
#endif

and then run it. If this works as expected (the atof should report 2.75) then let me know and I'll do another release, because at the moment it the game (still) won't work for any user who uses comma as their decimal separator.

 
HAK
October 6th, 2009 at 08:02

Hi Rik,

Yes, with the upper mentioned changes, output/playing (grubs move) looks good.
The lines I receive when starting are as follow:

Locale is
Numeric is C
atof(2.75) is 2.750000

Still no luck with the moving platforms though.
I tried to change the values of the vertical moving platforms in the map07.dat and build a new pak, but this didn't change anything; I assume, that those are just initial values and the actual values are stored in the according save file - which means, I would have to go through the whole sewer again.

 
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.

The data is stored in the save file to allow for persistence, but this file is patched by the game whenever it detects a new release. It also creates a backup file called savex.bak where x is the save number beginning with 0. This might be a bit out of date but it might save you having to restart from scratch. You could always copy (don't rename it) this backup file into an empty slot and then issue

edgar -load x

to load the game.

 
HAK
October 6th, 2009 at 22:15

Hi Rik,

Just wanted to tell you, that with the latest patch, I was able to pass back over the lifts from getting the 3rd access key - was a little bit close, but nevertheless - thanks.

BTW: I just remembered, did I overlook something in the forest at home? Never found out, where to get the forest cell key.

 
Rik
October 7th, 2009 at 09:27

Jormar,

The Legend of Edgar is a work in progress and is only about 30% complete. Some items collected by the player cannot be used until later versions. Do not post messages spoiling the experience for other players.

 
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.
And it also has to be said, that missing this key doesn't hinder you in the rest of the game, you won't find anything important there. However, you will find a lot of fun there.

 
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.

The vanishing/alternating blocks are a particularly nasty hazard -- I eventually managed the horizontal stretch over an acid pit, and even got up that long vertical stretch over a floor. Both involved a lot of practice and, indeed, waiting for a lucky run.

But... now I'm apparently headed for the other side of a locked door (the second of two switches straddling it), and seeing <i>both</i> vertical and horizontal stretches, the whole thing over an acid pit??!! The previous hazards were bad enough, but this one crosses into F*ck That Sh*t territory.

And while I'm at it, you need a "mute" key that isn't buried under three menus....

 
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....

I actually got at the fortress key by using a bomb saved from the mine, but I didn't get too far after that.

 
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.

Just so you know, once you have retrieved the purple gem and placed it in the machine, you won't be able to progress further since the game is incomplete. Now that I'm back from vacation I'll start working on the next section.

 
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.

 
Rik
November 7th, 2009 at 20:37

Have you been to the laboratory?

 
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!)

I actually just had to rebuild my system, so I'm starting all over -- now I'm trying to beat the golem, and I'm pretty dubious about the fairness thereof -- even after figuring out *how* to hurt it, I've been playing half the day and I don't think I've gotten more than one "hit" on it before getting killed (from 7 health.)

I've managed to beat the dragon, both appearances of the floating whatsit, and the super-grub in the forest, but this golem is a menace. (Also, it's still buggy -- once it failed to reassemble completely, and got stuck in a stack a little taller than Edgar, with the screen continuing to shake until I reloaded.)

 
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.

A hint for the disappearing platforms over acid pits: A lot of training is necessairy. Make sure you have full health when you start from the last saving point. (You can increase health by going back and killing respawned enemies and collecting the hearts they drop.)

And a last hint from my side: Killing the golem and the thing in the forest cell earns you a small reward. It is a small one, but might turn out useful. On the other hand, it is not a requirement for the rest of the game.

 
Harry
November 24th, 2009 at 12:24

Found an error in the fortress map, after jumping over the fireballs near the laboratory entrance:
Failed to find data/scripts/drawbridge_point.dat in PAK file
Is this bit not implemented yet?

 
Rik
November 24th, 2009 at 13:16

@Harry

Looks like I forgot to update that Action Point. That part isn't implemented and the Action Point should state this. I'll fix it in the next release.

 
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

 
Rik
November 24th, 2009 at 20:28

@jormar

Thanks, I'll have a look at this

 
Urs Holzer
November 26th, 2009 at 11:58

Rik, you must be a bag full of ideas. Those books! Greate work!

Accidentally I found the following anomaly: There are those green/white switch boxes wich edgar has to jump on in the right order. In the fortress ground floor I was able to move one of them like this: Run into it and use the C key as if you wanted to pull it. Like this, the box goes on a trip to the next wall. I only tried it with the lower most of the boxes which have to be activated to open a door before which there is a savepoint and behind which there is a information point only. I hope you can reproduce that.

 
Rik
November 26th, 2009 at 12:29

@Urs

Thanks for letting me know, I never tried to see if it was possible to do this.

 
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.

Regarding the wall in the cave, it is passable but you messed it up. There was something else down there that you could have used to help you get in.

 
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).

The wall in the cave -- I didn't see anything around there but a handful of monsters.
Now I'm trying to deal with that ant-lion thing under the Swamp, Besides being gruesome, it isn't fooled by pushing or pulling the rock, and if I try to jump onto the rock, it just shoves the rock aside to chomp me. :-( I actually got past it once before, but IIRC it was something of a lucky break, and I can't remember the details.

I guess I'll go back and poke around the cave wall some more....

 
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).

Oh, and in the "Main" Fortress, a green spring, which gave access to a blink-block chimney, got unrecoverably knocked off its platform (apparently by wandering monsters) to a spot near where the four spiders impede getting back to the Basement door.

The Library was fun, but had several apparently-useless items to clog my inventory -- two instruction cards, one key to the third floor, the tuning-fork that gave access to Storage key which in turn gave access to a "not implemented yet". If you're going to scatter unusable objects around, perhaps you could supply a few wastebaskets to clear them out of inventory?

 
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!

Also, I'm now struggling with a passage that starts with an empty claw and a lift down to an impassible treadmill. (No progress walking, and too narrow to jump.) The indicated route would be the blinking blocks over the slime, which looks downright nasty -- but it's worse than that. OK, I get this is meant to require pixel and jiffy-accurate jumps, but after well over an hour trying (and at least there's a save machine right there), I've *never* managed to make the fourth jump, to the blinkblock just before the first raised blinkblock. This after having dealt with all the other hurdles I've complained about.

 
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.

Other commenters: Has *anyone* gotten past this point? Or, gotten the Purple Gem?

 
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?

http://www.youtube.com/watch?v=BIOQ2_E_zaE#t=4m13s

 
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.

 
Rik
December 10th, 2009 at 13:21

OK, I'll have a look and see if I can reproduce this

 
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!

Hmm. Could this profusion of bugs be due to keeping save files from prior versions? I did the Village/Forest//Mine on 0.33 at latest, maybe 0.31, and have been progressing from there.

 
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.
I actually got the Gem once, but was in poor enough shape that I promptly got killed by the subsequent boss.

 
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?

 
Rik
December 13th, 2009 at 22:16

That's all there is a for 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.

So... may I suggest a few adjustments? First, simply to increase the chances of getting hearts from a kill -- it doesn't have to be all that much, but right now it's *very* difficult to recover from getting knocked down to one or two hearts. The second suggested change is that you should have at least one health potion in every level, similar to those available in the Village and the Laboratory. This would let players spend a bit more time dealing with puzzles and gameplay, rather than scavenging health points. A third possible suggestion is that at the ends of at least some of the blinking- and falling-block paths, you could put small "safe landing zones", where the monsters can't block your exit. And one final point, specific to the "in-progress" status of the game -- you night want to put a visible marker by targets or objects which aren't currently useful...

 
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".

Also, I've noticed that if I save while a fallen arrow is disappearing, when I restore, the arrow seems to have become permanent.

 
pechenie
December 30th, 2009 at 19:15

First: great game! Such a timekiller, so I can't stop :)

Second: I got 3 of 4 gems, everyone but the blue. So I have 2 questions: I completed the Laboratory (very buggy green blob yeah!!), I explored all of the "Fortress ground floor".
1) Where is the library? Is it on the "right wing of fortress"? But I found no key there to activate the lift.
2) How can I pass through the "broken" (bombable?) wall in the Fortress Basement? It is right upwards of the Generators. I saw the bomb in the mine, but they are TOO far away.

 
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

There are bombs in the basement, they are to the left of where the bombable wall is (where you picked up the green gem).

 
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,

You can't get past that bit at the moment, I forgot to put in a message stating that fact, sorry.

Can you give me an example of what items are missing so I can try and reproduce it?

 
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 :)
So, a few bugs:
1) There is a change to make gem collecting quest uncompletable, I dont know exactly how it happened, but when I get upwards with the lift I jumped to the generator, so there were no messages about "This generators seems broken" etc. I put the gem into the generator (with no quest taken!) and went to the other one. When I step to the lift once again there was a messages, and quest become taken.
But that gem, which I put with no quest taken, was lost for ever. Inventory printed, that I has 3/4 gems, and 3/4 generators repaired.

2) Known bug (I read about it) with the green blob. When it's "crushing" near the right edge of the screen, it become stuck. It's really annoying, I restarted the battle for times, not because of death, but because of bugs.
Can't say anything about the left edge of the screen, but it seems to be ok with it there.

Sorry for my bad english :)

 
Rik
January 1st, 2010 at 09:37

@pechenie

When you say "crushing", do you mean when it turns into a fist and comes out of the ground or when it is bouncing as a ball? What colour is it, red or green?

 
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:
a) it falls "through" the floor, and cannot return to the "big" blob, when it reconstructs himself
b) it lefts right on the floor, than "runs" to blob, and.... nothing happen. Blob lasts in "uncomplete" state.
I can't say exactly about the left edge, I didn't dealt with it.

P.S.: And I remeber one more bug with the blob!
When you put the tesla pack on the wall near the blob, and it constructs in this time you can hit it! If you hit the blob with you weapon when it already become full size, but in the moment, when tesla pack not hit him with the eneregy yet - so, when at last tesla pack "detonate" it DOES NOT harm the blob. You manage with him again, and again put the tesla pack and... I don't remember, but I think, that there is no chance to harm the blob for this time at all. You need to reload.

The blob is a bit buggy, but I think you deal with him :) Thanks, and sorry for my english again.

 
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?

 
Rik
January 2nd, 2010 at 12:25

The Passage Key has no use in the current version

 
pechenie
January 3rd, 2010 at 16:22

Are my bugreports accepted? :)

 
pechenie
January 3rd, 2010 at 16:54

One more bug:
I can take the Fire shield quest for many times, so my inventory has many same Fire Shield quest records.

 
pechenie
January 3rd, 2010 at 17:06

2Rik:
I think, you didn't see my messages about blob, because of the limit of the last posts on the main project page. Please, read the message of January 1st, 2010 at 14:20

 
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 :)

 
Rik
January 4th, 2010 at 07:56

@Mike

Which level are you referring to?

 
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 ;)

 
Rik
January 4th, 2010 at 09:41

Where is this Exclamation mark?

 
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? :)
Why am I asking? Because there so many very little details, for example lets look on the Ice Spray - great!, and I do not believe that you creating the game "on the knee" :) Very impressive.

P.S.: damn magi ! damn purple swirl ! :) I tried for hundred times, but I didn't discover how to deal with it. Very nasty boss!

 
Gallaecio
January 7th, 2010 at 09:32

The 0.45 date in the changelog is wrong (year 2010).

 
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,

I'm playing v0.45 using a save file that I started in some earlier version. I have the fire-shield quest, but when I find the weapons book, Edgar still says he has no reason to read it.
If I go back to the fireball passage, then back to the library and read the book again, it works.
I guess the weapon_book_update trigger had not run the first time round - maybe it wasn't in the version I started with? Now I have the shield quest twice - ie, there are two duplicate lines in the inventory saying "obtain a fire shield 0/1". Will this cause problems later on?

The game continues to be great fun, with lots of inventive touches. Thank you!

 
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"

I was facing off with a whirlwind on the Library 4th floor.

 
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,
youre doing a great job on TLoE!
Found a Bug(?) in v0.45
FLY_BOSS in map05 (Cave) after defeating it, it crashed to the right wall, the camara moved to the right side. FLY_BOSS still had 1 heart, the first wall was destroyed, but the others not. I neither could see the boss nor me, just the walls and the water pit.
I changed the fly_boss_die.dat to:
SET Edgar FACE RIGHT
SET FLY_BOSS FRAME_SPEED 0.75
SET FLY_BOSS REMOVE_FLAG HELPLESS
SET FLY_BOSS ADD_FLAG FLY
SET FLY_BOSS SPEED 5
SET FLY_BOSS FACE LEFT
SET FLY_BOSS SPEED 1
SET FLY_BOSS ANIMATION WALK
SET FLY_BOSS FRAME_SPEED 0.5
SET FLY_BOSS REMOVE_FLAG FLY
SET FLY_BOSS ANIMATION WALK
SET FLY_BOSS FRAME_SPEED 0.25
KILL FLY_BOSS
FOLLOW EDGAR
RESET_CAMERA

Couldnt see the cut Scene, but I got my extralife and then bombed my way through the invisible wall to get back. (is this normaly nessecary?)

Regards, BloodyMary

 
Rik
January 18th, 2010 at 18:01

@BloodyMary

Thanks for the feedback, you shouldn't have to destroy the wall (or modify the script) to get back so I'll investigate the problem.

 
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,
Well, I had the same problem after reloading. But I didnt think of it because I found a qn'd solution.
Something else (dunno if it was postet yet). Using a Switch for the first lifts in the Mine to move them made the game crash. Probabliy it's because the lifts can go up and down and not just one direction (like in the village). I think many newbes will have the same problem. I just got the idea to use up or down (and not the switch) to move the lift, when the game crashed.

ATM I am working on a German translation. I have translated almost everything, but I didnt finish the game, so I don't know if every transltion has the correct meaning. There was just a polish translation, for an older version in the translations directory. Are there any others?
Also I didn't find a way to choose wich translation to use. Lukyly after compiling, my Translation was activatet. I didn't know how to use poedit (the editor for .po files I use) so I started replacing the polish text by the german text, later i updatet the po file with the .pot file. Now there are some strings available, wich look pretty much the same. Is this normal?
Well, I encounterd some problems concerning the monsters names. Slimes look like Frogs to me. So I used the German word for frog, "Frosch". I hope that's okay, maybe you had a reason to name them slimes and not frogs.
What is ment by the string "Readied %s" I found no translation for redied or redie, It would be nice if you could tell me what that means.
bye, BloodyMary

 
obsrv
January 21st, 2010 at 09:22

Your map editor segfaults when compiled under Linux x86_64

 
Rik
January 21st, 2010 at 09:25

@obsrv

The map editor isn't supported.

 
Rik
January 21st, 2010 at 09:26

@BloodyMary

Thanks for the report about the switches. I'll fix this in the next release.

 
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.

The word "readied" means to "make ready" but you could always used the word "prepared".

Just so you know, the game isn't finished so the translation isn't completely finished either.

 
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)

 
Rik
February 18th, 2010 at 15:52

Thanks Paolo,

I'll see if I can reproduce this error.

 
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:

~/Download/Games/edgar-0.50$ make
gcc -Wall -O2 -pedantic -DVERSION=0.50 -DRELEASE=1 -DDEV=0 -DINSTALL_PATH=\"/usr/share/games/edgar/\" -DLOCALE_DIR=\"/usr/share/locale/\" -DPAK_FILE=\"edgar.pak\" -DMEDAL_SERVER_HOST=\"www.parallelrealities.co.uk\" -DMEDAL_SERVER_PORT=80 -c -s
gcc: no input files
make: *** [draw.o] Error 1

What am I doing wrong?

 
Rik
February 24th, 2010 at 15:38

gcc should be creating the makefile.dep file automatically. After typing make you should be seeing

makefile:165: makefile.dep: No such file or directory
for i in src/*.c src/*/*.c; do gcc -MM "${i}"; done > makefile.dep

and then the compilation commences. If this doesn't happen then try typing in

for i in src/*.c src/*/*.c; do gcc -MM "${i}"; done > makefile.dep

and then typing make

What version of GCC are you using?

 
Xello
February 27th, 2010 at 16:25

I compiled the source on my 64bit ubuntu system. It compiled just fine, but then it segfaulted.
Output:
Locale is en_US.UTF-8
Numeric is C
atof(2.75) is 2.750000
Segmentation fault

 
Rik
February 27th, 2010 at 16:56

Did you do a "make install"? That might be why it failed to run.

 
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:

1) Those bright white webs are distracting in the otherwise-dim mines!

2) In the first bat encounter, one of the bats got stuck in the lift shaft.

3) After the boulder, and just after using a bomb, I hit a segfault as I was facing off against a red ant. The last console message was: "Respawned at 3868.500000 2314.000000", after the messages associated with my last reload. This was the .deb package, installed with dpkg on Ubuntu 9.10.

 
Rik
March 1st, 2010 at 19:14

@David

Can you tell me a bit more about the segfault? Had you just reloaded? What had happened just before it crashed?

 
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....

 
Rik
March 1st, 2010 at 21:18

Where was the bomb when it went off? Against the wall or somewhere else?

 
David Harmon
March 1st, 2010 at 21:22

OK, duped with the compiled version (DEV=1) -- segfault just at completion of the bomb.
Final messages:
----
Load completed
Length is 504.666672
Speed is 1.500000
Time to move is 504.666672

 
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

gdb ./edgar

then type run

When the game segfaults, type

where

and post the output here.

 
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:

In the big lift where a health potion is accessible: The edges here are fuzzy -- easy to get stuck in the walls, and going up, Edgar gets lifted offscreen.

Repellent: Cool, but has a save bug: as with arrows (still), if you save while the cloud is fading, a small cloud can remain -- which I was able to pick up! Message "Picked up " -- that is, it's nameless, likewise in my inventory.

 
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.

Normally, a bug that goes away under the debugger is likely to be pointer-related -- but in this case, I'm guessing libraries/installation, given the other segfault reports.

 
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:

If you save with a cloud of Repellent on the screen, when you reload it is there permanently. You can even pick it up as an item (with no name).

 
Rik
March 4th, 2010 at 13:46

Thanks for the cloud bug report

 
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"

from console>
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
39887 frames in 686945 milliseconds (58.06 fps)
Exiting

 
marvn
March 5th, 2010 at 17:37

sorry, i pasted log 3 times

 
Rik
March 5th, 2010 at 18:04

Thanks for the bug report Marvn, I'll have a look into it

 
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

To the left of the Ant Lion is a wall you can knock down, perhaps you can do something with what's behind the wall...

 

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