Beta Nail''''''''s Adventure Wip


Well; as I said i uploaded something this weekend
It is not as finished as I`d like to; but I don`t know if i`ll be able to post anything until Monday and I wanted you to know I`m still working on this.
There is no windows build yet as I haven`t it installed on my computer; but I`ll soon set up a virtual machine in order to keep both builds updated

About the controls, I have changed them but they aren`t even close to final
As of now they are:
1 to 4 choose weapon
c to shoot
spacebar to jump
arrows to move

As you know any feedback will be appreciated!
 
CODE
*** glibc detected *** ./main: free(): invalid pointer: 0x093a8798 ***


I get that after pressing ESC

also your binary doesn't work on my system but if i build it myself it works

CODE
./Nails\ adventure
./Nails adventure: error while loading shared libraries: libGLEW.so.1.5: cannot open shared object file: No such file or directory


Oh, btw it is getting more playable though as far as jumping and how the baddies shoot

your harpoon isn't offset correctly when aiming up... it might be a good idea to make it so the gun knows where the bullet is suposed to start ie using something like gunImageLengh() ... is you can start anybullet where it should be you may already have something like that didn't look ...also aiming down would be nice
 
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As an alternative to the previously discussed control schemes, how about using the right nub to fire? In the home position he wouldn`t fire, but press in any direction for primary fire, and hold R with a direction for secondary.
 
Yeah i'll see that option too.
Just that shooting grenades will be a little weird that way... the way i thought that genades would work... ( think of Gears of War ) Ill upload something to clarify when i get back home.

SO when is the Windows Version coming :D?
 
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@hells_dark select a weapon with the 2 3 4 keys 1 returns to no weapon perhaps... 1 should be a short range blow... controled also by the up down arrow keys ie punch, jab etc... would be a very desparate move though
 
cb88 said:
CODE

*** glibc detected *** ./main: free(): invalid pointer: 0x093a8798 ***
I get that after pressing ESC


glibc just LOVES to claim that memory is getting free-ed twice, even when it isn't. It's probably just a seg. fault.

oh, and @jsmtux, the enemies keep falling on top of each other. If they are colliding, they should turn, and walk in opposite directions, unless they are in active persuit of your character. Then, the one in back should stand still for a short bit, and let the one ahead of him advance until there isn't a collision.
 
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'jsmtux' said:
Well; as I said i uploaded something this weekend
It is not as finished as I`d like to; but I don`t know if i`ll be able to post anything until Monday and I wanted you to know I`m still working on this.
There is no windows build yet as I haven`t it installed on my computer; but I`ll soon set up a virtual machine in order to keep both builds updated

About the controls, I have changed them but they aren`t even close to final
As of now they are:
1 to 4 choose weapon
c to shoot
spacebar to jump
arrows to move

As you know any feedback will be appreciated!
Jumping still needs a bit of work - it feels sort of odd, like you're hovering, or something.
 
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@cb88 I know about the double free, but I haven`t found where is the error yet; It may take me some time to fix it.
I know the harpoon isn't working ok when aiming up; but I was in a hurry. By the time I upload the windows version it'll be fixed :D

About the controls, I don't know how i'll implement them; but I think I'll wait until I get the pandora to begin with it as I don't even know yet how to handle the joypads with SDL. Then I'll release a version with two or three different schemes and i'll set up a poll or something,

@Gonzo: about the windows version I hope to get it released by tuesday :D

@hells_hark: Have you tried to compile it by yourself? What linux version are you using? It is a really odd problem :(

@RaYdOg: Thanks for the tip, I hadn't thought of a way to handle it. I'll try to code it as soon as I have finished the arpoon-related stuff.

@arrrgh: I know about jumping; it's more difficult than I thought; but I think that by the next release it'll be ok

Thank you all for the feedback!!
About the sources, do you think I should eventually translate and comment them in english to improve readibility?
 
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Man, those bullets need to come out a bit slower :blink: Unless you're going for frustration of manic miner proportions :D
It's looking fabulous :D

QUOTE
@hells_dark select a weapon with the 2 3 4 keys 1 returns to no weapon perhaps... 1 should be a short range blow... controled also by the up down arrow keys ie punch, jab etc... would be a very desparate move though


Aaaah! Now it's a tad easier :D It was good to start off without a weapon though and have to get through a few screens before you pick one up.
 
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@hells_dark Don't know why it keeps happening; as I`m using the same version as you; you aren`t using the numpad keys, are you? It`s the only thing I can think about...

@clippa: thank you very much! When I get to something playable I'll do what you say

@Username in order to compile in linux, you only need to install the sdl-dev libraries an type make in console; but don`t worry I`ll upload the windows version as soon as I can
 
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When I try to run it:
CODE
$ ./Nails\ adventure
./Nails adventure: /usr/lib/gcc/i686-pc-linux-gnu/3.4.6/libstdc++.so.6: version `GLIBCXX_3.4.9' not found (required by ./Nails adventure)

When I try to compile it:
CODE
g++ `sdl-config --cflags` -Wall -c nivel.cpp
nivel.cpp: In member function `void nivel::loop()':
nivel.cpp:30: error: call of overloaded `abs(unsigned int)' is ambiguous
/usr/include/stdlib.h:699: note: candidates are: int abs(int)
/usr/lib/gcc/i686-pc-linux-gnu/3.4.6/include/g++-v3/cstdlib:153: note: long long int __gnu_cxx::abs(long long int)
/usr/lib/gcc/i686-pc-linux-gnu/3.4.6/include/g++-v3/cstdlib:123: note: long int std::abs(long int)
nivel.cpp: In member function `void nivel::Entrada()':
nivel.cpp:36: warning: taking address of temporary
make: *** [nivel.o] Error 1
 
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@zear_ :
you can "temporarly" fix it by editing nivel.cpp :
replace : SDL_Delay(int(t+1000/32-SDL_GetTicks())); with SDL_Delay(abs(int(t+1000/32)- int(SDL_GetTicks())));

and in corda.cpp
replace while(abs(Extremo[1].x-ax)>5||abs(Extremo[1].y-ay)>5) with while(abs(int(Extremo[1].x-ax))>5||abs(int(Extremo[1].y-ay))>5)

the problem is that abs take an int as argument and jsmtux use a float one.
I don"t know if my solution is the best
sorry for my english
 
I made a video for those who can't get it working to see what it looks like. http://www.youtube.com/watch?v=SeZvm1blj7Y
 
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