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post-compo version

Posted by
December 22nd, 2007 9:43 am

A post-compo version of my entry is here.

Changes are:

  • Different algorithm to create dynamic holes (without any texture upload), and compiled with optimization on (so no more slowdowns)
  • Gameplay change: Can now walk even during explosions (which allows new timed puzzles)
  • Gameplay change: Added movable bombs (allows Sokoban style puzzles)
  • 4 new levels (13, 14, 15, 16 are new – still not very good, but a lot better than the ones in LD)
  • Allow to choose your starting level (once reached)
  • Some graphical changes, like flags to mark indestructible fields
  • Fixed several bugs (most of which could not occur in the LD levels)
  • Includes a crude linux makefile now besides the mingw makefile and the .exe
  • There’s still a bug with 16-bit desktops under Windows
  • Another bug which caused unexplained failures to upload textures is fixed with the fixed exe in the comments (so if it doesn’t start up, you can get that .exe – maybe I’ll also re-upload a new version with this later)

post-compo screenshot

5 Responses to “post-compo version”

  1. Papper says:

    Still crashes after loading snow.png for me :/

  2. allefant says:

    Yesah, when I got a chance to try on a Vista box, it worked (with 32-bit desktop at least) – so I could do nothing about this.

    For some reason, uploading a texture fails for you. If you want, I can try sending you an .exe with additional debug output to pinpoint which exact OpenGL command fails.

  3. Papper says:

    Sure, do it :)

    I’m running winxp with sp2 by the way :)

  4. allefant says:

    Ok, put this lunte3.exe where lunte.exe is, and it should exactly log all the calls to OpenGL texture uploads:
    http://allefant.googlepages.com/lunte3.exe

  5. mike says:

    T24Dwx hi! how you doin?

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