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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘bug’

Sky Upon Us – tiny bugfix

Posted by
Sunday, April 19th, 2009 10:48 pm

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

Towers that Attack, Bug

Posted by
Sunday, April 19th, 2009 2:58 am

Battled with a stupid bug for maybe an hour. Turned out I had written an asymmetrical comparison operator which crashed sort. I’m not so great at debuggin D yet, at first I didn’t get the debug info, and when I finally did and found a debugger, it wasn’t so helpful. Funnily enough, I ended up solving it with traditional writefln debugging instead, which just took a couple of minutes. Hmm..

Anyway, what I had done before the bug was adding attack towers, which charge up blobs of darkness and fire them at the butterflies.

It mostly just looks like chaos, becuse I just randomly place everything.

Tremble in your boots!

Posted by
Sunday, April 20th, 2008 12:44 pm

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.

screen1.gif


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